Lowest input delay monitor for PS4

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BeefChicken
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Lowest input delay monitor for PS4

Post by BeefChicken » 01 Mar 2018, 16:33

Hello, I am looking to buy a monitor to use for PS4 gaming. My goal is the lowest possible delay between pressing a button and seeing the response on my monitor. I don't care about resolution (1080p is more than enough for me) and I don't care about TN/IPS/etc.

All I want is the monitor to show me a fast response from when I press the button.

Should I consider getting a 1080p CRT monitor? Would it have a considerably faster (if at all) response compared to a fast LCD/LED monitor?

ahmedpc03
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Re: Lowest input delay monitor for PS4

Post by ahmedpc03 » 01 Mar 2018, 17:18

for ps4 you dont need to buy more than a 60hz monitor or you are going to waste your money because as we know ps4 is only supporting 60hz

the best choice for you is not to buying a regular monitor with 60hz, its better to get a gaming monitor, usualy gaming monitors offering low input lags

benq offering 60hz specific console monitor with low input lag

RL2455HM 24 inches
RL2755HM 27 inches

booth TN panels

if you would like to get an ips panel my suggestion is going with gaming lg monitors

also the lg monitors offering 75hz for pc with freesync, as i know xbox one x is supporting freesync but iam not sure about ps4 or ps4 pro

24MP59G 24 inches
27MP59G 27 inches

from the reviews lg gaming monitors are also offering very good input lag for these two models

this is my suggestions

your choice

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RealNC
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Re: Lowest input delay monitor for PS4

Post by RealNC » 01 Mar 2018, 19:46

BeefChicken wrote:Should I consider getting a 1080p CRT monitor? Would it have a considerably faster (if at all) response compared to a fast LCD/LED monitor?
No. A good 60Hz gaming monitor will not have more input lag than a CRT, at least when running in its native resolution.
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Chief Blur Buster
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Re: Lowest input delay monitor for PS4

Post by Chief Blur Buster » 04 Mar 2018, 19:54

I have heard really good things about RL2455HM for consoles.

If you however do want motion blur reduction for consoles, the original XL2720Z is good for this.
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BeefChicken
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Re: Lowest input delay monitor for PS4

Post by BeefChicken » 07 Mar 2018, 16:16

I found this website called "displaylag" (https://displaylag.com/display-database/)

Is the input delay data on this website reliable? If it is, then I've narrowed the search down to Acer R271 (IPS, 9ms input delay) or Samsung C27F398 (VA, 11ms input delay). I'm aware of the benefits of TN models (less ghosting, more clear image when sharply turning camera etc.), but the games I'll be playing on PS4 won't benefit much from it, so I want to try out an IPS or VA panel this time.

Which one should I choose between those two? Never really used either IPS or VA panels, I read that IPS can have really bad backlight glow, while VA can have really bad ghosting. Maybe I should order both of them, test them out then send one back? In my country a customer can return any product purchased online within 14 days without giving a reason, as long as the product doesn't show any signs of usage.

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Re: Lowest input delay monitor for PS4

Post by Chief Blur Buster » 07 Mar 2018, 20:46

Easy answer:

Yes, they are legitimate for choosing a display that's good for consoles.
A little less so for CS:GO, however.

Long complex answer:

DisplayLag uses Leo Bodnar, which is "VSYNC ON" biased.
The lag results are more useful to console players than VSYNC OFF players.

SMTT 2.0 == lag test with 1000fps VSYNC OFF bias = better for deciding a monitor for CS:GO (e.g. TFTCentral)
LeoBodnar == lag test with 60fps VSYNC ON bias = better for deciding a monitor for consoles (e.g. XBox One, PS4)

Various kinds of synthetic lag tests are legitimate, but the key is understanding how useful they are in your particular case. Synthetic lag tests (such as Leo Bodnar and SMTT 2.0) always have an inherent bias that are more optimized to certain audiences. Synthetic lag test numbers can dramatically diverge from real-world CS:GO lag for many reasons.

Some displays can have crappy lag at 60Hz but excellent at 144Hz or 240Hz. For example, many 240Hz displays cannot slowscan (at 60Hz, they buffer the refreshes and scan out them at 1/240sec) while they run bufferless (line-buffered) during 144Hz or 240Hz.

So, you see, synthetic lag tests misses a lot of data.

Here's an example of the complexity of lag testing techniques:
Chief Blur Buster wrote:For example, in our Blur Busters G-SYNC 101 series, written by Jorim, of the button-to-pixels test in a real-world game, for the XB252Q, in CS:GO, measured 12ms for VSYNC OFF at 1000 frames per second (last few bars). That's much less than Prad's monitor-only measurement -- and that was via our high speed video camera.

It's a "first-anywhere-on-screen" reaction methodology for that specific game, as eSports players often play with peripheral vision too -- and this methodology can produce dramatically lower numbers than "first-single-point" measurements or "VBI-to-photons" measurements.

Image

These numbers are the full chain, from mouse button to pixels, taken via high speed camera, in GSYNC 101 Part #3.

Image

Numbers for the full whole chain would naturally be higher than the monitor-only lag (if that is what prad.de is trying to measure).

Not saying their numbers are incorrect, but they need to document their input lag measuring methodology. I suggest that prad.de to fully document their lag measurement method to properly documenting HOW they measure lag -- it will help compare notes better.

Lag methodology will output different values for:
-- Lag from GPU-side to monitor pixels
-- Lag from monitor input to monitor pixels (excludes cable transmission overheads, e.g. +1ms)
-- Lag from mouse to monitor pixels
-- Lag from keyboard to monitor pixels

And screen location:
-- Lag from VBI to monitor top (ala VSYNC ON input lag)
-- Lag from VBI to monitor center (ala VSYNC ON input lag)
-- Lag from VBI to monitor bottom (ala VSYNC ON input lag)
-- Lag of pixel transmitted from GPU to corresponding pixel shown on monitor (more representative of VSYNC OFF input lag)

And how the lag tester starts the lag stopwatch:
-- Button press
-- Dongle on cable (VBI detector)
-- Black box (Leo Bodnar, etc)
-- API call (e.g. Direct3D Present() or OpenGL glutSwapBuffers)
-- etc.

And how the lag tester stops the stopwatch:
-- Photodiode on a specific location on screen (e.g. oscilloscope, Leo Bodnar, etc)
-- Differentials between two screens
-- First reaction anywhere on screen (e.g. high speed camera)

And how soon to stop the stopwatch
-- First GtG photons detectable
-- GtG 10% (recommended -- very human visible now by then)
-- GtG 50% (recommended)
-- GtG 90%
-- GtG 100% (artificially long, not recommended)
-- Undocumented (e.g. Leo Bodnar, ugh).

And other variables to keep in mind:
-- Lag of a specific Hz (varies from Hz to Hz)
-- Leo Bodnar Tester is lag of VSYNC ON 60Hz
-- SMTT 2.0 is lag-differential between two screens and runs 1000fps VSYNC OFF
-- Lag of VSYNC OFF is also very different from lag of VSYNC ON.

Also different behaviours:
-- VSYNC ON lag testers will have more lag at bottom edge than top edge for most screens
60Hz vs 240Hz have massive differences
-- VSYNC OFF lag testers (at high frame rates) will equalize lag throughout the screen, since VSYNC OFF is scanout-following
60Hz vs 240Hz have less differences, but due to frameslice lag gradients, MIN/AVG/MAX is tighter at 240Hz
-- VSYNC OFF adds a slight lag-randomization of (1/Hz)th of a second. Lag is lowest just right below a tearline. Lag is highest just right above a tearline. And because the lag jitter is a full refresh cycle due to the random tearline locations - this results in MIN/AVG/MAX becomes much tighter at higher Hz than lower Hz when using VSYNC OFF lag testers.
-- Etc.

240Hz displays currently have bad 60Hz lag numbers (worse at 60Hz lag than the best 60Hz monitors) but excellent 240Hz lag numbers. But that is different from 240Hz lag -- not everyone even bothers using 60Hz. Depending on methodology, naturally, some results will be better and some results will be worse.

And lag numbers are not comparable between different review websites.

That is normal and acceptable but insufficient disclosure of lag test methodology is a huge problem. During 2018 we will communicate with other websites to standardize this further.
In other words, no two snowflakes are alike.

Thanks,
Mark Rejhon
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BeefChicken
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Re: Lowest input delay monitor for PS4

Post by BeefChicken » 08 Mar 2018, 13:36

@crossjeremiah

I received an e-mail notification that you sent me a private message regarding "input lag on those ips", but for some reason I'm "not authorized to read private messages" :/

Probably because my account is too fresh or has too little post count.

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Re: Lowest input delay monitor for PS4

Post by Chief Blur Buster » 08 Mar 2018, 14:07

BeefChicken wrote:@crossjeremiah

I received an e-mail notification that you sent me a private message regarding "input lag on those ips", but for some reason I'm "not authorized to read private messages" :/

Probably because my account is too fresh or has too little post count.
It's an automatic forum protection feature because we had spammers (of chinese/viagra fame) sending hundreds of private messages in the past. It's a headache.

Private messages reading/writing requires 5 posts. You're getting close. :)
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  2. Please report rule violations If you see a post that violates forum rules, then report the post.
  3. ALWAYS respect indie testers here. See how indies are bootstrapping Blur Busters research!

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