The camera is mounted slightly above centre so that the image is representative of what the eye sees from an ergonomically correct viewing position. It draws you into the experience a little but once you start using the monitor you soon forget it’s even there. We tested various game titles using the feature, but we’ll just be focusing on Battlefield V running at a solid 165fps. We also observed some fairly isolated examples of overshoot, but nothing too eye-catching really.We made observations on video content at a range of refresh rates, too. Whilst there was again some ‘VA glow’ which ate away at this atmosphere towards the bottom of the screen, this was much less atmosphere-destroying than ‘IPS glow’. The ‘Fastest’ setting on the ViewSonic introduces some overshoot as a bright ‘halo’ trail behind the UFO for the light background, although this isn’t too strong. This model certainly provided a nice refresh rate, which in itself reduced perceived blur and aided ‘connected feel’ at suitably high frame rates. 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. The narrower and sharper focus of the main object when compared with PureXP disabled indicates a significant reduction in perceived blur due to eye movement, the main purpose of this setting. The XG270QG again shows its strength in terms of pixel responsiveness, with just a few whiffs of powdery trailing. The trailing is fragmented rather than a single smooth trail, due to the strobe nature of the backlight. Certainly not to the extent observed during higher frame rate gaming. Most users will probably wish to enable VSync when using FreeSync to ensure that they don’t get any tearing. The high refresh rate and frame rate combination also reduced perceived blur due to eye movement, much as we demonstrated on Test UFO earlier. With plenty of ‘high-contrast’ scenes – explosions, flames and lightsabers lighting up dim locations, that sort of thing. Colour output from the monitor was quite vibrant overall, with a fairly generous colour gamut covering the specified 90% DCI-P3. Because not all areas of the screen refresh simultaneously, the appearance of strobe crosstalk can vary depending on how high up or low down the screen the movement is being observed. The perceived gamma shifts associated with this meant that these and indeed other blocks became more visible if viewed from a slight angle or so they weren’t in-line with the central region of the screen. This never reached levels we’d call extreme, but below above 80fps there was some fairly noticeable and reasonably bright ‘halo’ trailing introduced. Sensitivity to this flickering varies and some may find it bothersome whilst others will notice accelerated eye fatigue when using the setting, even if the flickering isn’t actively bothersome to them. This gave dark scenes improved depth and atmosphere. We measured 90% DCI-P3 overage and although not shown in the graphic, 84% Adobe RGB coverage. The exception to this is where ‘Full Color Control’ is used, leading to the behaviour described earlier. A decent dose of vibrancy was still there where the developers wanted it to be, whilst natural shades were displayed in a more natural and accurate way. But it was sufficient to significantly affect perceived blur, which some users would find bothersome. It’s important to note that strobe crosstalk varies at different areas of the screen. The following observations were made. This is shown in the image below. The XG270QG again shows its strength in terms of pixel responsiveness, with just a few whiffs of powdery trailing. The same can be said for medium orange (3) and Persian pink (6) which appear somewhat oversaturated further up and slightly undersaturated further down. With large areas of individual shade, this is a very good test for colour consistency. This configures it globally, but if you wish to configure it for individual games click ‘Game Graphics’ towards the top right. Whilst this strobe crosstalk doesn’t make the PureXP setting useless, it does negatively impact the overall clarity of the setting and makes it less effective than it could be. The oversaturated elements we observed under SDR were toned down, giving a more natural look to the environments. If you need to use the ‘Full Color Control’ setting, regardless of refresh rate, we’d recommend sticking to the ‘Ultra Fast’ setting. For content like this, a game running in SDR, sRGB is the colour space the developers have in mind and extension beyond this provides extra saturation. At 165Hz, shown above, there UFOs appear just slightly narrower again with slightly clearer internal detailing. That was certainly observed on Battlefield V, with some transitions affected a lot more noticeably than others. The same can be said for medium orange (3) and Persian pink (6) which appear somewhat oversaturated further up and slightly undersaturated further down. The contrast gradients were displayed well overall, with distinct brightness steps in most cases. The segmentation isn’t as clear as in the reference shots, however. We made further observations using the TV series Futurama. The fairly vibrant and varied look is one that many will look, but it’s not for everyone. The final columns show some reference screens for comparison, where possible, using what we deem to be their optimal pixel response time settings. Some models are specifically validated as G-SYNC compatible, which means they have been specifically tested by Nvidia and pass specific quality checks. The first 3 modes offer full flexibility in the OSD, with the remaining presets setting things to various values but also blocking off various key controls (including gamma, colour temperature and sharpness). In the linked section of the AOC review we draw a few comparisons with other models – there are certainly worse VA performers out there, but some that are better as well. Unlike some LBL settings, the green channel is weakened somewhat relative to the red channel, which is strengthened alongside a weakening blue channel. The following observations were made. Click ‘Settings’ (cog icon towards top right) and click ‘Graphics’. The natural environments showcased a good palette of rich as well as more muted greens. This feature is used regardless of VSync setting, so it’s only above the ceiling of operation where the VSync setting makes a difference. The ViewSonic supports a variable refresh rate range of 52 – 165Hz*. A DeltaE >3 represents significant deviation that may be readily noticed by eye. The monitor includes a Dynamic Contrast setting called ‘Advanced DCR’ (Advanced Dynamic Contrast Ratio). RGB LED lighting was also included, with the down-firing LEDs at least bringing a bit of visual flare to the front of the monitor. The video below summarises some of the key points raised in this written review and shows the monitor in action. The photo below gives a rough idea of how the Lagom text test appeared. The ViewSonic XG270QC is quite accurate out of the box and doesn’t require calibration when you use either of the Custom modes. Darker shades are also used on this map to represent greater deviation from 6500K. As usual for an Adaptive-Sync model, variable overdrive isn’t used – so the overdrive doesn’t automatically re-tune and slacken off appropriately for reduced refresh rates. The images below showcase a range of game title running on the monitor and in no way accurately show how the monitor looks in person. As usual we tested a range of game titles with AMD FreeSync active and found the experience similar on all of them. The monitor provided a good palette of shades, including some fairly eye-catching neon reds, pinks and cyans. The AOC was at least usable at higher frame rates using ‘G-SYNC Compatible Mode’ on our GTX 10 series GPU, too. The monitor can use an interpolation process to display a non-native resolution (such as 1920 x 1080 Full HD) using all 2560 x 1440 pixels of the screen. The XG270QG reference is much cleaner, as expected, due to its significantly faster panel – although the XG270QC does well with the light background here. For most games and other full screen applications that support HDR, the ViewSonic automatically switches into its HDR operating mode. Regardless of the method used to achieve the ’10-bit’ colour signal, we find the result very similar. NY 10036. The purple block appeared a pinkish purple for the most part, more violet centrally and further up the screen. This title has plenty of dark areas to enjoy, including dimly lit caves and passageways. We show the result of using the ‘Full Color Control’ setting at 165Hz shortly, although similar observations were made across all refresh rates. If you only occasionally pass the LFC boundary that’s unlikely to be a cause for concern. The monitor should also be able to display an excellent range of shades between the two extremes, including highly saturated and vibrant shades alongside muted shades. The competitive edge isn’t really important here, but it was still nice to have. The monitor is outputting up to 2.75 times as much visual information per second as a 60Hz monitor, or indeed this monitor running at 60Hz. You may still wish to run through the ClearType wizard and adjust according to preferences, however. It was accompanied by low input lag, with a low signal delay in particular, which also aided this connected feeling. The stand attaches centrally and can be removed by pressing a quick-release switch upwards. 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. With ‘VSync off’ the frame rate is free to climb as high as the GPU will output (potentially >165fps). It would therefore deliver a competitive edge for users who can stomach the downsides. The default is ‘Off, unless application specifies’ which means that VSync will only be active if you enable it within the game itself, if there is such an option. Perhaps to gain extra performance, or because you’re using a system such as a games console that might be unable to output the native resolution. This blooms out more noticeably from sharper viewing angles but is not as strong from centralised viewing angles. Eventually he realized he liked talking to game developers and discovering weird new indie games. HDR (High Dynamic Range)On an ideal monitor, HDR (High Dynamic Range) involves very bright light shades and very deep dark shades being displayed on the screen at the same time. This was quite clear when turning the character quickly or manoeuvring in a vehicle, for example. Not too much in the way of overshoot, if optimal settings are used, but certainly some ‘smeary’ trailing where darker shades were involved. If you’ve got an AMD GPU, the driver is set up correctly by default to allow the monitor to interpolate where possible. 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. The image therefore appears warmer, which your eyes adjust to somewhat over time, but doesn’t have the obvious and potentially unsightly green tint that some LBL settings provide. The branding and styling was very distinct, with a ‘stealthy’ gamery aesthetic that some will find quite endearing. There was no major loss of detail from this, though, and again there was slight extra detail peripherally but nothing extreme.
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