The percentage deviation between each quadrant and the brightest point recorded is also given. Brighter shades contrasted well with darker surroundings, whilst the screen surface kept such shades appearing fairly smooth without obvious graininess.Contrast was also decent overall on Shadow of the Tomb Raider. As noted earlier, you can’t access the brightness (it’s locked to a moderately bright level) or colour channels when using this setting. 4.4 out of 5 stars 6,494. The highest deviation was recorded towards the bottom right (DeltaE 4.3). The final section of the video shows a dark desktop background and highlights ‘IPS glow’ mentioned earlier. The greyscale gradient appeared smooth without obvious banding or dithering. That means that if the game is running between 48fps and 144fps, the monitor will adjust its refresh rate to match. AOC 24G2U/BK – 23,8" Full HD monitor z zvočniki – 144 Hz, 1 ms Full HD gaming monitor 24G2U/BK s tehnologijo IPS priznanega proizvajalca AOC z izjemno 144 Hz frekvenco osveževanja slike in neverjetnim odzivnim časom le 1 ms.Ponaša se z visoko ločljivostjo 1920 × 1080, diagonalo zaslona 23,8" in 250 cd/m2 svetilnostjo. The image below shows the gamma curve under our ‘Test Settings’, making fairly minor adjustments compared to the factory defaults. A sort of ‘sheen’ or hazing which develops on the screen off-angle more quickly than you might expect for the panel type. Which is what would happen if you digitally alter saturation, for example by using Nvidia Digital Vibrance or increasing ‘Game Color’ in the monitor OSD. The deviation between each quadrant and the quadrant closest to the 6500K (D65) daylight white point target was analysed and a DeltaE value assigned. This significantly affected motion clarity and nullified the key advantage of the MBR setting to a fair extent (lower perceived blur). This model worked properly using Adaptive-Sync (G-SYNC compatible mode) on our Nvidia GTX 1080 Ti, offering an experience that was very similar to using AMD FreeSync. Skin tones on the game, including that of main character Lara Croft, often reflected the somewhat higher than intended saturation levels by appearing a bit too tanned. There is really only a faint whiff of this sort of trailing remaining using this setting. It appeared pinker towards extreme side edges and top of the screen (something often observed on models with exceptionally slender bezels), but overall consistency was strong. When you open up Nvidia Control Panel, you should then see ‘Set up G-SYNC’ listed in the ‘Display’ section. As usual we found the experience homogeneous across the different game titles and indeed any issues identified with FreeSync in one title but not another would indicate an issue with the game or GPU driver rather than the monitor. and excellent variety within each class. There was also some eye-catchingly colourful painted artifacts and suchlike. There were some instances of more noticeable overshoot – bright ‘halo’ trailing becoming a bit brighter for example. However; these weaknesses were nowhere near as pronounced nor as widespread as the sort of weaknesses you’d observe on VA models. You’ll also notice ‘G-SYNC Compatible’ listed under ‘Monitor Technology’ in this section, as shown below. Some users prefer to leave VSync enabled but use a frame rate limiter set a few frames below the maximum supported (e.g. The all-encompassing term ‘strobe crosstalk’ is used to describe this fragmented trailing around the object. There was no real overshoot to speak of on this model. Brighter shades contrasted well with darker surroundings, whilst the screen surface imparted only a light misty graininess rather than anything more ‘smeary’ or obvious.We also made some observations using the film Star Wars: The Last Jedi. There were no clear shifts in gamma as you’d get on VA models and to a greater extent TN models, though, so detail levels (‘IPS glow’ aside) were well-maintained. The following observations were made. A slight difference is that the floor of operation appeared to be 60Hz (60fps) rather than 48Hz (48fps). I didn't see any signs of blinking, pulsing or other strange brightness defects that can sometimes occur on FreeSync screens that fail Nvidia's G-Sync Compatible test, and I didn't see any evidence of screen tearing going on when I was playing fast-paced games such as Doom and Warframe at high frame rates, either. This 24in, 1920x1080, 144Hz, AMD FreeSync screen shares many of the same specs as the C24G1, but comes with a flat, even more accurate IPS panel instead of a curved VA one. First make sure that you have ‘FreeSync’ set to ‘On’ in the ‘Game Setting’ section of the OSD. Its image quality is head and shoulders above other budget monitors I've tested in the 24in 1920x1080 category, and it gets an extra thumbs up because you don't have to spend ages faffing around in the settings menu to get it just right, either. One area where FreeSync models often fall down compared to G-SYNC models (with dedicated G-SYNC module) is that the pixel overdrive is only tuned appropriately for higher refresh rates. The following observations were made from a normal viewing position, eyes around 70cm from the screen. Sign up today and get access to more articles like these, an ad-free reading experience, free gifts, and help us create more great writing about PC games. This reveals 100 x 100mm VESA holes for alternative mounting. The contour map below shows these deviations graphically, with darker greys representing lower luminance (greater deviation from brightest point) than lighter greys. This is a, Things appear fairly similar to at 120Hz, although the clarity of the main object at ‘MBR = 20’ is further enhanced. Some shades such as dark reds and medium blues appeared slightly deeper towards the extreme side edges of the screen, from our preferred viewing position (eyes ~70cm from the screen). The exception to this is ‘MBR = 1’, which really just creates a messy double-image as it isn’t effective enough as a strobe backlight setting. White in-game text inside a dimly lit building, for example. With up to 2.4 times as much visual information being pumped out every second as a 60Hz monitor (or this monitor running at 60Hz), there are two key benefits. The monitor presented colours in a vibrant and varied way on Battlefield V. The extension in the colour gamut comfortably beyond sRGB added a good dose of extra vibrancy and saturation, with this content (as is typical) being created with the sRGB colour space in mind. Find helpful customer reviews and review ratings for AOC 24G2U -24 Inch FHD Gaming Monitor,144 Hz,1ms, IPS, AMD FreeSync, Ergonomic Stand, Speakers, USB Hub, Low Input Lag (1920 x 1080 @ 144 Hz, 250cd/m², HDMI/DP/VGA/USB 3.0) at Amazon.com. The final columns show some reference screens for comparison. 141fps) instead, avoiding any VSync latency penalty at frame rates near the ceiling of operation or tearing from frame rates rising above the refresh rate. As above but even more effective. Contrast in games and moviesOn Battlefield V the contrast performance was decent, especially for the panel type. The first list (‘Ultra HD, HD, SD’) will be used by default with the ‘1080p, 1920 x 1080 (native)’ option. At 144Hz, above, the UFO appears more sharply focused and slightly narrower, indicating a further decrease in perceived blur due to eye movement. Alternatively, static interlace patterns may be seen with some shades appearing as faint horizontal bands of a slightly lighter and slightly darker version of the intended shade. Under 18" The average gamma is now ‘2.1’, but the top and bottom of the curve (dark and light shades) sits above and mid-section (medium shades) below this. The C24G1 had a good innings on my best gaming monitor list, but now the best budget FreeSync spot belongs to its flat, 24G2U sibling. There was also some eye-catchingly colourful painted artifacts and suchlike. The 24G2U (24G2) supports FreeSync via DP 1.2a and HDMI 1.4 on compatible GPUs and systems. The monitor itself must support ‘VESA Adaptive-Sync’ for at least one of its display connectors, as this is the protocol that FreeSync uses. The first few blocks blended into the background readily, which is appropriate for a monitor tracking the ‘2.2’ gamma curve. The ‘Medium’ setting reduces this significantly, although a bit of ‘powdery’ trailing still remains. 141fps) instead, avoiding any VSync latency penalty at frame rates near the ceiling of operation or tearing from frame rates rising above the refresh rate. This is an alternative to VSync which allows the frame rate to rise above the refresh rate (no VSync latency penalty) whilst potentially keeping the experience free from tearing or juddering. The final option, ‘Enhanced Sync’, is a relatively new addition to the driver. Contrast was the main strength of the older C24G1. Often lit by a few point sources of light. Where possible, the monitor dynamically adjusts its refresh rate so that it matches the frame rate being outputted by the GPU. In stoc. The red block appeared quite a vibrant red throughout. It’s certainly ticking all the right boxes then and given you can get it for a little under £200, I suspect some o… Note that the ‘Overdrive’ setting can be adjusted under MBR. Although things didn’t look as deep or atmospheric as a VA model with decent contrast – such as the AOC C24G1, where static contrast is around twice as high. There was a small amount of faint ‘powdery trailing’ for some transitions, which slightly increased perceived blur. The ‘powdery trailing’ here was somewhat heavier and more extended and provided some isolated cases of greater perceived blur. MBR (Motion Blur Reduction)Earlier in the review, we introduced the ‘MBR (Motion Blur Reduction)’ feature, its principles of operation and how it performs using specific tests. The final point to note is that FreeSync only removes stuttering or juddering related to mismatches between frame rate and refresh rate. The ‘Medium’ setting reduces this significantly, although a bit of ‘powdery’ trailing still remains. This overshoot became more noticeable if frame rate dropped significantly lower, below 80fps it became moderately strong in places. Delivering static contrast that was roughly one and a half times the specified value and delivering slightly less ‘IPS glow’ than average for the screen size and panel type. The monitor runs at ~100Hz (matching the frame rate) with Adaptive-Sync active, removing the tearing and stuttering from the mismatches that otherwise occur. The ‘Reading’ mode was particularly effective, significantly reducing blue light output. Some shades such as dark reds and medium blues appeared slightly deeper towards the extreme side edges of the screen, from our preferred viewing position (eyes ~70cm from the screen). Reducing exposure to blue light is particularly important in the hours leading up to sleep as blue light affects sleep hormones. The ‘Weak’ setting slightly reduces this, whilst the ‘Medium’ setting offers a further reduction. Some details did remain more sharply visible despite this and there were some benefits from this that some users might appreciate. For most users (and this includes some competitive gamers), the tighter pixel responsiveness of a well-tuned TN model like the ViewSonic XG240R probably wouldn’t be worth the sacrifice in terms of image quality. This is a strobe backlight setting that causes the backlight to pulse at a frequency matching the refresh rate of the display – either 100Hz, 120Hz or 144Hz. It can’t compensate for other interruptions to smooth game play, for example network latency or insufficient system memory. The low input lag of the monitor aided this as well, although low input lag alone can’t replicate the level of connected feel you get from a high frame rate and refresh rate. You’ll find it comes with a stunning IPS panel, a 1ms response time, AMD FreeSync technology, and a stunning 144 Hz refresh rate that’s going to be amazing for gaming. We tested various game titles using this setting, but will simply be focusing on Battlefield V at a solid 144fps and the monitor set to 144Hz. It’s important to bear in mind that individual units vary when it comes to all aspects of uniformity, including backlight bleed and clouding. This becomes more pronounced if you’re sitting closer to the screen. The response time is only 1 millisecond, so the monitor also responds quickly during action scenes. We explore this and some other aspects to consider using in-game examples at the end of this section. Often lit by a few point sources of light. It also locks off the monitor's contrast, colour and eco mode settings, making it difficult to adjust in order to try and improve it. It’s by no means badly tuned at higher refresh rates, either – we’d still consider ‘Strong’ as optimal for the higher refresh rates as we explored with pursuit photos earlier. At 60Hz, shown above, the UFO appears fairly broad and softly focused, without clear internal detailing. Well-tuned TN models still offer an advantage as some of these slight weaknesses aren’t present, but if you compare to even well-tuned high refresh rate VA models (like the C24G1) then this model is a clear winner. Things appear fairly similar to at 120Hz, although the clarity of the main object at ‘MBR = 20’ is further enhanced. There is strong strobe crosstalk in the images, though, which does affect overall motion clarity. Some of the woody hues and earthy brown shades had a bit too much of a red hue, due to the colour gamut, whilst some of the vegetation had a bit too strong of a bright yellowish green hue. There are also various amounts of trailing behind the UFOs, caused by weaknesses in pixel responsiveness. It offers smooth performance, a great image quality, plenty of useful features, and excellent design quality. This is a title with plenty of high-contrast scenes – or, at least, scenes that show contrasting content and look their cinematic best on models with strong contrast. We’d say the same following a broader comparison of pixel responses – there’s just a little bit of overshoot for some transitions, but a reasonable reduction in conventional trailing compared to the ‘Medium’ setting. FreeSync models lack this and it’s common to see increasingly obvious overshoot if you just stick to using your response time setting that worked best at the much higher refresh rates. i didn't do anything to the colors expect i changed the color temperature to Normal. Shadow of the Tomb Raider told a similar story. The pixel response requirements for optimal performance are stepped up quite a bit now, so the trailing behind the UFOs appears a bit different – extending further back in places an existing where it didn’t before. Some temporal dithering was evident on some of the lighter blocks, but this was finely controlled and well-masked.Performance on the white saturation test was very good. Lagom’s tests for viewing angle tests were used to further explore colour consistency and viewing angle performance. You can again see varying degrees of trailing behind the object. Rating: 8.5. There’s clearer internal detailing, especially with ‘MBR = 20’. When a monitor is used in this way, it is something which Nvidia refers to as ‘G-SYNC Compatible’. The 24G2U does have an "HDR Effect" setting in its onboard menu, but this isn't true HDR. This is a weak Low Blue Light (LBL) setting. Registrado 25 Oct 2016 Mensajes 591 Puntos 43 Edad 32. If you’re calibrating and profiling the monitor with your own colorimeter, the flexibility afforded when using the native gamut will likely be preferred. Enjoy the IPS panel's realistic color display and wide viewing angle during your games. The vast majority of pixel transitions were snappy, without obvious overshoot being introduced. You can just use it straight out of the box on its default settings (Standard eco mode, Warm colour temperature) and get the best possible picture quality straight away. Further up you can see it in front of the object as well as behind. With the 24G2U (24G2), you need to connect the monitor up via DisplayPort and enable ‘FreeSync’ in the ‘Game Setting’ section of the OSD. The brightness was ~160 cd/m² at 144Hz, which is similar to what we target for our ‘Test Settings’ with MBR disabled. Brighter shades contrasted well with darker surroundings, whilst the screen surface imparted only a light misty graininess rather than anything more ‘smeary’ or obvious. Which is what would happen if you digitally alter saturation, for example by using Nvidia Digital Vibrance or increasing ‘Game Color’ in the monitor OSD.