whitestar wrote:Just want to revisit this for a bit. I am worried that the fluctuations in hz (and therefore blur) will be too distracting.
This is silly.
Fluctuations
with GSYNC are many, many times less distracting with GSYNC than without.
That's the
biggest advantage of GSYNC.
I can't tell my framerate is fluctuating at all. 20fps framerate fluctuations are rendered INVISIBLE with GSYNC!
For more information:
http://www.blurbusters.com/gsync/preview/
Stutters are much more noticeable than ultraminor variances in motion blur. Look at
http://www.testufo.com -- you can see motion blur doubles at half framerates. With GSYNC, the blur is a perfect continuum instead of at steps. So if you vary from 55fps to 56fps, your blurtrail shortened by less than 2% (55/56ths as long as the last frame). Then the next frame you varied to 56fps->58fps, your blurtrail shortens by 56/58ths. The miniscule variations of blur trails are completely invisible compared to the stutters you used to have.
There's no stutter from framerate variances when you use GSYNC. Varying framerates is stutter free with GSYNC. So if over a time period such as 2 second, if your framerate 60fps slowed down to 30fps then back up to 60fps, the blur trail slowly lengthened from the amount of blur the 60fps UFO to the 30fps UFO then shortened back to the 60fps UFO so subtly (look at
http://www.testufo.com for the amount of blur behind each framerate). It happens so subtly that you often don't always visually notice your framerate fell temporarily to 30fps
A good animation of the GSYNC smooth varying blur continuum is found at
http://www.testufo.com/stutter#demo=gsync (but make sure your browser is 100% perfectly smooth with
http://www.testufo.com first -- you don't want external stutters interfering with the animation. Also view with LightBoost turned off). But be noted that this is not fully accurate because this is software-based simulation of GSYNC. The real GSYNC looks much better in person, for double-digit fluctuating-framerate games (BF4, Crysis3, etc) that can't easily run at framerates worthy of LightBoost (triple-digit framerates).