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.
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.
#fuckbeta #iamslashdot #dicemustdie
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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According to TFA, that's exactly what you'll be seeing.
This technology will be available soon on Kepler-based GeForce graphics cards but will require a monitor with support for G-Sync; not just any display will work. The first launch monitor is a variation on the very popular 144 Hz ASUS VG248QE 1920x1080 display
Well there goes the power savings...
So why are you considering doing this again?
The fact is that the bandwidth between video card and monitor must be enough to handle the worst case scenario or else its not fit for purpose, and the hardware cost difference between fully utilizing this link and greatly under utilizing this link is very very small. There are power savings if you can under-utilize the link without sacrifice, but...
Meanwhile there are large up-front costs associated with performing real-time video compression techniques, and the needed computation itself also uses a lot of power. So there would be large power costs in actually successfully under-utilizing the link using video compression techniques.
So no, not really a smart idea. The reason nVidia (who I am currently not a fan of) is proposing this g-sync idea is because currently the full technical capabilities of lcd hardware arent being exploited because of old the paradigms of a frame buffers being sent at constant fixed intervals. It would be very low cost to add logic to lcd displaces to sit and wait for new frames rather than what they currently do.
Its win-win-win because....
o) the video card would only have to transmit new frames, rather than constantly transmit frames even when they havent changed.
o) The lcd can spring into action updating pixels as soon as the video card has a new frame ready, rather than at fixed intervals.
o) In low frame-rate situations, there are power savings on the link, in the video card, and in the monitor (although the monitors power savings would be very minor as the back-light uses 99% of the power already)
I imagine this sort of thing would be adopted in laptops long before desktops.
"His name was James Damore."
Because you have been trained by films for your entire life to think that blurry stuttery 24fps is smooth and cinematic. If you ever watch a movie where lots of action is happening on the screen at once, you'll probably get slightly lost because everything turns into an unrecognisable blur. For an example of this, watch any of the Michael Bay transformers movies and try to figure out which Transformer is on the scene during any random action shot.
Unfortunately upgrading to 60fps actually causes people to complain, because the action becomes so smooth that it feels cheap, like it was recorded on a camcorder. Yes this is retarded, but it's the truth.
I read the internet for the articles.
Actually, the problem is even bigger. Somewhere around 200fps, you start flying into "uncanny valley" territory. 200fps is faster than your foveal cones can sense motion, but it's still less than half the framerate at which your peripheral rod can discern motion involving high-contrast content. When it comes to frame-based video, Nyquist makes a HUGE mess thanks to all the higher-order information conveyed by things like motion-blur. That's why so many people think 24fps somehow looks "natural", but 120fps looks "fake". Motion-blurred 24fps video has higher-order artifacts that can be discerned by BOTH the rods AND cones equally. It's "fake", but at least it's "consistent". 120fps video looks flawless and smooth to the cones in your fovea, but still has motion artifacts as far as your peripheral rods are concerned. Your brain notices, and screams, "Fake!"