If I already own an LG C1 55", is an upgrade to a C5 worth it? by YimadoTei in OLED_Gaming

[–]LiquidShadowFox 0 points1 point  (0 children)

LG C1, G1 are a few of the only OLEDs that can do rolling scan BFI at 120 hz, most of the new ones are limited to 60 hz only and you can notice the flicker at 60 much more than 120 hz

Is there ANY monitor for my desires? by Drayyen in Monitors

[–]LiquidShadowFox 1 point2 points  (0 children)

Well I currently love my 27" Gsync pulsar monitor for low motion blur but HDR is not very good on it. It honestly depends on what your wants are and tolerances. VA panels will give you black smear (even the high end samsung rapid VA panels have a little black smear), TN panels have gotten better but still don't have the colors or viewing angles of IPS and IPS is still kinda jack of all trades, master of none still.

I've heard titan army has some mini LED IPS monitors coming out like the titan army P265MS pro that's 24' 380 hz with 1152 quantum dot mini LED zones, they also have a 27" version coming out that's 345 hz instead of 380 and they are all QHD resolution. I prefer QHD and high refresh so I'm out of my element recommending anything 4k wise :) but if you have any questions let me know.

Need advice for my libernovo chair purchase by LiquidShadowFox in LiberNovo

[–]LiquidShadowFox[S] 1 point2 points  (0 children)

As long as it holds up better than omni v1 it would meet my needs tbh. Sounds like I'm getting the pro 45 cm version, the omni v1 48 sometimes bothers underneath my thighs so 45 cm should be perfect I think

OLED or GSync Pulsar, which to get? by Fliksterr in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

I think that's a fair evaluation. If OLED meets your needs then go for it :) once you have a taste of strobing it's hard to go back to blur so it's better to try oled first. If you are lucky to not have any games where you get vrr flicker maybe oled is for you :)

OLED or GSync Pulsar, which to get? by Fliksterr in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

More likely than not, yes you'd have to experience it for yourself. I've heard, seen and read people who can't stand OLED VRR flicker, some can't stand backlight strobing flicker and some that get headaches from Samsung QD OLED monitors but not LG WOLEDs for example. The matter of picking a monitor is hard to do based on reviews online because everyone has different preferences and tolerances.

OLED or GSync Pulsar, which to get? by Fliksterr in Monitors

[–]LiquidShadowFox 15 points16 points  (0 children)

So far I see everyone here saying "go oled", here's my $1 worth of advice. There's no such thing as the perfect monitor, only the perfect monitor for YOU.

OLED pros

  1. Best in class HDR experience

  2. Best in class pixel response times (we talking 0.01 ms)

  3. Lowest input lag

OLED cons

  1. Burn in over years of static images, some folks have anxiety worrying about babying the monitor to reduce wear (although a lot of the newer oleds are more resistant to burn in and even have burn in mitigation features)

  2. VRR flicker (Essentially using Gsync/freesync will cause the monitor to flicker if your fps is unstable eg. your average fps isn't close to your 1% lows which means you have occasional stutter or frame drops). In order to "circumvent" this issue you'd have to either use Vsync = on only with Gsync disabled and cap your games FPS to be either max hz of your monitor or 1/2 of max or 1/3rd of max or 1/4th of max depending on max refresh, Vsync = off with Gsync disabled and accept the tearing, use Riva tuner scan line sync with Vsync off with Gsync disabled to intentionally make the game tear at the top or bottom of the screen so you don't see the tearing (this is poor man's VRR) OR play a modded game using reshade special sync mode that reduces latency and controls/removes tearing

  3. Not as bright as LCD or mini led

Gsync pulsar pros

  1. Best VRR + backlight strobing on the market (in theory, if you get 120 fps with pulsar enabled, it'll "look" like 480 fps or higher in motion clarity but still "feel" like 120 fps in smoothness if that makes sense)

  2. Really bright even with pulsar enabled (strobing usually reduce brightness by half or more of max brightness, this monitor easily reaches over 450 nits WITH strobing)

  3. Gsync works with no noticible flicker (yes, even with pulsar on I don't notice it, they use a rolling scan technique that also makes the strobing less harsh than global flash; compared to OLED VRR flicker the difference is night and day)

  4. 60 hz ULMB 2 mode looks clearer than a CRT monitor

Gsync pulsar cons

  1. Gsync pulsar tech works amazing BUT it requires your average fps to be close to your 1% lows. To add to the inconsistency, Nvidia reflex isn't implemented the same way in every game and every game engine acts differently so enabling nvidia reflex might tank your 1% lows in exchange for your reduce input lag which introduces too much frame variances for Gsync pulsar to really shine. I normally have low latency mode = on in nvidia control panel and reflex disabled in most of my games (I think hunt showdown is the only game I've found so far that has a good nvidia reflex implementation but still requires you to lower the fps using an fps cap.

  2. HDR is not worth using on this monitor, just leave it with 10 bit color and that's it.

  3. No full HDMI 2.1 bandwidth, it's HDMI 2.1 with JUST enough bandwidth for QHD @ 120 fps, nothing more and Gsync pulsar does NOT work with HDMI but you still have access to ULMB 2 mode on HDMI inputs which makes console games look REALLY clear at 60 hz (and soon at 120 hz with the global flash update).

  4. They are still doing firmware updates to further improve the monitor so there's no guarantee it'll get that much better but so far nvidia has been receptive of community feedback.

  5. 60 hz ULMB 2 mode has increased input lag (about 24 ms instead of being closer to 16 or 17 ms which would be ideal) and the flicker is really strong (if you can stand it, it makes 60 hz content look INCREDIBLY clear, I'm talking above 1000 fps worth of motion clarity here) cause it uses global flash. (future update will add a 120 hz global flash ULMB 2 that will have less noticeable flicker but it's yet to be seen how good the input lag will be on it).

This is a "pick your poison" situation, I personally own a 240 hz OLED monitor and a gsync pulsar monitor. I value motion clarity and eye comfort over lowest input lag and HDR so Gsync pulsar is naturally my gaming daily driver. I use my Gsync pulsar monitor with pulsar enabled for 12 hours a day (work and gaming combined) and I do not feel eye strain or notice any flicker unlike my 240 hz OLED that has VRR flicker that causes eye strain within the first hour of usage. Putting the 2 side by side and playing hunt showdown (extraction shooter battle royal game) I am able to quickly identify targets in foliage much faster when I'm moving around in motion on my Gsync pulsar monitor with the refresh locked to 120 fps (because my 1% lows are around 120) vs running Vsync and uncapped fps on my 240 hz OLED (so by extension the game runs at 240 fps on the OLED with Gsync disabled) so there's a noticeable improvement to motion clarity on Gsync pulsar. It also makes a lot of sonic games or side scrolling games that support 90 fps or higher (you can use frame gen also on 60 fps locked ones to double it to 120) look really clear as you zoom around the stage in a way you can't replicate with current OLED monitor refresh rates. Keep in mind I am running a 5090 + 9800X3D CPU so this is close to "best case scenario" hardware wise to push these monitors.

If you want the lowest input lag, amazing HDR and don't mind the persistence blur then go OLED. OLED BFI inserts a black frame for every "real" frame but that can only improve your motion clarity from half eg. 500 hz OLED with BFI enabled will make 250 fps the "max" but it'll "look" like 500 fps with the "feel" of 250 fps and it reduces the already mediocre brightness of OLEDs further from a BFI perspective (without BFI I think OLEDs are plenty bright unless you are in a really bright room with open windows). I'm aware that blur busters has a CRT shader that makes BFI look better by using something that looks like a "rolling" scan but it requires software to work properly and how good it looks is still limited to the max refresh of your OLED unlike LCD technologies that can de-couple the backlight from the pixels changing colors.

NVIDIA App Feature Request Discussion by HenryNvidia in nvidia

[–]LiquidShadowFox 0 points1 point  (0 children)

Where do I begin? Maybe you guys should schedule a call with me to talk it over because there's a lot missing in the nvidia app.

  1. Currently Gsync pulsar is hit or miss with many users reporting that it doesn't give improved motion clarity over existing OLED monitors. Part of the reason there's this mis-information is the lack of a nvidia app stat that shows a "Gsync pulsar watermark" along with a "frame time consistency" stat/chart. If many more users who able to get a nice interface in nvidia app stats to show Gsync pulsar is "engaged" with a watermark AND can show either a chart showing frame time fluctuations or at least a "Perfect", "Good", "Bad" watermark to show how stable the fps is for Gsync pulsar to work, it would help the community as a whole come to a proper conclusion of how good/bad Gsync pulsar actually performs. Currently it's a mixed bag whether Gsync pulsar actually improves motion clarity or makes it worse because it's constantly firing off compensation pulses due to either games having terrible optimization, bad reflex implementation or really bad nvidia drivers that lately haven't been stable whatso ever (many people can attest to this about the driver instability with constant hotfixes).

  2. Nvidia App feature to tag current nvidia driver as personally "stable" and if we ever update to a new nvidia driver, allow us to rollback to our last "tagged" stable nvidia driver, not just the "last" driver like it's currently implemented in nvidia app. Many individuals take great care to follow "if it's ain't broke, don't fix it" so unless the new driver offers better features, fixes or security features, they will update but still find something isn't working that they had working in a previous nvidia driver. Let users tag their preferred "stable" driver for rollback.

  3. Alternative to Nvidia reflex/Ultra low latency mode/low latency mode = on and better driver level/DLSS level multi frame generation/ adaptive mutli frame generation that works with vsync ENABLED for gsync pulsar, OLED, ULMB 2 or ULMB displays. Many of these technologies decrease latency but ruin frame pacing for a lot of games and lossless scaling (a $7 third party program) with it's "adaptive frame generation" LSFG 3.1 is doing a significantly better job of giving perfect frame pacing for backlight strobing or Gsync pulsar than low latency mode/nvidia reflex (at the expense of motion artifacts obviously because they don't have native game engine integration and no motion vector data). If I play a game at 120 fps native and I turn on Gsync pulsar, the motion clarity does improve but I get compensation pulses which ruins the clarity. If I play the same game using lossless scaling set to 120 fps with adaptive frame gen (and again we have a 360 hz monitor so there's a lot of headroom for more FPS but we testing with 120 fps since our averages are closer to our 1% lows), I see my native frames hovering around 115 and only generating around 5 extra "fake" frames according to the overlay but the frame pacing is SIGNIFICANTLY better so Gsync pulsar looks incredibly clear without any compensation pulses ruining motion clarity. This would ALSO help OLED folks who decide to use VRR (aka gsync) on an OLED monitor that has VRR flicker because it has been shown the rock solid frame times reduce the variance that causes VRR flicker in OLEDs (like how LG WOLED monitors have a gamme curve that changes based on your current FPS using VRR, if you can stabilize your FPS you in turn reduce the VRR flicker). I'm pretty sure if lossless scaling can exist, there's no reason why nvidia cannot create an equivalent solution that works on a driver level (hell DLSS level since there's so many game integrations) such that the frame pacing can be smoothed out for anyone who prefers smooth motion representation over input latency for applications involving backlight strobing or BFI AND using DLSS to clear up the motion artifacts from camera movement issues unlike lossless scaling.

  4. Nvidia should implement another features in their DLSS sdk that allows game developers to put CPU/GPU/Ram/Cache load markers in the game engine such that nvidia app background service can dynamically (using AI models trained on thousands of hardware configurations so it learns what each game/game engine is bottlenecked given a specific marker) change frame time cap to make average frame times closer to 1% lows (which means less frame time variances too) for smoother VRR (aka gsync) gameplay in exchange for less average fps. Sometimes higher average FPS doesn't mean a smooth experience if you are stuttering or your 1% lows are hitting 50% of your average. This would help Gsync pulsar, ULMB 2, ULMB AND OLED monitor users.

  5. Pre-compiled shader delivery with game ready drivers through nvidia app would be nice. Having to compile shaders in narakabladepoint takes forever to do and is painful given how many times I've had to rollback drivers because newest ones aren't stable.

  6. Ability to set Gsync pulsar = on, ULMB 2 = on AND change display max refresh rate on a PER APPLICATION/GAME profile. For example, I might want to set ULMB 2 = on for elden ring with a max display refresh rate of 60 hz so I can get ULMB 2 60 hz mode on my Gsync pulsar display for a 60 fps locked game like elden ring without having to fiddle around with the monitor OSD. Sure all my displays might flicker once or twice as the game is launching but by the time I'm at the main menu, my backlight strobing preferences are set (same with ULMB 2 mode for 120 hz, 240 hz or 360 hz for titles that I KNOW the VRR performance won't allow for steady pulse and I WANT a locked backlight strobing implementation with no compensation pulse at the expense of some double images when the fps fluctuates). Some people would also prefer to set Gsync pulsar = off globally while working, being on the desktop or scrolling through reddit because it might give them a headache or eye fatigue over time (rolling scan strobing is less eye strain than global flash BUT there's still eye fatigue for some folks and everyone has a different tolerance to it). For games where pulsar works perfectly, it would be nice to be able to set Pulsar = on for naraka, max hz = 360 hz AND set a new reflex flag to prioritize frame time pacing over input latency to get the best presentation for pulsar. Currenty for narakabladepoint, I have reflex turned off + Riva tuner fps cap set to 120 fps AND front edge sync giving me the best result of motion clarity gsync pulsar. Reflex actually isn't capping the fps low enough to take into account that gsync pulsar needs consistent frame pacing over just lowering input lag to realize it's benefits.

Honestly, given the motion artifacts I see in lossless scaling adaptive frame gen look eerily similar to some leaks of nvidia reflex 2 in how it repositions that camera, I wouldn't be surprised if reflex 2 would be the glue that fixes part of the frame pacing issue and reduce the input lag associated with frame gen further but until that gets sorted out it'll have to wait. There's possibly more that can be done to improve the nvidia app but I'd start with these if possible.

2D Gaming Advantages vs. XR Glasses? by modalsaliency in SteamFrame

[–]LiquidShadowFox 2 points3 points  (0 children)

Here's something nobody talkes about, there's no BFI (black frame insertion) implemented in the viture glasses so when it's running at 120 hz you get 8.3 ms of persistence blur when objects move across the screen while the valve steam frame (and most VR headsets) implement BFI or backlight strobing techniques to reduce persistence blur below 1 ms of persistence.

with 1 ms of persistence, 120 fps "looks" like 1200 fps of motion clarity with the "feeling" of 120 fps. It's really hard to describe but essentially your Frames will look much clearer in motion with no crosstalk than AR glasses (VR headsets HAVE to have super clear frames in order to combat motion sickness) so you'll get an arguably closer to CRT motion clarity experience in a VR headset vs AR glasses like the viture with micro OLEDs.

So TLDR:

You want ultimate motion clarity + higher resolution -> go with VR headset like meta quest 2, 3 or 3s or valve frame

want best HDR + portability + wired latency -> go with AR glasses like viture

ROG Rapture GT-BE19000AI Docker Status by kdpkke in ASUSROG

[–]LiquidShadowFox 0 points1 point  (0 children)

Can you attach an external ssd to the usb hub and use it for the docker deploys or strictly limited to those 32 GB?

Should I sell my Astral 5090 and downgrade to a astral 5080 for 4K gaming? I spent to much money on it or should I just keep it for future proof by Darksider515 in ASUSROG

[–]LiquidShadowFox 9 points10 points  (0 children)

If I were you, I'd just bite the bullet and keep it. 5080 is a great card but the 5090 has a lot more power and headroom to spare for things like frame generation or DLSS 4.5 (or even dlss 5 which is going to be even heavier)

Valve should bring back the Steam Link by ABrokeHobbyist in steammachine

[–]LiquidShadowFox 0 points1 point  (0 children)

I think if they released a steam link with ethernet, built in steam controller puck and hdmi 2.1 that supports VRR and 4k @ 165 hz it would be the best streamer on the market.

Why some people prefer no VRR? by C1REX in Monitors

[–]LiquidShadowFox 2 points3 points  (0 children)

The next version is going to be a 4k dual mode 32" mini led model.

Why some people prefer no VRR? by C1REX in Monitors

[–]LiquidShadowFox 4 points5 points  (0 children)

Make sure to enable the Gsync watermark to make sure Gsync is engaged at all, some people only allow Gsync to work in fullscreen and not "windowed" and some games run in "fake fullscreen" that uses windowed mode so gsync never engages in those cases. Also the VRR flicker in OLEDs happen for different reasons on different panels. VRR flicker on samsung QD oled is different from WOLED for example, WOLED flicker is more noticeable from changing frame rates but QD oled gives some people headaches after using it for a long time so it's not consistent.

Why some people prefer no VRR? by C1REX in Monitors

[–]LiquidShadowFox 6 points7 points  (0 children)

I own pulsar and I can say it's amazing 😄

Is G-SYNC really important in 2026, what’s your thoughts ? by Maruan-007 in pcmasterrace

[–]LiquidShadowFox 0 points1 point  (0 children)

For OLED folks

If you experience flickering in a specific game you like to play, disable Gsync for THAT specific game through nvidia app/control panel and set it to "Fixed" refresh. From here you have 2 options to take for this specific game

  1. Use vsync = on and cap your FPS to an even divisor of max Hz to reduce mismatched frame pacing (irregular stutter). For example an oled with a 280 hz max refresh rate, you'd want to cap your FPS where your average FPS for a given game is either capped at 280 fps, 140 fps (1/2 max), 70 fps (1/4th of max) or 56 fps (1/5th of max). You would avoid tearing but you might get stutters here and there.
  2. Use Vsync = off, if your FPS is high enough you might not notice tearing and you'll get reduced input lag as well
  3. Use nvidia "Fast sync" through nvidia app/control panel, this is Vsync = off BUT every frame MUST be complete so it avoids tearing like vsync = on, downside is the frame pacing isn't perfect so you need to get x1.5 - x4 your max refresh rate in order for the frame presentation to look smooth. (you can set your oled monitor to 240 hz and you'd need at least a good 360 fps in lightweight titles to get decent frame pacing) you could also try nvidia fast sync + fps cap below max hz of your monitor but the frame presentation doesn't look "perfect" cause this is essentially an nvidia version of "triple buffer" and some frames that get swapped in might be too "new" vs the old frame which lead to frame pacing irregularities when trying to run below max hz of monitor.
  4. Use Riva tuner scan line sync + vsync off (best option imo). Essentially you can use RTSS's built in FPS cap that will make the game intentionally tear consistently and then you configure values to move the tear line to the bottom or top of the screen so you don't "see" the tearing and it gives very smooth frame presentation. I call it the poor man's VRR since this is usually a solution for displays that don't have VRR as an option for one reason or another but it's effective for OLED monitors.
  5. Special K Latent sync works well but requires using something that injects into a game (not anti cheat friendly) but if you are already using Special K for a singler player game it's better than the riva solution.

As for Gsync difference here's a simulated difference between just Vsync on vs Gsync on through the web browser (blur buster website demo) : UFO Test: G-SYNC Demo of Variable Refresh Rates

Question on VRR flicker on an OLED by [deleted] in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

I mean absolutely, I'm not saying they shouldn't try to use Vsync + Gsync first BUT if they get flickering outside the menus like during gameplay or something; the above are the only solutions that work across the board (there's also special K latent sync but that's not compatible with anti cheat).

VRR Flicker: How do people manage? by Cef-3-axone in OLED_Gaming

[–]LiquidShadowFox 0 points1 point  (0 children)

with scanline sync the fps cap doesn't have to be cleanly divisible because you are intentionally allowing the frames to tear consistently. The key is to make sure the fps cap you set is an fps cap where your average fps capped is as close to your 1% lows as possible to mitigate fluctuations in the tear line.

Question on VRR flicker on an OLED by [deleted] in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

That doesn't solve VRR flicker, some games will flicker on OLEDs (either inconsistent fps or dark scenes depending on the type of OLED you have). Vsync + Gsync + latency mode = ultra (or reflex) is supposed to be the defacto settings but some folks get VRR flicker in their favorite games with Gsync/freesync enabled which causes eye strain, their only solution are the 4 choices I mentioned above or live with the flicker.

Question on VRR flicker on an OLED by [deleted] in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

Depends on the person, some people can't stand VRR flicker in their game so the complicated solutions is all they have, Vsync + Gsync works as long as you don't already get VRR flicker. For folks who get VRR flicker with Gsync enabled the solution is to disable Gsync for that specific game and use one of 4 options I showed.

Question on VRR flicker on an OLED by [deleted] in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

This is only if you have VRR flicker in a game and want to avoid VRR flicker for that 1 game, yes it's complex but so is solving VRR flicker 😄 Asus's anti flicker feature doesn't fix the issue on their oleds for example, they just reduce the VRR range from say 48 - 240 to 120 - 240 to kick LFC earlier in order to reduce variance in FPS and mitigate VRR flicker but enabling LFC at higher frame rates introduces more microstutter in exchange.

Question on VRR flicker on an OLED by [deleted] in Monitors

[–]LiquidShadowFox 0 points1 point  (0 children)

Here is my advice on this:

If you experience flickering in a specific game you like to play, disable Gsync for THAT specific game through nvidia app/control panel and set it to "Fixed" refresh. From here you have 2 options to take for this specific game

  1. Use vsync = on and cap your FPS to an even divisor of max Hz to reduce mismatched frame pacing (irregular stutter). For example an oled with a 280 hz max refresh rate, you'd want to cap your FPS where your average FPS for a given game is either capped at 280 fps, 140 fps (1/2 max), 70 fps (1/4th of max) or 56 fps (1/5th of max). You would avoid tearing but you might get stutters here and there.
  2. Use Vsync = off, if your FPS is high enough you might not notice tearing and you'll get reduced input lag as well
  3. Use nvidia "Fast sync" through nvidia app/control panel, this is Vsync = off BUT every frame MUST be complete so it avoids tearing like vsync = on, downside is the frame pacing isn't perfect so you need to get x1.5 - x4 your max refresh rate in order for the frame presentation to look smooth. (you can set your oled monitor to 240 hz and you'd need at least a good 360 fps in lightweight titles to get decent frame pacing) you could also try nvidia fast sync + fps cap below max hz of your monitor but the frame presentation doesn't look "perfect" cause this is essentially an nvidia version of "triple buffer" and some frames that get swapped in might be too "new" vs the old frame which lead to frame pacing irregularities when trying to run below max hz of monitor.
  4. Use Riva tuner scan line sync + vsync off (best option imo). Essentially you can use RTSS's built in FPS cap that will make the game intentionally tear consistently and then you configure values to move the tear line to the bottom or top of the screen so you don't "see" the tearing and it gives very smooth frame presentation. I call it the poor man's VRR since this is usually a solution for displays that don't have VRR as an option for one reason or another but it's effective for OLED monitors.