NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
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liquidshadowfox
- Posts: 170
- Joined: 05 Nov 2020, 14:03
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
So I don't know what the penalty is for this, but I did find that if I use lossless scaling, set it to adaptive frame gen and set the target FPS to the max FPS I can get stable the artifacts at lower refresh rates go away for the most part and because there's not a lot of frame gen happening on the lossless scaling side I don't see any artifacts.
For example, Zenless zone zero even though I get 120 fps and I can cap it using riva to 120 fps to get a flat line, no matter what I do (front edge, back edge, async or reflex) gsync pulsar gives me crosstalk and blur (which I assume is compensation pulse) but the moment I use lossless scaling adaptive to frame gen me to 120 fps (while still trying to generate native 120 fps) now everything looks more consistently clear and with no artifacts that I can notice. I don't know what the latency impacts of this are but since some of these games I play with controller rather than mouse + keyboard I don't really feel the input lag and it just looks absolutely clear in motion.
Update:
It looks like this work around isn't the silver bullet, it largely depends on the game itself what type of work around you have to use to get perfect frame times for Gsync pulsar to give you a blur free experience with no artifacts at lower refresh rates (talking around the 120 fps mark). Wuthering waves for example, only works perfectly with Gsync pulsar if you either cap the FPS to 120 with riva and use DLSS frame gen X2 to frame gen 60 fps to 120 OR cap to 60 fps with riva and then use adaptive frame gen with lossless to 120 fps. Going with higher multipliers leads to artifacts (I actually found lossless looks better than DLSS frame gen for the most part but there are a few times I see lossless fall flat on it's face with details that are better replicated with motion vectors). Either way I REALLY hope DLSS adaptive frame generation is the silver bullet I've been waiting for because right now lossless scaling wins in terms of smoothness in every scenario (despite artifacts due to no access to motion vectors and it's heavier to run than DLSS frame gen). I'll probably start documenting best settings per game somewhere and maybe open up a website because honestly it's starting to feel like you need a degree in motion clarity just to navigate the best settings PER game to make full use of pulsar, As it stands nvidia reflex doesn't really help making the frame delivery smooth enough for Gsync pulsar for games that aren't competitive (that don't require much horsepower to run at absurd frame rates in general)
For example, Zenless zone zero even though I get 120 fps and I can cap it using riva to 120 fps to get a flat line, no matter what I do (front edge, back edge, async or reflex) gsync pulsar gives me crosstalk and blur (which I assume is compensation pulse) but the moment I use lossless scaling adaptive to frame gen me to 120 fps (while still trying to generate native 120 fps) now everything looks more consistently clear and with no artifacts that I can notice. I don't know what the latency impacts of this are but since some of these games I play with controller rather than mouse + keyboard I don't really feel the input lag and it just looks absolutely clear in motion.
Update:
It looks like this work around isn't the silver bullet, it largely depends on the game itself what type of work around you have to use to get perfect frame times for Gsync pulsar to give you a blur free experience with no artifacts at lower refresh rates (talking around the 120 fps mark). Wuthering waves for example, only works perfectly with Gsync pulsar if you either cap the FPS to 120 with riva and use DLSS frame gen X2 to frame gen 60 fps to 120 OR cap to 60 fps with riva and then use adaptive frame gen with lossless to 120 fps. Going with higher multipliers leads to artifacts (I actually found lossless looks better than DLSS frame gen for the most part but there are a few times I see lossless fall flat on it's face with details that are better replicated with motion vectors). Either way I REALLY hope DLSS adaptive frame generation is the silver bullet I've been waiting for because right now lossless scaling wins in terms of smoothness in every scenario (despite artifacts due to no access to motion vectors and it's heavier to run than DLSS frame gen). I'll probably start documenting best settings per game somewhere and maybe open up a website because honestly it's starting to feel like you need a degree in motion clarity just to navigate the best settings PER game to make full use of pulsar, As it stands nvidia reflex doesn't really help making the frame delivery smooth enough for Gsync pulsar for games that aren't competitive (that don't require much horsepower to run at absurd frame rates in general)
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
Is the crosstalk that bad or are you nit-picking? Which games have you tried? I have bought the AOC version of this monitor just waiting for it to arrive, bought it because i miss my FW900 and this is closest thing to it.liquidshadowfox wrote: ↑22 Jan 2026, 15:13to get perfect frame times for Gsync pulsar to give you a blur free experience with no artifacts at lower refresh rates (talking around the 120 fps mark).
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liquidshadowfox
- Posts: 170
- Joined: 05 Nov 2020, 14:03
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
The crosstalk looks bad only while Gsync pulsar is compensating for the FPS to stabilize, the moment the FPS is stable, it looks incredibly clear.
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
Because you lose the lower frametime / lower total system latency benefit.Alennartsson wrote: ↑22 Jan 2026, 03:12How come its not for games with high stable fps (+360)? If its motion clearity that i want. Isnt it better to use pulsar to get 4x the motion clarity?
Vsync on + Gsync on = 327 FPS, 4x pulse = Motion clearity of "1308hz".
What is the actual reason to not use PULSAR on games with +360fps, for example cs? In my understanding you will get way higher motion clarity with PULSAR enabled.
Not only that, you get less total eye-tracked motion performance due to the lower frametime target.
You also get a severe potential increase in eye-strain, which is the biggest issue with these multi-strobe PWM solutions.
Pulsar is nothing more than VRR+Strobing. It's not some magic.
ULMB 2 = (fixed refresh rate) backlight strobing
There is no latency overhead when you use GSYNC+VSYNC+Reflex.Alennartsson wrote: ↑22 Jan 2026, 03:12However im playing cs competitive in high ranks and want the best settings possible. Both for latency and motion clearity. Do i get any extra latency when i use vsync + gsync + reflex?
How do i enable ULMB2 only instead? And what differs from using ULMB2 and PULSAR on cs2?
Enabling Pulsar does result in a latency overhead due to the second pulse behavior.
Wrong, there is no total system latency overhead when using this scenario.
According to Battle(non)sense data, Pulsar does increase the total system latency.
No information about ULMB2, however. You cannot extrapolate information based on other backlight strobing implementations.
Latency is always a detriment to computing. It's not a "small amount" in the slightest.
evaluating xhci controller performance | audio latency discussion thread | "Why is LatencyMon not desirable to objectively measure DPC/ISR driver performance" | AM4 / AM5 system tuning considerations | latency-oriented HW considerations | “xhci hand-off” setting considerations | #1 tip for electricity-related topics | ESPORTS: Latency Perception, Temporal Ventriloquism & Horizon of Simultaneity | good lcd backlight strobing implementation list | display vs gpu scaling
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liquidshadowfox
- Posts: 170
- Joined: 05 Nov 2020, 14:03
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
I think nvidia should enable Gsync pulsar through the nvidia app/ nvidia control panel per application/game because you might not want to enable pulsar all the time (like desktop for example) or games that simply don't have a consistent enough frame rate where the constant blurring in and out causes eye strain for regular folks who don't want to research what settings/frame caps technologies they might have to employ simply to get the backlight strobing to work more consistently.
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
Can some of the people here with Pulsar monitors test some things regarding how Pulsar works?
1. When you choose to not cap Framerate, is it the case that Pulsar works, and once you go beyond 360 FPS it just stays a "ULMB2" type monitor? Meaning: You still get 4x clarity, just locked to 360 Hz? This would be important for gamers that prefer to play uncapped for maximum responsiveness. I for myself can tell the difference between G-Synced 357 fps_max and uncapped (where I get 500 to 800 in cs2).
2. What happens if the FPS dips from 500 down to the G-Sync range? Is there any sort of noticable flickering? Or does it smoothly "catch" the dip, engaging G-Sync and making it "better" than a classic ULMB2 monitor?
3. Does anyone here have a 540Hz ULMB2 and is willing to compare the two? How do they compare?
1. When you choose to not cap Framerate, is it the case that Pulsar works, and once you go beyond 360 FPS it just stays a "ULMB2" type monitor? Meaning: You still get 4x clarity, just locked to 360 Hz? This would be important for gamers that prefer to play uncapped for maximum responsiveness. I for myself can tell the difference between G-Synced 357 fps_max and uncapped (where I get 500 to 800 in cs2).
2. What happens if the FPS dips from 500 down to the G-Sync range? Is there any sort of noticable flickering? Or does it smoothly "catch" the dip, engaging G-Sync and making it "better" than a classic ULMB2 monitor?
3. Does anyone here have a 540Hz ULMB2 and is willing to compare the two? How do they compare?
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liquidshadowfox
- Posts: 170
- Joined: 05 Nov 2020, 14:03
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
I can confirm
1. Pulsar keeps pulsing 360 hz if you have vsync off and are rendering more than 360 hz
2. If it dips from above 360 to below 360 the transition is smooth with no visible flicker to my eye
For #3, there was a review that compared the 2 and said the 540 hz ULMB 2 looks clearer but this more crosstalk than pulsar
1. Pulsar keeps pulsing 360 hz if you have vsync off and are rendering more than 360 hz
2. If it dips from above 360 to below 360 the transition is smooth with no visible flicker to my eye
For #3, there was a review that compared the 2 and said the 540 hz ULMB 2 looks clearer but this more crosstalk than pulsar
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
To be honest, for me the best monitor would probably be the new Asus 610 Hz with ELMB 2.
I honestly don't even notice the improvements of Gsync with my 360 Hz OLED.
500-800 FPS uncapped without any sync feels way better in CS2 than capping and using G Sync. So with the 610 Hz, I'd probably have the most advantage.
I honestly don't even notice the improvements of Gsync with my 360 Hz OLED.
500-800 FPS uncapped without any sync feels way better in CS2 than capping and using G Sync. So with the 610 Hz, I'd probably have the most advantage.
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
Is ANYONE here by any chance able to test if Pulsar SOMEHOW magically works in Linux with the latest driver?
I haven't found anything on this topic. It could have been implemented in the driver a longer time ago without it being obvious.
I haven't found anything on this topic. It could have been implemented in the driver a longer time ago without it being obvious.
Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV
You're supposed to be doing:
• fps_max 0
• G-SYNC & VSYNC & Reflex enabled
• Enable HW:Legacy Flip
When using a +600Hz Rapid-TN in CS2.
Anything else is a joke when owning a display, where refresh rate ≥ frame rate (aka present-to-present time)
evaluating xhci controller performance | audio latency discussion thread | "Why is LatencyMon not desirable to objectively measure DPC/ISR driver performance" | AM4 / AM5 system tuning considerations | latency-oriented HW considerations | “xhci hand-off” setting considerations | #1 tip for electricity-related topics | ESPORTS: Latency Perception, Temporal Ventriloquism & Horizon of Simultaneity | good lcd backlight strobing implementation list | display vs gpu scaling
