[–] 4 points 1 year ago (2 children)

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 😁

  • source
  • [–] 3 points 1 year ago

    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

  • source
  • [–] 3 points 1 year ago*

    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.

  • source
  • [–] 1 point 1 year ago

    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.

  • source
  • parent
  • context
  • [–] 3 points 1 year ago (1 child)

    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.

  • source
  • [–] 3 points 1 year ago (1 child)

    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.

  • source
  • [–] 1 point 1 year ago

    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.

  • source
  • [–] 3 points 1 year ago

    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.

  • source
  • parent
  • context
  • [–] 3 points 1 year ago* (last edited 1 year ago)

    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.

  • source
  • parent
  • context
  • view more: next ›