NVIDIA's G-Sync Is VSync Designed For LCDs (not CRTs)
Phopojijo writes "A monitor redraws itself top to bottom because of how the electron guns in CRT monitors used to operate. VSync was created to align the completed frames, computed by a videocard, to the start of each monitor draw; without it, midway through a monitor's draw process, a break (horizontal tear) would be visible on screen between the two time-slices of animation. Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do. G-Sync is a technology from NVIDIA to make monitor refresh rates variable. The monitor will time its draws to whenever the GPU is finished rendering. A scene which requires 40ms to draw will have a smooth 'framerate' of 25FPS instead of trying to fit in some fraction of 60 FPS."
NVIDIA also announced support for three 4k displays at the same time. That resolution would be 11520×2160.
will the pixels wait for the first post?
Escher was the first MC and Giger invented the HR department.
Read your own damn source article, you commenting moron. Sorry, I failed miserably.
Okay, can someone who isn't wrapped up in market-speak tell us what the practical benefit is here? The fact is that graphic cards are still designed around the concept of a frame; the rendering pipeline is based on that. 'vsync' doesn't have any meaning anymore; LCD monitors just ignore it and bitblt the next frame directly to the display without any delay. So this "G-sync" sounds to me like just a way to throttle the pipeline of the graphics card so it delivers a consistent FPS... which is something we can do since DirectX9.
So what, then, is the tangible benefit realized? Because I smell marketing, not technology, in this PR.
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11520 = 3 x 3840
If _you_ had read the damn article, you would have noticed that the resolution is for THREE 4K monitors, side to side.
I'm not saying it's a graceful turn of phrase, or particularly clear, but most people would have been able to tell where he got it from...
No good deed goes unpunished...
Now we just wait until they finally figure out to employ a smarter protocol than sending the whole frame buffer over the wire when only a tiny part of the screen has changed. It would do wonders for APUs and other systems with shared memory.
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MMMMkay.... even if LCDs don't have an explicit refresh rate, interface standards DO.
On the wire, be it VGA, DVI, HDMI, they all, without exception, must conform to timing standards. This includes a pixel clock and for digital transport and hsync/vsync for VGA and always fixed sizes for blanking and active regions. This maps to a fixed frame rate which the input hardware of the monitor will synchronize to. You can't just arbitrarily decide to send frames at variable rates - it doesn't work that way.
NVidia would have to change the whole industry for this - it could work but we're talking about new interface standards here... I expect to see an NVidia-branded LCD which supports this, which of course will cost 4 times as much as a standard LCD.
Yup I saw that as soon as I read the number.
3 x 75" 4k TV's mounted in the bedroom in front of the bed with a wireless keyboard and mouse. /drool
How many years though till a graphics card can drive that resolution which all the goodies turned on?
I would feel pretty good about this if it were being proposed as some sort of standard, but from the blurb, it looks like a single-vendor lock-in situation. You will need an Nvidia graphics card to make it work, but your monitor will also need an Nvidia circuit board to regulate the framerate. The only value of this kind of variable framerate technology is for gaming. This means that the needed circuitry will appear only in monitors that are meant specifically for gamers. This means that they will be segmented off from the larger LCD market, and probably priced for "the gamer who has everything". But then again, this kind of gamer can just buy some fancy 60Hz monitors and a graphics card that doesn't tear frames because it has enough power. The latter course is probably cheaper. I know that lots of PC gamers now use big LCD televisions as their desktop monitors, or multi-monitor setups. Somehow I don't see these people upgrading their monitors so that they can look decent even at lower framerates. They would just buy the sort of graphics card that doesn't give them lower framerates.
What I want to know is if this tech work with game consoles also? Does specific monitor has to be paired with Nvidia GPU only? Input lag is rather big deal in console games using LCD TVs. If this helps eliminate or reduce input lag on monitors, that will be great.
Hope it comes with a sexy bra...
It's right there in the fucking summary you moron:
"NVIDIA also announced support for three 4k displays at the same time."
While there is no electron gun to shoot the screen left to right, top to bottom, the memory holding the frame buffer is scanned and sent to the display in the same way, you should not write it during that period.
Interestingly, Nvidia will be providing the G-sync chips by themselves, allowing people to mod their monitor to install the chip on them. I'm not sure just how compatible this would be, but it might allow you to upgrade your existing monitors with G-sync support or get someone to do it for you, depending on your capabilities and willingness to risk your monitor.
For FPS's when you rotate all around, or for action movies where the camera moves quickly, all of the screen is updated.
Then make "scroll rectangle" one of the primitives in the screen difference protocol. If the camera turns, scroll the data in the frame buffer at the same speed that the camera turns. Sure, there'll be artifacts near the HUD, but overall, that should provide the illusion of less latency. MPEG-4 ASP (e.g. DivX, Xvid) uses this technique under the name "global motion compensation", but ultimately, the concept dates back to motion vectors way back in the H.261 era.
G-sync (i.e. sync originated by the graphics card) seems like a good idea.
It:
allows for the ability of single or multiple graphics cards within a computer to emulate genlock for multiple monitors, so that the refresh rates and refresh times of those monitors interact properly
allows for the synchronization of frame rendering and output, i.e. reducing display lag which is important for gamers and realtime applications.
allows for a graphics card to select the highest possible framerate (possibly under 60hz) when displaying higher resolutions (e.g. 4k or 8k) on cables/interfaces that don't allow for a full 60hz bitrate.
Good stuff.
I know that lots of PC gamers now use big LCD televisions as their desktop monitors
When did this come to be the case? A few years ago, people were telling me that almost nobody does that.
G-Sync is still vsync, just at a variable rate that matches the rate that new pictures are available.
11520?
"the resolution is for THREE 4K monitors, side to side"
Nah, everybody knows that is't really TEN Sun Sparc monitors side to side.
It's over 9000!
(Oblig.)
Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do.
Perhaps it's the lack of sleep but I can't understand what this sentence is saying.
In the real world anymore? :D
Actually for that matter, how many of those SGI LCDs with the proprietary display connector still exist?
Just like the summary says.
... When movies are shown at 24fps and the motion still seems fluid?
File under 'M' for 'Manic ranting'
If you freeze a movie frame shot at 24fps you'll see that moving objects are blurry. And in a fast pan it still looks anything but fluid.
I don't see anything about them selling chips to end users, just stuff about them selling upgrade modules. I guess each module will be specific to one make/model of monitor and will require cooperation of the monitor manufacturer to produce.
note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
Something the summary fails to point out is this will not work with existing LCD monitors. The monitors will have to have special hardware that supports G-Sync.
Standard LCD monitors and TVs update the pixels the same way old CRTs do. They start from the top and update line by line until they reach the bottom.
It is actually a little surprising they haven't done something like this for phone and laptop screens yet. The only thing that stopped them from doing it with the first LCDs was compatibility with existing video signals.
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Given how few CRT monitors there are in the wild (let alone on those computers that are running new hardware), I'm not sure why the CRT vs LCD distinction was noteworthy.
A tangent, but frankly, given the choice between 4K monitors that I couldn't afford an a return to widespread availability of a 16:10 option at 1920x1200, I'd take the latter. 16:9 is less ideal to me.
I absolutely hate watching non 30/60fps video played back on a 60hz screen, which every fucking laptop & PC screen (and tvs with VGA input) I've ever seen defaults to, not enough allow you to change the refresh rate to 72hz for smooth film framerate video playback.
Incedentally, are there any laptops which actually allow you to change the attached screen's refresh rate to anything other than 60hz? I've never seen one yet, even with PowerStrip on Windows I've never managed to get a laptop screen to successfully change its hz.
Input lag is how long a game takes to react on your manipulation of controls, not how long it takes to display it on the panel or CRT you're looking at. Maybe you mean output lag? Since screens get updated 50 or 60 times a second with TFTs and CRTs often get higher refresh rates, you're looking at 20ms or less for a screen refresh, when it comes to pure VSync delay. "Whoa dude, 20ms, my ping time is less than that!" I hear you say. Apart from the fact that most of the planet has ping times that are way higher, especially if you're playing global, this refresh frequency has been used for a reason. At about 20 frames per second, or 50ms, the human eye is no longer able to distinguish between individual pictures because it simply can't keep up with the data refresh rate. We do however still notice flicker and "less information" in the moving scene than we do in real life. At 50 or 60hz, the flicker is mostly gone, especially if we keep displaying the previous picture before we replace it with a new one. The "less information" thing is mostly gone too. Try a CRT at these refresh rates and you will most likely find that the picture may be worse (or even better if you have a proper CRT), but the lag you experience is gone.
Yes, that's right, it's gone with a CRT. Why is that? Because all these TFT screens you buy have a "scaler board" that reads all your inputs, converts the signals (even the digital ones) to a signal the display drivers understands and scales resolutions, color information and refresh rate to the native format of the panel.To do so, it buffers input signal for a few frames, does DSP stuff on it to get things like "dynamic contrast" and "color balance" adjusted, up- or downscale frame rate and such. This is the lag you are experiencing. if you have a delay of 3 frames at 50Hz you get a 60ms delay after the video has left your video card before it's displayed. That's right, the difference between a slow uplink and a fast uplink is often less critical than what sort of display you are using. Want to frag all those lagtards? Get a CRT and live next to an international internet exchange. You'll get up to 100ms on them. Not bad if you consider that the average time humans need to react is double that. ;)
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Almost spilled my coffee there, NVidia and VSync in the same sentence? The nVidia linux driver has tearing artifacts on video almost no matter what you do, it's ridiculous. VLC, Dragon player, Totem, all have obvious tearing. mplayer looks better if you disable compositing and turn off all but one monitor, but still has some tearing if you look closely. I just tried xbmc yesterday, and it may be good.
Anyway, "GSync" seems like a good idea. Seems nice for videos with different refresh rates, like displaying 50 fps and 60 fps videos on the same monitor. If this fixed tearing, that would easily be worth $100 to me. For games i'm not sure if I'd prefer a variable frame rate to a consistent low framerate. Would make it obvious when the GPU is doing work, but maybe that's what NVidia wants. Also, it's good that they're not pitching it as a bandwidth saver, because it's not! It should be able to operate at the max frame rate consistently.
There needs to be a fps ceiling, due to limitations of the monitor hardware. I hope this doesn't introduce tearing anyway. Maybe the drawing function could block
Hello,
Here's a high speed video of an LCD refreshing:
http://www.youtube.com/watch?v=hD5gjAs1A2s
This includes regular LCD refreshing modes, as well as motion-blur-eliminating LightBoost strobe backlight modes (that allows LCD to have less motion blur than some CRT's).
Mark Rejhon
Chief Blur Buster
High speed video of an LCD refresh occuring in real-time:
http://www.youtube.com/watch?v=hD5gjAs1A2s
Also, input lag is the whole chain, INCLUDING how long it takes to display.
See AnandTech's article:
http://www.anandtech.com/show/2803/7
CRT's are only zero input lag at the top edge of the screen.
CRT's even have input lag for the bottom edge of the screen, because they have a finite frame transmission time (scanning from top to bottom).
Some gaming LCD's (certain BENQ and ASUS gaming LCD's) are the same way; they scan the pixels top to bottom in real time too (as seen in high speed video).
We're talking about input lag from game engine to human eyeballs, so it WILL also include frame transmission time (From computer to display), including any display mechanisms (scanout). nVidia G-Sync solves the problem by using ultrafast frame transmission times (1/144sec, even when running at 60Hz, since G-Sync uses a dotclock for frame transmission/scanout times of 1/144sec) -- they clearly explained it in their video.
Now, strobing does add a minor input lag, but an average of less than one frame. (For LCD's with less motion blur than CRT"s, google "lightboost" -- John Carmack said he uses a LightBoost monitor)
I've been expecting this ever since we brought out DVI-D and then HDMI and Display Port. I'm in fact a little shocked its taken this long. Its really a simple concept; when the frame buffer is ready to be drawn, tell the monitor to refresh with that data, then work on the next frame. In fact, that's exactly how people think video output works already in most cases, but its not.
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You mean this quote? "Initially supporting Asus’s VG248QE monitor, end-users will be able to mod their monitor to install the board, or alternatively professional modders will be selling pre-modified monitors."
- Michael T. Babcock (Yes, I blog)
11520?
"the resolution is for THREE 4K monitors, side to side"
Nah, everybody knows that is't really TEN Sun Sparc monitors side to side.
That really wasn't part a special sun sparc feature. It was quite common with 17" CRTs running unix at that time. The unusual aspect of Sun sparc was the vertical. It used 900px height while the rest used 864px (4:3).