gigabyte aorus cv27q rtings

October 1, 2020 12:45 pm Published by Leave your thoughts

Also unlike the AD27QD, the HDR experience was quite similar on the AMD and Nvidia GPU we tested. Below you can see how things appear with a slight bump up in refresh rate to 165Hz. This worked effectively to reduce tearing and stuttering. It gives a slight extra feeling of depth and some would argue it’s beneficial for, Contrast was the main strength of the monitor, as with any VA panel. Input lag In addition to these issues, the backlight flickering (matching the refresh rate of the display) could bother sensitive users. ‘VA glow’ and ‘black crush’ again came into play, but were both minor. If a user can manage to look past these issues, plus is fine with the locked brightness at a moderate value, there is some advantage to be had in terms of reduction in perceived blur from the strobe backlight setting. Most users will probably wish to enable VSync when using FreeSync to ensure that they don’t get any tearing. And the default option, ‘Full’, which will use interpolation and map the source resolution onto the 2560 x 1440 pixels of the display. This could be partly offset by using the ‘Sharpness’ setting in the OSD or alternatively ‘Super Resolution’ (found in the ‘Gaming’ section). You can see this sort of soft and unfocused look to the object itself on the reference shots as well. This significantly cuts down the gamut, offering a good match to the sRGB reference space (99% sRGB).

Some colourful licks of paint, such as bright blue boats and pea green painted farm machinery were also nice and vivid. On the contrast side, though, there was no advantage whatsoever to running the monitor in HDR over SDR. Particularly from a reasonable viewing distance, sitting centrally. As pointed out earlier, the brightness and colour channels are locked when using this setting, which isn’t ideal.

When you’re sitting in front of the monitor using it normally, this ‘pincushion’ effect isn’t observed. The maximum luminance was recorded at ‘quadrant 5’ in the centre of the screen (173.4 cd/m²).

The video below shows the Lagom text test, a mixed desktop background and dark desktop background from a variety of viewing angles.

This can be replaced by an alternative 100 x 100mm VESA compatible solution.

UR-Mobile.com Info Terms and conditions. Although not documented here, 120Hz behaved some way between the tested refresh rates (100Hz and 144Hz), as you might expect. The ideal HDR monitor is able to distinctly output very deep dark shades and very bright light shades on the screen at the same time.

The object itself now appears with excellent sharp internal detailing, with the notches on each UFO segments distinctly visible.

The monitor doesn’t natively support 10-bit colour reproduction, although the HDR10 pipeline does make use of 10-bits per channel colour output.

There is a list of GPUs which support the technology here, with the expectation that future AMD GPUs will support the feature too.

Adaptive-Sync did its thing to get rid of tearing and stuttering, though, both via AMD FreeSync and Nvidia’s ‘G-SYNC Compatible Mode’. For the 60fps content there was some slightly more noticeable overshoot in places, but with the monitor running at 144Hz (or 120Hz, if you prefer, due to the even division of 60fps) this was fairly tame overall. Your eyes and brain adjust to this after several hours, just as you get used to curved models. Whereby some constituent shades contained in the object or background appear to ‘leach out’ in a slightly colourful way. Current page:

This was quite well-contained on this model overall and there weren’t really any instances of ‘extended smeary’ trailing with a smoke-like appearance. Note that individual units vary when it comes to uniformity and you can expect further deviation beyond the points measured. Also noticeable was an increase in overshoot intensity using our preferred ‘Speed’ setting for ‘Overdrive’. We’ll be focusing on a few presets and other settings in the OSD for this section, ones we deem have practical value or are interesting to analyse.

On some monitors, particularly but not exclusively those with high refresh rates, interlace patterns can be seen during certain transitions. HDR was also available when we connected the monitor to an Nvidia graphics card, the GTX 1080 Ti FE, for G-Sync. Red= 100 The enhanced precision used under HDR provided a nuanced variety of dark shades, giving shaded regions a more believable look. The strong native contrast of the monitor helped to a degree and prevented such elements looking completely flooded, although there were definite limitations at both the high and low end with the simple backlight solution used. The Radeon RX 580 used in our test system was able to maintain a fairly solid 165fps (or 144fps using our preferred 144Hz setting) with graphics settings reduced quite far.

Although not shown in the comparison, as it isn’t a target colour space for the product, the monitor offers 84% Adobe RGB coverage. Movements are smooth and without play. The colour gamut was put to good use under HDR. Positives There is a slight increase in ‘connected feel’ and a slight decrease in overall perceived blur, but there was that issue with patterned overshoot artifacts that we raised earlier. Some weaknesses in colour consistency – losses of saturation and changes in perceived gamma towards the bottom and sides of the screen It also provides a decent high refresh rate experience, with fairly snappy pixel responses overall and low input lag. The greatest deviation occurred towards the top right (DeltaE 2.2). The monitor provided a good atmospheric look to dark scenes on this title. Although, even at 65Hz or anything near it, we’d still describe the overshoot as strong in places using the ‘Speed’ setting of the OSD. But if you’re calibrating and profiling the monitor with your own colorimeter or similar device then stick to other modes which use the native gamut, for greater flexibility. The greyscale gradient appeared smooth without obvious banding or dithering.

Overall, the series was given the sort of look it craved. The ToF camera includes high-performance advanced analytics as a standard feature, improving measurement accuracy and performance when compared to the current generation of RGB and stereoscopic cameras. Some monitors exhibit uniformity issues such as splotches or striations when viewing screen fills of such shades, giving an inconsistent appearance that some users refer to as ‘DSE’ (‘Dirty Screen Effect’). The Lagom tests for contrast allow specific weaknesses in contrast performance to be identified. We don’t have much to add to the fairly extensive analysis above using Shadow of the Tomb Raider as an example. Plus 8 bit color with HDR? To the left of the main port area there’s a K-Slot.

In addition to the quantitative testing above, we performed a subjective assessment of the uniformity of a variety of ‘medium’ shades, including 50% grey. Assume any setting not mentioned was left at default, aside from the exceptions noted here or in the calibration section. The following observations were made from a normal viewing position, eyes around 70cm from the screen. Additional testing was performed using an AMD Radeon RX 580 and also using HDMI 2.0, although observations for this table didn’t vary significantly between the GPUs or inputs. This was especially the case at reduced frame rates, with Adaptive-Sync active (and hence reduced refresh rates), where overshoot became rather strong using the ‘Speed’ setting.

The greatest deviation from this occurred at ‘quadrant 2’ above the central region (159.5 cd/m², which is 11% dimmer). Standard accessories include a DP cable, HDMI cable, USB cable and power cable. Strong static contrast and a smooth screen surface, delivering a good atmosphere to darker content and keeping lighter content free from any real graininess from the screen surface We refer to these as ‘interlace pattern artifacts’ but some users refer to them as ‘inversion artifacts’ and others as ‘scan lines’.

But we felt a setting between ‘Normal’ and ‘Speed’ would’ve been an attractive addition. The additional 2-bit dithering stage is offloaded to the GPU under HDR. An effective local dimming solution is a key ingredient for a ‘proper HDR experience’, without question. Specifically, the toggle which says ‘Play HDR games and apps’. The curve was quite subtle but a nice enough addition overall – not something most users should fear God that marketing page is a cringe fest.

We used a small tool called SMTT 2.0 and a sensitive camera to compare the CV27F’s latency with a screen of known latency. The image appears quite vibrant, varied and well-balanced. We don’t have much to add to the fairly extensive analysis above using Shadow of the Tomb Raider as an example. You will also see in the image above that it states: “Selected Display in not validated as G-SYNC Compatible.” This means Nvidia hasn’t specifically tested and validated the display, not that it doesn’t work. When running in HDR, a sharpening filter is applied, which is moderate but not extreme on this model.

The maximum luminance was recorded at ‘quadrant 5’ in the centre of the screen (173.4 cd/m²). That means that if the game is running between 48fps and 165fps, the monitor will adjust its refresh rate to match.

The nuanced shade variety was good and the colour gamut was used appropriately. On this point alone, the monitor is technically at the level required for VESA DisplayHDR 1000 certification – but there are of course other boxes that have to be ticked for that as well. They often catch the eye due to their dynamic nature, on models where they manifest themselves in this way. The red triangle shows the monitor’s colour gamut, whilst the blue triangle is the DCI-P3 and green triangle sRGB colour spaces. We actually quite liked the look that setting ‘Super Resolution’ to ‘1’ gave the image when running in interpolated Full HD. There are no further LEDs integrated into other areas, such as the stand neck. Input lag was nice and low and the monitor provided 165Hz output, which gave a pleasing ‘connected feel’ and a reduction in perceived blur at suitably high frame rates. Both reference shots show improved performance, though, with less conventional trailing and lower overshoot. Using the method, we measured, The images below are pursuit photographs taken using the UFO Motion Test for ghosting, where the UFO moves across the screen from left to right at a frame rate matching the refresh rate of the display. It also provides a decent high refresh rate experience, with fairly snappy pixel responses overall and low input lag. We won’t be going into this in detail as it’s a GPU feature than a monitor feature. It’s also able to display an excellent range of shades between these extremes, with a nuanced variety of dark, medium and light shades. 90% of the DCI-P3 colour space is covered, exactly matching the value specified by the manufacturer and in-line with the near-term target for HDR and specifically the HDR10 standard. It’s replaced with a little overshoot in places, including some ‘shadow trailing’ for the dark background. Some sections of the screen can be brightly illuminated, giving good ‘pop’ to bright shades, whilst other sections of the screen can be very dimly lit to maintain good depth and atmosphere for dark shades.

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