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CS:GO: G-SYNC or ULMB or DyAc?

Posted: 30 Aug 2019, 13:20
by roo7
HeyGuys. I need your expertise to help me.
I want to buy a 240 Hz monitor for competitive Counter-Strike: Global Offensive.

What i think i learned so far:
I have to decide between G-SYNC or a Motion Blur Tech. The two technologies dont work together yet so i will not be able to turn on both at the same time.
My PC can render more than 300, sometimes 500 fps consistently on all competitive maps and i read that Motion Blur Tech might be the right choice in those scenarios with high framerates.

My questions for you guys are the following:
Am i right, that i want to turn on some form of Motion Blur Tech for the best viewing experience in fast moving scenes like flick shots and when i snap to angles?
Are there major differences in the technologies ULMB and DyAc? Is DyAc brighter than ULMB (more nits)?
Must i expect any added latencies when i use any of those technologies?
What would be your recommendation for "the best 240 Hz monitor for CS:GO"? BenQ ZOWIE XL2546? I think that is the one i saw being used at the current Major Starladder Tournament in Berlin.

I would love to learn in-depth about minimizing latencies and getting the best possible viewing experience so:
PLEASE TEACH ME SENSEI :mrgreen:

Thanks in advance my fellow quality seekers. :)

Re: CS:GO: G-SYNC or ULMB or DyAc?

Posted: 31 Aug 2019, 03:49
by Chief Blur Buster
The decision whether to use VRR or strobing for CS:GO is a personal decision.

One knock against VRR is that VRR works best when framerate fluctuates within the refresh rate range. If your frame rate range fluctuates a lot from 50fps to 250fps, then it's nicely soaked up by a 240Hz VRR monitor.

One knock against strobing is that strobing adds an extremely tiny bit of lag (average half-refresh cycle lag for screen-centre), and you need to keep frame rates consistent, to avoid amplified visibility of microstuttering or multiple-image effects.

CS:GO tends to run very high consistent framerates, e.g. 300fps. So framerates that nearly permanently runs above refresh rate, means there is little opportunity to gain VRR benefits (except if you're trying to do an easy low-lag VSYNC ON equivalent. Then you can cap VRR to ~230-238fps and get a beautiful looking tearing-free VSYNC ON lookalike that has relatively consistent latency).

It is a personal decision that you should choose for yourself, and the best move is to cover all bases by having all features available in your monitor -- the ability to use VRR or strobing in the same monitor. I know that some people use different modes for different games (e.g. using VSYNC OFF for CS:GO, using GSYNC for PUBG, and using ULMB for Rocket League) to maximize the advantages of each sync technology.

Framerate fluctuates within VRR range? Use VRR feature.
Framerate always above VRR range? Use VSYNC OFF feature.
Game benefits more than usual from blur reduction? Use MBR feature.
Tournament has XL2546 DyAc and you want to train on identical equipment? Get XL2546 DyAc.
Tournament has 240Hz GSYNC equipment and you want to train on identical equipment? Get 240Hz GSYNC.
In a "right tool for the right job" manner.
Etc.

Sometimes you can't get have-cake-and-eat-it-too, e.g. Current ULMB implementations are artificially capped to 144Hz (disables above 144Hz) due to quality concerns and strict high quality requirements for ULMB. Motion blur reduction at 240Hz is not always as good quality as at 144Hz...