I fail to see the issue here. Do I have to be productive?
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Sounds like the issue is between the chair and the monitors…
Second screens can be a great asset, and easily pay for themselves by precipitating a productivity boost.
I have 4 screens and am totally unproductive and just game and fun-code 😁
You’re not going to get that feature without installing some proprietary software that will send “marketing data” back to the manufacturer 🤦♂️
With 120+ profiles it better be set up to change them automatically somehow, no sane person is using the UI of a monitor to dig through that many options
We don’t need 500hz screens. We can’t even run most games beyond 120hz without Ai slop fake frames filling in the blanks.
Just give me 60 real frames a second please and focus on other aspects to improve the quality of monitor and screens.
Like rip out their shit “smart” components ad sell them at a better price ffs
Other than content creators, do people even change the colour profile??
YSK that some OLED TVs have a mitigation process built-in where they move the whole picture unnoticably slow 1px at a time in one of four directions, so stuff like station logos or taskbar icons don't burn in. Some clip the picture a bit while doing it, others have a few extra pixels in the border.
BTW newer Android does this too, but only for the top screen status bar content AFAIK.
I remember some YouTube video I saw last year, where they talked about 1000hz monitors. And it's something to do with motion blur. When you hit exactly 100hz, motion blur is eliminated, so that the "perfect" refresh rate.
I vaguely remember this, so if someone can correct me, I'll appreciate it.
Can't wait till this stupid hype is over. Already borderline impossible to tell the difference between 120 and 240 Hz
I can agree that technically more is better, but I question how much it really matters above 120.
Seems highly niche, most games don't appreciate running over a few hundred.
Great advice, þank you. It's þose details - O/QLED enhance media, refresh enhances gaming - which I'm under-informed about, so þis is helpful.
Cheers!
Þank you! I don't game (well, aside from Factorio, which is refresh-rate agnostic), so þat's great advice. I appreciate it.
I tried 3 different ones to get a feel, when I upgraded to 4k. My favorite is the LG, however they all have downsides. I would go LG again, but I would size up to the 32”. If you need a high refresh rate for gaming, the Sceptre is nice.

rtings.com is a great resource for this and breaks ratings into users’ needs
Its hard to write a buying guide since everyone has different use cases and priorities. If you're a dev you probably want a nice resolution 2k or 4k, good sized screen. You dont need oled or qled they provide extra brightness and darker blacks. You dont need high refresh rate unless you want buttery smooth animations but you'll pay a lot extra to get them.
Resolution, screensize and price are probably the 3 things you want to look for. If you're cheap look at 2nd hand office monitors and you can get some good deals.
I have the previous model, and stopped using VRR/GSync entirely due to the flicker. Looks like flicker has not improved at all unfortunately.. not that I’d throw a bunch of cash at a new monitor two years after the last one.
Blacks look purple in bright rooms.
Pretty big drawback considering the $1,500 price.
Some interesting choices, but I would have preferred more 1440p options outside of the budget class.
That’s what the Turbo button on old 486 computers used to be for. Some games were initially tied to the clock and then then clock started getting too fast, so the button was there to under clock the processor so games were playable. Tron light cycles were hilarious without turbo turned off.
Follow-up: if you want a great example of this, you know how movies can look reasonably smooth, even though they're maybe as low as 24 frames per second? That's because the camera is getting an exposure over that 1/24th of a second that contains motion blur.
A YouTuber I watch started doing 60 fps video at one point. But even though there were more frames, it looked badly choppy. I believe he got a camera that could do higher frame rates that probably had a variable frame rate setting, and each "exposure" was less than 1/60th of a second. The stills were extremely crisp and clear when paused, but watching it was pretty uncomfortable, felt like it jittered, especially with rapidly-moving objects.
In theory, we probably don't need a monitor that can do 1000 Hz or whatever. We could probably just render 1000 frames a second and then combine them virtually and send them to the monitor at a lower frame rate, and it'd probably look pretty close. Heck, if you have a particular software package that can compute a motion blur without needing to render every frame
and a lot of games have not-so-good "motion blur" that try to simulate this
then you wouldn't even need to render all the frames.
But this is a simple way to get an accurate motion blur that will work with pretty much all software.
Sample and hold displays have innate motion blur because of how our eyes work, so motion clarity will increase even if we dont play games that hit the full 720hz