Asus Rog Swift PG278Q

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exar333

Diamond Member
Feb 7, 2004
8,518
8
91
That's it, this monitor is garbage. 10mm, not 6mm? Kronvict might as well throw it away now.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
That wasn't there when I started my response. It took me a while. I told you it was hard and I was frazzled, but I was right, wasn't I? It is more than 6mm.

No, you were not right. The bezel is the plastic edge, not the measurement from plastic edge to first pixel. That said, what is important is the first pixel regardless.

And why are you going on and on about this monitor you don't like? Move on already.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
who cares? It's an extra 2-4 mm on a 620mm wide device.

That's it, this monitor is garbage. 10mm, not 6mm? Kronvict might as well throw it away now.

Hey, I just asked a simple question. It's claimed to be 6mm and it didn't look like it was.

Bezel width matters for multi monitor surround setups. That would be exactly why they exaggerated the spec. I never claimed it was junk. Nor did I actually ask either of you two. So, if you really think it's a worthless point then don't bother trying to defend it.
 

exar333

Diamond Member
Feb 7, 2004
8,518
8
91
It's covered in the TFTcentral review. Perhaps you should read it?

That's a really thorough review. Looks to be an amazing gaming monitor; 'great' if you have an AMD card and pretty much a 'must have' for serious NV gamers. Only a few other monitors even in the same lag and feature league here. Definitely not cheap, but with GPUs evolving so slowly, get this instead.

A bit puzzled by the DP-only connection though. NV cards only have one, so it's lame you couldn't get 2 or 3 of these. Maybe with 8xx series?
 
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thedosbox

Senior member
Oct 16, 2009
961
0
0
Hey, I just asked a simple question. It's claimed to be 6mm and it didn't look like it was.

Bezel width matters for multi monitor surround setups. That would be exactly why they exaggerated the spec. I never claimed it was junk. Nor did I actually ask either of you two. So, if you really think it's a worthless point then don't bother trying to defend it.

You wanted to know about the bezel width, and I pointed you towards the answer. You're welcome BTW.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
I think the bezel is a genuine concern. If you were going to get 3 of these for surround then the intention of a thin bezel is to get the pixels closer together than a normal monitor. By having the pixels not start for 4mm after the bezel it has no advantages to the user at all, but you do get to mislead in your specification. Its not like Bezel width is referred to by anybody but the surround/eyefinity users anyway, its a number specifically for them to show how good it is for their usage. In this Asus has mislead its customers.
 

Mand

Senior member
Jan 13, 2014
664
0
0
Bezel is thin enough for me for eyefinity/surround after seeing pcper do it

Yeah, their demo of it looked rather nice compared to most triple monitor configs I've seen.

A question, though: how often do other monitors quote the plastic part only as the bezel, and not the edge-to-first-pixel distance? I imagine it would be rather common...
 

kasakka

Senior member
Mar 16, 2013
334
1
81
Well, no joke. Duh, you don't use ULMB and g-sync in the same situations. It's a button press on the swift IIRC. You would never need to use ULMB and G-sync at the same time, it just depends on the situation. Not that it matters because it takes practically no effort to switch between the two, but the short version is:

Low frame rates = g-sync. High frames = ULMB. They both cover the entire gamut of gaming. ULMB doesn't benefit much at low framerates while g-sync does, and the opposite is true of high framerates where g-sync becomes less beneficial and then ULMB/lightboost becomes tremendously beneficial.

ULMB and g-sync are two different solutions for two different scenarios. G-sync won't benefit you if you're playing Black Ops 2 and your framerate is 300 fps. But you can bet that ULMB will create a tremendous difference. It doens't matter though. Switching between the two modes is trivial and takes probably 2 seconds, depending on which game you're playing. Clearly if you're playing crysis 3 at 1440p cranked to the max you're not going to use ULMB because ULMB would not create a tremendous difference when your frames are going to dip low a lot. But g-sync would help there. Just depends on the game and like I said, switching between the two modes takes a second if that.

I actually prefer ULMB no matter what framerate. It does add motion clarity even when fps is lower. I guess it's not trivial to implement with G-Sync as the refresh rate varies.
 

Spanners

Senior member
Mar 16, 2014
325
1
0
Yeah, their demo of it looked rather nice compared to most triple monitor configs I've seen.

A question, though: how often do other monitors quote the plastic part only as the bezel, and not the edge-to-first-pixel distance? I imagine it would be rather common...

I know the Dell U2414H quotes a border(bezel + black screen border) of 6.05mm. This screen seems to have an outer bezel + 6.5mm bezel + black screen border.

Seems fairly standard practice to not include the black screen border in the bezel measurement.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
I imagine it would be 100% as the black border is not a bezel. Though they might give another measurement that includes both. I can't see any company advertising a number larger than the actual bezel size.
 

know of fence

Senior member
May 28, 2009
555
2
71
I actually prefer ULMB no matter what framerate. It does add motion clarity even when fps is lower. I guess it's not trivial to implement with G-Sync as the refresh rate varies.

So you don't mind / notice tearing? Do you use V-sync or other?

Thing is also, as people try to wrap their minds around the technical details, G-sync is better than V-sync emerges as the simple conclusion, but we ought not forget that double and tripple buffering is also better than V-sync. Instead of presenting unfinished (torn) buffers to the monitor, the graphics card rotates in a second buffer when it's rendered and presentable. At 120 Hz we are talking 8 ms out-of-sync with the animation max, and 4 ms error on average. Maybe that's the kind of unevenness that people can live with, provided the game supports double buffering and the monitor uses ULMB / Lightboost. I'm beginning to imagine just how this might be preferable to the ghostly smear of pixel transitions and the regular stutter of persistence.
 

Mand

Senior member
Jan 13, 2014
664
0
0
So you don't mind / notice tearing? Do you use V-sync or other?

Thing is also, as people try to wrap their minds around the technical details, G-sync is better than V-sync emerges as the simple conclusion, but we ought not forget that double and tripple buffering is also better than V-sync. Instead of presenting unfinished (torn) buffers to the monitor, the graphics card rotates in a second buffer when it's rendered and presentable. At 120 Hz we are talking 8 ms out-of-sync with the animation max, and 4 ms error on average. Maybe that's the kind of unevenness that people can live with, provided the game supports double buffering and the monitor uses ULMB / Lightboost. I'm beginning to imagine just how this might be preferable to the ghostly smear of pixel transitions and the regular stutter of persistence.

Except triple buffering also increases input lag, which G-Sync doesn't do.

Syncing the monitor refresh to the source is just fundamentally a better way of displaying video, period.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
So you don't mind / notice tearing? Do you use V-sync or other?

Thing is also, as people try to wrap their minds around the technical details, G-sync is better than V-sync emerges as the simple conclusion, but we ought not forget that double and tripple buffering is also better than V-sync. Instead of presenting unfinished (torn) buffers to the monitor, the graphics card rotates in a second buffer when it's rendered and presentable. At 120 Hz we are talking 8 ms out-of-sync with the animation max, and 4 ms error on average. Maybe that's the kind of unevenness that people can live with, provided the game supports double buffering and the monitor uses ULMB / Lightboost. I'm beginning to imagine just how this might be preferable to the ghostly smear of pixel transitions and the regular stutter of persistence.

Double and triple buffering do not stop tearing. They just give the GPU a place to write to and store images. And V-sync cannot be done without double buffering btw and modern games always have at least double buffering, with or without V-sync (I'm not sure they ever went without double buffering). Triple buffering just allows the GPU to write to a 3rd buffer while waiting to show the image in the 2nd buffer if using V-sync. Without V-sync, either method can flip the image during a refresh resulting in tearing.
 
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know of fence

Senior member
May 28, 2009
555
2
71
Double and triple buffering do not stop tearing. They just give the GPU a place to write to and store images. And V-sync cannot be done without double buffering btw and modern games always have at least double buffering, with or without V-sync (I'm not sure they ever went without double buffering). Triple buffering just allows the GPU to write to a 3rd buffer while waiting to show the image in the 2nd buffer if using V-sync. Without V-sync, either method can flip the image during a refresh resulting in tearing.

Thanks for the correction, it's been a while since I read up on this stuff. http://www.anandtech.com/show/2794/2 My point remains, there is a better way to V-sync, than typically discussed in the G-sync explanations, that doesn't delay the rendering of frames in any way. Though to be fair the Nvidia guy did bring it up at his first visit to Pcper.

Except triple buffering also increases input lag, which G-Sync doesn't do.
Syncing the monitor refresh to the source is just fundamentally a better way of displaying video, period.

And ULMB strobing may be a fundamentally better way to deal with scan and pixel transition artifacts and persistence at the same time. It's a dirty trick, but it's 2 for 1.
I really hope the early adopters give both a fair shake and report back, instead of immediately embarking on a vapid and soul destroying gaming binge.
 

Nebor

Lifer
Jun 24, 2003
29,582
12
76
I'll be getting one of these as soon as possible (I've got friends and family scouring their local Fry's electronics,) but I was planning on just using G-sync because I don't understand what ULMB does. I also can't understand what you guys are saying about double and triple buffering. I have no idea how that works. Isn't g-sync the whole point of the monitor? So I can get high FPS and no tearing? That's what I'm after.
 

Mand

Senior member
Jan 13, 2014
664
0
0
I'll be getting one of these as soon as possible (I've got friends and family scouring their local Fry's electronics,) but I was planning on just using G-sync because I don't understand what ULMB does. I also can't understand what you guys are saying about double and triple buffering. I have no idea how that works. Isn't g-sync the whole point of the monitor? So I can get high FPS and no tearing? That's what I'm after.

If you want no tearing, you want G-Sync.

What ULMB does is strobe the backlight behind the liquid crystal panel. It turns off the backlight while the pixels are transitioning, then turns it on while they're static and unchanging, then turn it off again as they transition to the next frame.

Since you're not seeing intermediate pixel transitions, the "persistence" of an image is drastically reduced. If you have a high enough strobe frequency, you also don't see any flicker. The result is clean, sharp animation with no blurring for moving objects, and that motion blur is what ULMB is trying to reduce (Ultra Low Motion Blur).

What ULMB doesn't do is affect tearing in any way whatsoever.

Double and triple buffering refers to different ways you can run traditional vsync, and they have pros and cons. G-Sync, however, does away with all of the cons, and leaves only the pros.

From what you describe, you'll be wanting to use G-Sync rather than ULMB. That's my plan as well, as tearing in particular is something I just can't stand. I also don't trust basically any game to not have drops in framerate, and G-Sync compensates for that without causing stutter as well.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Thanks for the correction, it's been a while since I read up on this stuff. http://www.anandtech.com/show/2794/2 My point remains, there is a better way to V-sync, than typically discussed in the G-sync explanations, that doesn't delay the rendering of frames in any way. Though to be fair the Nvidia guy did bring it up at his first visit to Pcper.

Nice link, but just one note, they describe triple buffering with OpenGL. With DirectX, it can introduce latency as noted by others here.
 

thedosbox

Senior member
Oct 16, 2009
961
0
0
Then proceeded to belittle my concern for asking. So, forgive me if I'm not feeling particularly gratuitous.

Didn't realize you were so sensitive. Need a hug?

Anyhow, what's hilarious is that the TFTcentral review was linked in the very first post. A fact that escaped your notice, despite having posted over 40 times in the thread...
 

Eymar

Golden Member
Aug 30, 2001
1,646
14
91
I'll be getting one of these as soon as possible (I've got friends and family scouring their local Fry's electronics,) but I was planning on just using G-sync because I don't understand what ULMB does. I also can't understand what you guys are saying about double and triple buffering. I have no idea how that works. Isn't g-sync the whole point of the monitor? So I can get high FPS and no tearing? That's what I'm after.

Try out this test site: http://www.testufo.com/#test=stutter&demo=smooth to see differences in vsync on, stuttering. I believe if you check option "stuttering" this is a good example of vsync-on with triple buffering (direct link: http://www.testufo.com/#test=stutter&demo=slowdowns). If you check option "Framerate slow downs" this is an example double buffering (link: http://www.testufo.com/#test=stutter&demo=slowdowns). They also have demo of how GSYNC will look: http://www.testufo.com/#test=stutter&demo=gsync&foreground=FFFFFF&background=000000&max=12&pps=720.

Gsync is worth it for me for the following in high fps scenarios: 1. No to very low lag, 2. No tearing, 3. No stuttering (which can still occur at high FPS (>60FPS)).
 
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