NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Ask about motion blur reduction in gaming monitors. Includes ULMB (Ultra Low Motion Blur), NVIDIA LightBoost, ASUS ELMB, BenQ/Zowie DyAc, ToastyX, black frame insertion (BFI), and now framerate-based motion blur reduction (framegen / LSS / etc).
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MPRT|GTFO
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by MPRT|GTFO » 15 Feb 2026, 20:13

liquidshadowfox wrote:
14 Feb 2026, 17:32
Honestly though my testing it's been really frustrating because in some games the motion clarity is noticeable, in other games it's not and it has 100% to do with precise frame times. If the frame times aren't ABOSULTELY perfect to what the gsync module considers "stable" gsync pulsar is constantly doing the secondary compensation pulse which blur the image a little more than I'd like and it only gives marginally more motion clarity than without. Some games I had to resort to using lossless scaling frame gen to get the perfect frame times in exchange for visual artifacts, some games I had to disable "passive waiting" in riva and I had to play with the different sync modes (typically async worked best if I had to use reflex or frame gen that forces reflex) and in other games it worked better with front edge (but it increases input lag as a downside). This technology is amazing and great but it's very inconsistent given the landscape of how badly games are optimized these days (I'm running on 9800X3D + 5090 so my PC should in theory be "best case scenario"). I hope to see they will improve the consistency with the next firmware update and maybe allow the 2ndary compensation pulse to come on less often in exchange for slight phase shifting when the frame times aren't perfect but they will need to fix the lower FPS ranges because that's where pulsar makes the biggest difference in motion clarity.
liquidshadowfox wrote:
14 Feb 2026, 22:01
Gsync + Vsync + Reflex doesn't give the perfect frames which leads to artifacts using pulsar so it's not as cut and dry as it should be. I rather take the input latency con than the imperfect frame pacing reflex gives that causes artifacts with Gsync pulsar in the games I play. Reliably lossless scaling really fixes the frame pacing with adaptive frame gen at the expense of artifacts. Although many here will disagree with how I use pulsar, it looks better to my eyes not having motion blur and I don't really feel the input lag even with frame gen enabled.
Have you tried simply disabling Gsync, Vsync, all frame rate caps, enabling ULMB 2 and setting a fixed refresh rate that is just low enough for 99% or more of the frame times (let's say a particular game stays above 200 FPS in all scenes, except occasional single frames near 150 FPS, you may set 200Hz fixed, or perhaps 150Hz fixed)? Seriously, I know this must be counterintuitive to many people after all the Gsync marketing, but think about it. This monitor's strobing is different (also the 600Hz FHD TN models and CRTs) in that the part of the picture that becomes visible is continuously rolling over time, so controlling the place on the screen where the next frame starts becoming visible (*sync) is not anywhere near as important as it is on monitors where the whole picture is visible at the same time. And with the setup I'm proposing you're still getting a lot of the benefits of your full frame rate even when it is higher than the refresh rate.

From the way you're describing your experience it seems that:
1. You're not going after the lowest possible latency; and
2. You're more annoyed by the whole picture becoming somewhat blurred for a second or longer than by occasional artifacts that only affect parts of a single frame.

If that's the case, if you try unsynced, uncapped, rolling strobe you'll have only one value to fiddle with per game: the fixed refresh rate. You'd get slightly higher latency than a higher refresh rate scenario, but much less added latency than the full frame times from things you mention. If you're eye-tracking and an occasional single frame takes 30% longer than the fixed refresh time, you'd see a momentary doubled image that covers 30% of the screen (not even the whole screen, so it's less likely to be even noticed than in other setups) and no lasting blur after that moment. That may be less of an annoyance than Pulsar's copium. And if even that kind of artifact is too much, you may lower the refresh rate to cover even those momentary frame rate dips, because in this setup, and with your latency tolerance, lower refresh rates have fewer downsides than in other setups and use cases (think how CRTs even at 75Hz are able to compete very well against higher refresh rate monitors; you still get some benefits from a frame rate that is higher than the refresh rate). On these Pulsar monitors, when lowering the refresh rate, you do, however, get a longer strobe time (persistence), which corresponds to a lower maximum eye-tracking speed beyond which you start getting the effects of the persistence motion blur. But from what you're describing (correct me if I'm wrong) I think that you're more concerned with the picture staying sharp while eye-tracking things at moderate speeds, than getting the most out of every fast mouse flick or other fast motion that inevitably causes some amount of motion blur on a monitor that achieves a MPRT of over 1ms (as someone measured it). And if you do want to eye-track faster than what the frame rate implies in some games, then frame generation is still an option with this configuration.

So while with Pulsar on you're able to get less motion blur when you're eye-tracking fast AND the scene you're playing has a frame rate that is significantly higher than the minimum for the game AND relatively stable, (all 3 conditions must be true) with a refresh rate fixed at the minimum for the game you'd get less or the same amount of blur in pretty much all other cases (depending on how you feel about the look of the occasional frame time spike above the refresh time in this setup vs. Pulsar).

Hopefully this is a lot less frustrating to configure and with a much lower latency penalty. And for others in the same situation I'd also say it's worth trying. You don't have to go so far out of your way to use Pulsar just because they made it. The way they got to Pulsar (rolling strobe) may be the real hero here.

Edit: After thinking about it again, no cap and no sync with framerates a little above the refresh rate would still result in a faint double image when eye tracking, which I think is what would bother you (for many it would be okay, though). So you may still want to also enable Adaptive Vsync (or something similar) if you want to avoid that. Initially I was thinking of very high frame rates, where this issue isn't visible.
Last edited by MPRT|GTFO on 16 Feb 2026, 16:01, edited 3 times in total.

hamza_tm
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by hamza_tm » 16 Feb 2026, 11:24

I have the Asus model and am pretty sure I can't enable ULMB 2 alone without Pulsar - or I just can't figure out this menu. Has anyone done that?

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kyube
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by kyube » 16 Feb 2026, 11:37

hamza_tm wrote:
16 Feb 2026, 11:24
I have the Asus model and am pretty sure I can't enable ULMB 2 alone without Pulsar - or I just can't figure out this menu. Has anyone done that?
According to the manual:
(second link if this one doesn't work)
• PULSAR (NVIDIA ULMB 2): G-SYNC Pulsar is the next evolution of
Variable Refresh Rate (VRR) technology, not only delivering a stutter-
free experience and buttery smooth motion, but also a new gold standard
for visual clarity and fidelity through the invention of variable frequency
strobing.
PULSAR is displayed when G-SYNC mode is enabled.
NVIDIA ULMB 2 is displayed when G-SYNC mode is disabled.
You're supposed to disable (uncheck) GSYNC in the Nvidia Control Panel and toggle the Pulsar setting on.

Image

I somewhat glossed over this part when I first read the manuals... no wonder they don't allow adjustable pulse width....
They didn't even implement a separate toggle for ULMB2 & Pulsar :D
Even the AG276QSG2 has the same half-assed implementation
Absolute clownfest...

hamza_tm
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by hamza_tm » 16 Feb 2026, 12:13

Hah! Thanks 🙏

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edgintheledge
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by edgintheledge » 17 Feb 2026, 05:45

kyube wrote:
15 Feb 2026, 07:21
liquidshadowfox wrote:
14 Feb 2026, 22:01
Gsync + Vsync + Reflex doesn't give the perfect frames which leads to artifacts using pulsar so it's not as cut and dry as it should be.
I rather take the input latency con than the imperfect frame pacing reflex gives that causes artifacts with Gsync pulsar in the games I play.
Reliably lossless scaling really fixes the frame pacing with adaptive frame gen at the expense of artifacts.
Although many here will disagree with how I use pulsar, it looks better to my eyes not having motion blur and I don't really feel the input lag even with frame gen enabled.
The point isn't to create a "perfect framepacing" scenario.
The point is to be inside the refresh rate by a decent margin, which GSYNC+VSYNC+Reflex accomplishes, to avoid disengaging GSYNC and thus disengaging the Pulsar behavior.

Any external frame limiter solution adds 1-2 frames of added latency (3,086–6,172ms of added latency if 324FPS limit),
LSFG is even worse in this regard.

I genuinely cannot believe that Nvidia hasn't optimised Pulsar to work properly with GSYNC+VSYNC+Reflex.
If what you're saying is true, then Pulsar is even more irrelevant than I first thought.
With the way you're setting up Pulsar, you might as well run ULMB2 with a fixed refresh rate (240 or 360Hz) and cope with the 'phase shift'/aliasing visual artifacting of the frame rate & refresh rate mismatch.

Are you able to provide any pursuit photographs to show us what you mean?
I got the asus monitor and unfortunately what liquidshadowfox is saying is true in my experience. You need nearly perfect frametimes or the clarity suffers. In my testing, leaving lots of headroom (gpu 30-40%) and my ingame cap of 240 with 1% lows at 212fps, ingame capped 240 looks slightly worse than external caps at 120. It almost looks like the compensation pulse is way too aggressive but im not sure. Even though on paper 240fps pulsar = 960hz clarity, in practice the perfectly framepaced 120fps pulsar/480hz effective is clearer when eyetracked. At 324 without externally capping, it's hard to really even notice pulsar is on. It is technically clearer... but you really gotta look for it.

Don't get me wrong, pulsar looks great if you have glass smooth frametimes. There's very little crosstalk and it's consistent top to bottom like all the pursuit photos and reviews show, but ingame capped frametimes are rarely as perfect as smoothfrog tests. To me the selling point of pulsar was good strobed motion clarity without having to eat the input lag of an external cap to show that clarity, but it seems like you must externally cap alot of the time anyways... Hoping the firmware update coming soon(tm) can improve this.

Just spitballin here, but I'm curious to see if they allow way lower mprt fixed refresh rate strobing without the compensation pulse in the ulmb mode. The rolling backlight clearly has headroom. I know it's supposed to be a 2000 nit strobe with 1/4 persistence so it appears as 500nits with a 4x clarity boost. I'd happily go down to 1/8 persistence/250nits/8x boost or even 1/16 persistence/125nits/16x boost. That would make 60fps have a 1.04ms mprt which would be impressive. Could you imagine 360fps having 5760hz effective eye track clarity LOL :shock:

olain
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by olain » 17 Feb 2026, 06:12

I have this monitor, but I am close to sending it back. I have been having a support case with ASUS, but it seems I am getting nowhere with that...

However, before I send it back, can anyone who also has this monitor do a quick test for me?
Its simply to load up any old FPS shooter that can deliver 240+ FPS

With Pulsar Disabled:
Lock FPS to 120, and pan the mouse quickly, notice the "low fps blur"
Remove FPS lock, so you have 240+ FPS, and pan the mouse quickly, notice the "low fps blur" is gone.

Close game and enable Pulsar

With Pulsar enabled, now do the same test at 120 and 240+ FPS.
Tell me if you see low fps blur (like I do) at 120 fps.

If this is the intended behavior of this monitor, then I have misunderstood all current reviews of this monitor, that praise how well it looks at low fps, as it is just as blurry as with pulsar disabled, or compared to any other monitor at low fps.

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kyube
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by kyube » 17 Feb 2026, 08:54

edgintheledge wrote:
17 Feb 2026, 05:45
I got the asus monitor and unfortunately what liquidshadowfox is saying is true in my experience. You need nearly perfect frametimes or the clarity suffers. In my testing, leaving lots of headroom (gpu 30-40%) and my ingame cap of 240 with 1% lows at 212fps, ingame capped 240 looks slightly worse than external caps at 120. It almost looks like the compensation pulse is way too aggressive but im not sure. Even though on paper 240fps pulsar = 960hz clarity, in practice the perfectly framepaced 120fps pulsar/480hz effective is clearer when eyetracked. At 324 without externally capping, it's hard to really even notice pulsar is on. It is technically clearer... but you really gotta look for it.

Don't get me wrong, pulsar looks great if you have glass smooth frametimes. There's very little crosstalk and it's consistent top to bottom like all the pursuit photos and reviews show, but ingame capped frametimes are rarely as perfect as smoothfrog tests. To me the selling point of pulsar was good strobed motion clarity without having to eat the input lag of an external cap to show that clarity, but it seems like you must externally cap alot of the time anyways... Hoping the firmware update coming soon(tm) can improve this.
That genuinely sounds like a firmware bug then. There's no way they haven't thought of the standard GSYNC+VSYNC+Reflex set-up.
I already knew VRR+Strobing is a meme, but this.... would cement it. :D
I wouldn't even be surprised if ULMB2 is bugged as well, considering the recent discussion I've had with a user of the Pulsar models.
edgintheledge wrote:
17 Feb 2026, 05:45
Just spitballin here, but I'm curious to see if they allow way lower mprt fixed refresh rate strobing without the compensation pulse in the ulmb mode. The rolling backlight clearly has headroom. I know it's supposed to be a 2000 nit strobe with 1/4 persistence so it appears as 500nits with a 4x clarity boost. I'd happily go down to 1/8 persistence/250nits/8x boost or even 1/16 persistence/125nits/16x boost. That would make 60fps have a 1.04ms mprt which would be impressive. Could you imagine 360fps having 5760hz effective eye track clarity LOL :shock:
Won't happen due to merged toggle between ULMB2 & Pulsar.
I have no idea why they've decided to nerf the experience this much.....

olain wrote:
17 Feb 2026, 06:12
Your anecdotal experience also confirms my aforementioned thought of there being a bug with these monitors...
Perhaps a ASUS-specific issue?
Fixed refresh strobing or VRR+Strobing (Pulsar) shouldn't behave like this in the slightest....

brownvim
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by brownvim » 17 Feb 2026, 10:20

olain wrote:
17 Feb 2026, 06:12
I have this monitor, but I am close to sending it back. I have been having a support case with ASUS, but it seems I am getting nowhere with that...

However, before I send it back, can anyone who also has this monitor do a quick test for me?
Its simply to load up any old FPS shooter that can deliver 240+ FPS

With Pulsar Disabled:
Lock FPS to 120, and pan the mouse quickly, notice the "low fps blur"
Remove FPS lock, so you have 240+ FPS, and pan the mouse quickly, notice the "low fps blur" is gone.

Close game and enable Pulsar

With Pulsar enabled, now do the same test at 120 and 240+ FPS.
Tell me if you see low fps blur (like I do) at 120 fps.

If this is the intended behavior of this monitor, then I have misunderstood all current reviews of this monitor, that praise how well it looks at low fps, as it is just as blurry as with pulsar disabled, or compared to any other monitor at low fps.
120hz isn't clear because there's mild ghosting or its a stroboscopic effect. 144hz and above is fine and its night a day difference with pulsar on or off for me.
5800X3D, RTX 5080 FE, OLED AW3423DW + Acer Pulsar XB273U F5

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edgintheledge
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by edgintheledge » 18 Feb 2026, 03:10

Did some more testing and now I'm not sure what exactly is causing pulsar to seemingly "get stuck" with the compensation pulse. I played the same exact game as before, but this time with a 300fps ingame cap with 1% lows at 223. This is a wider frametime fluctuation than I tested a few posts above... yet it looked great for some reason? You can notice the difference in framepacing between perfect externally capped frametimes and ingame capped frametimes, but the eyetracked motion is noticeably clearer and its expected that vrr wont magically make your framepacing perfect. I still think my crt is clearer, but I know it's heavily advantaged by a lower resolution and of course you don't get vrr there.

I just need pulsar to behave like this 100% of the time. Might try looking at 0.1% lows and using a light sensor hooked up to a microcontroller to better see what's going on.

mawi
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by mawi » 18 Feb 2026, 05:21

Hey there,

I also have the XG27AQNGV running since 2 weeks now. I have upgraded from the 165 Hz PG279Q (which started having artifacts if I used more than 120 Hz) so for me its a huge upgrade anyway.
But I also see a few things that I dont understand and do not fit to what I have seen from test videos.

1) I have seen in some videos that pulsar should turn off once my fps goes below the threshold... either 90 Hz default or 75 Hz. But mine doesnt... I have the display internal FPS count running on top left of the screen and my steam overlay FPS on top right. And when I drop below 90... even when I go down to 40 fps (on Portal RTX that is easily possible), the display fps starts showing triple the Hz. And it is still strobing. I have checked that via phone camera and its strobing all the time.
Which I dont think is good. Actually I do not even want the double Hz, I would rather prefer it to stop strobing because when there is the double Hz mode, you clearly see a double image.
We also see this on the UFO test... with 360 Hz screen res, the 180 Hz UFO is double. each of both is sharp but you can clearly see two of them.
If I run my display at 240 Hz, the 240 fps UFO looks as clear as the 360 fps native UFO in my opinion. 240 is not that far away from 180 but it looks SO much better as its not doubled.
For this reason I would prefer pulsar to really turn off once its below the threshold but I have no idea how to achieve this?!... Why do all testers say its the case on their side?

What bothers me the most: My Hz gets doubled even if I am above the threshold value... I cannot pin it down to a clear fps value but I have seen double Hz on HL2 RTX with 110 fps ingame and 220 on OSD. And this also generates the double picture. I dont get it. Is it based on the 1% minimum fps? Yes they are lower of course. But this kills the whole "pulsar is better on lower FPS" thing... If my game runs at 130 average and I get these double images all the time. I dont want to use Lossless scaling or nvidia frame gen to boost this up to 300 fps because in this case I could have bought an OLED as well.

300-360 Hz by the way does not look much different with or without strobing. So if I always have to boost the FPS to this range so Pulsar works smooth, I dont see the benefit.

What i generally dont understand is: On lower FPS, there need to be compensation pulses so the picture does not flicker. I totally understand this. But If one picture... The same picture (for example at 90 fps) gets strobed twice at its same position... And then at its new position also twice. Why do I see it twice??? The transition from one to another position should - similar to 1x strobing on high fps - be blacked out.

Thats it for topic 1)

2) I also have problems with DSC handshake and black screen when using games on fullscreen mode at 360 Hz. Also when Starting windows. My 2nd and 3rd screen transition smoothly from boot screen to login, pulsar screen gets black for quite some seconds.
When Playing Duke Nuke anniversary edition or Mario Kart 64 recompile at native resolution and fps (360) on full screen, it blacks out while playing multiple times. Also: When I use the display sound output it mutes during this hand shake time.
Both games run so well and look amazing, but these blackouts are not at all to tolerate. This is an absolute mess! I have read this is a common thing on DSC signals, also with Asus OLED screens.

I am using an RTX 4070 and I have read this happens a lot on rtx 30 and 40 series cards. Seems like the 50 series card does not have this problems (also AMD cards - which are anyway not an option on pulsar). They have a DP2.1 port but of course ... these displays which show this behavior are all DP1.4. It seems like the 2.1 ports can handle this handshake situation better even when its a 1.4 signal. And I assume all the display testers were anyway using a 5090 so they did not stumble over this.
For Retro games like Duke or Mario Kart, I turn the monitor refresh rate down to 240 and this problem is completely gone. On competitive shooters like CS2, I dont want to do this... Fortunately I can play modern games on borderless windows mode so this is also not a problem.

This is really annoying as with DSC enabled, this 360 Hz 8 bit wqhd signal does not even get close to the bandwidth capacity. It is really some messy driver problem which seems to be out there since years now and it seems like they cannot fix it. Is this an Asus problem? Do the acer, MSI or AOC models show a similar behavior? Also on topic 1 (strobing not turning off below threshold)?

I will keep it and hope for some more optimizations through firmware updates. On CS2 (which runs around 300 fps +/-) it all looks totally fine... But I think at these framerates, an OLED would also be fine.
The main reason I bought this monitor was to play 120 Hz games at a similar clarity as high refresh rate games. And This should be possible. I am 40 yrs old. I know exactly how sharp and clear a 60 Hz CRT picture can look like. Its flickery, but clear. WIth 100 Hz it was not even flickery anymore.
So on pulsar... games with 100+ FPS should run smooth and clear. With 1x refresh rate and no double images or anything like that. I hope they can fix this.

Greetings from Germany.
7800X3D, RTX 4070, XG27AQNGV Pulsar

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