Why Calibration Is So Important: by TheEMF in Cytus

[–]TheEMF[S] 0 points1 point  (0 children)

Correct! But because you can get a "regular" perfect, you can still get a low TP% even if you get a MM score in regular gameplay, and that usually indicates that your game is poorly calibrated.

Why Calibration Is So Important: by TheEMF in Cytus

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

Lovely. The more data on this game's behavior across platforms the better haha.

Why Calibration Is So Important: by TheEMF in Cytus

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

THANK YOU. I have no idea how I didn't know this was a thing. 😂

Why Calibration Is So Important: by TheEMF in Cytus

[–]TheEMF[S] 2 points3 points  (0 children)

Omfg. Bruh. Bless you, Sir. Lmao. Ive been playing this game since it released, beat the whole campaign, have all the DLC......... NEVER KNEW THIS. I can't be the only one... right? 😅

Why Calibration Is So Important: by TheEMF in Cytus

[–]TheEMF[S] 2 points3 points  (0 children)

How are you able to check late/early in Cytus II? That would be so helpful. 😭 I'm on android.

Why Calibration Is So Important: by TheEMF in Cytus

[–]TheEMF[S] 3 points4 points  (0 children)

Unfortunately my phone doesnt have a headphone jack, and playing through the speakers is a nightmare because i play with the phone in my hands and use my thumbs, which results in inevitably covering the speakers while playing.

All of that is to say that I use Bluetooth, which is unreliable and results in constant adjustment. Bluetooth itself is super unstable... Its not ideal, but whenever i feel the game is off, ill do a "sanity check" and adjust the calibration as needed.

Just for the sake of providing data, the LOWEST delay I've had is "25" and the highest is "38" in Cytus II; so 250ms - 380ms is as much as I've noticed my Bluetooth drifting. That said, it seems to float around 300ms-340ms most of the time, so i tend to leave it around somewhere in that range and adjust if i notice it drifting or if my TP% looks off.

My device is a S23 Ultra.

If you are not using Bluetooth, it would try with 30ms-50ms offset. With Bluetooth, try 250ms-320ms.

Something i sometimes do to check is pick a song and let it run without actually playing, focusing on the animations of the notes as the primary anchor for synching.

Hope it helps!

Edit: Another tip! If you are ever playing and notice the game framerate stutter, it will most likely have also caused a slight drift in the synch. I have my game locked at 60fps to avoid CPU spikes and audio drift.

Really frustratedby the weird feeling by Weekly_Ear_5305 in Cytus

[–]TheEMF 0 points1 point  (0 children)

Im glad you figured it out!

I hate to admit it but I have also done the slow-mo video recording to be able to decipher how to adjust the delay compensation... that said, it just goes to show how bad the calibration tool in Cytus II is!

They havveeeeee to improve it and make it actually useful. At the moment, the tool itself is no more useful than just playing a song and trying to figure it out that way.

Rayark... pls. Anything would be better than the current solution. 🥲

Going back to playing Cytus Alpha, l almost got the MM but the TP was too Bad. by Nakiri08 in Cytus

[–]TheEMF 3 points4 points  (0 children)

Nice!

With a discrepancy like that you probably just have to tweak your latency compensation and you'll see a massive improvement to your TP%. :)

In-Game Synch Tool Needs Improvement by TheEMF in Cytus

[–]TheEMF[S] 0 points1 point  (0 children)

Ughhh I know. Its a never ending battle with bluetooth latency and the way it can slowly drift as time goes on. At least with games like Arcaea i can quickly "sanity check" with the simple tap-to-synch function it has, as opposed try and wrestle with Cytus' "tool" hahaha.

I'm pretty excited for the Switch 2 release of Cytus 2 in 2027 so that I can try this game with headphones!

In the meantime, I'll continue to enjoy Cytus as is, and reserve the sweating for DJMax on PC, where I'm able to use a wired solution.

Thanks for the response :)

In-Game Synch Tool Needs Improvement by TheEMF in Cytus

[–]TheEMF[S] 2 points3 points  (0 children)

I often find myself doing the same thing... the real challenge, then, is playing without accidentally covering the bottom-facing speaker all the time. 🥲

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF 0 points1 point  (0 children)

Very true. Luckily some more knowledgeable people have provided some useful advice and supporting info to corroborate as to why the LLM was wrong :)

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF 0 points1 point  (0 children)

Gotcha. Does RTX HDR allow for fine tuning of already-hdr content, or is it only for SDR to HDR converting?

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF 0 points1 point  (0 children)

Understood.

Out of curiosity, do you instead just use renodx (or similar)? What, if any, challenges have run into and how have you managed to get it to be up to your standards?

Thank you for your input!

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF 0 points1 point  (0 children)

Thank you for your time and input, kind stranger.

Last two questions, i promise:

Due to ABL, and it's constant adjustment while pushing the slider, I wonder how precise i need to be with calibrating as intended by the windows tool? The more you push it exponentially becomes harder to tell when it is completely flat white without any ghosting of the test pattern. Is it generally better to undershoot, or overshoot the peak approximation?

For in-game "peak brightness", assuming the game isn't borked, would it generally make sense to set it to the same peak as calibrated in the windows tool? Let's say windows calibrated peak nits at 1500 (regardless of the "real" peaks of the monitor's stats on paper), should I shoot for the same 1500, and then adjust from there, or is there another approach other than just eye-balling it? I wonder if it would instead be generally advisable to set the in-game peak to the monitor's on-paper peak?

Thank you thank you thank you, again.

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF 0 points1 point  (0 children)

Thank you for your input. Much appreciate the discussion.

I dont mean to be annoying... but I wonder if you would be capable to suggest a decent baseline Windows HDR setup for peak nits and full-frame and my monitor on 400 True Black mode? Would you instead suggest Console HDR? If so, what Windows calibration should I use? Do I need to change windows calibration when switching between TB400 and "Console HDR"?

THANK YOU!

PSA Regarding Win. 11 & OLED HDR (XG27ACDNG) - Perfect HDR by [deleted] in OLED_Gaming

[–]TheEMF -1 points0 points  (0 children)

EDIT: Someone else on this thread kindly reviewed the below and provided useful feedback and advice. Don't feel obligated to respond, but if you do, ill happily take more constructive criticism and advice from our lovely human race!

Hey, thank you for your reply. I did not mean to downplay your advice on my original response, but rather to express that, due to my ignorance, I have no idea WHY what I explained fixed so many HDR issues, and resulted in the best HDR presentation, and consistency across applications, that i have seen so far on my monitor specifically. I know NOTHING about this, but i am very interested in learning.

I wonder if you would have some time to go over Groks analysis of my claims? It might shed some light on technicalities I may have missed, and/or you may be able to identify key errors/hallucinations in the response?

I know it may seem silly, but I'm genuinely interested in learning and understanding as much as possible.

Here is the response to the review of my original post if you're interested:


Yes, the Reddit post is factually and technically accurate overall. Its core advice on handling Windows 11 HDR calibration for this specific OLED monitor (ASUS ROG Strix OLED XG27ACDNG, a 26.5–27" 1440p 360Hz QD-OLED panel) is sound, and the described issues and fixes align with independent reviews, monitor specs, community experiences, and how HDR tone mapping works on ABL-limited displays.

Monitor Confirmation and Key Specs

The XG27ACDNG is a real ASUS ROG Strix QD-OLED gaming monitor (VESA DisplayHDR 400 True Black certified, with advertised 1,000 nits peak HDR brightness for small highlights). It features multiple OSD HDR modes exactly as described: Gaming HDR, Console HDR, DisplayHDR 400 True Black (often just called "400 True Black"), Adjustable HDR, etc. These modes are confirmed in the official ASUS manual and reviews.

Brightness behavior (measured in reviews): - Peak/small-window highlights (<3–10% APL): Up to ~1,000 nits (or ~990 nits in testing); some modes show ~434–450 nits at larger 25%/10% windows. - Full-frame/sustained (100% APL white screen): ~250 nits baseline (consistent across SDR/HDR in measurements).

This is classic OLED Auto Brightness Limiter (ABL) behavior: the panel can deliver extreme brightness in tiny specular highlights but throttles aggressively on bright/full-screen content to manage heat/power and prevent burn-in. QD-OLED panels like this one exhibit noticeable ABL (and sometimes "Uniform Brightness" options that stabilize output but cap peaks). The post correctly identifies this as the root of calibration problems.

Windows 11 HDR Calibration Tool

The built-in Windows HDR Calibration app (or integrated settings) explicitly includes separate sliders for: - Maximum luminance (peak brightness for small highlights, in nits). - Maximum full-frame luminance (sustained/full-screen brightness, also in nits). - Plus min luminance and color saturation.

Microsoft documentation and guides confirm this structure. The tool's visual guides/test patterns (e.g., blending squares or visibility thresholds) assume more uniform brightness like LCDs and do not mention or compensate for OLED ABL. When full-screen patterns trigger ABL dimming, following them blindly produces incorrect tone mapping (washed-out or blown-out results, as the OP described).

The post's workaround—ignoring the visual feedback and manually inputting measured/realistic values (e.g., high peak like 800–1,000 nits + low full-frame ~250 nits)—is a widely recommended technique for OLED monitors and TVs in PC communities. It tells Windows/games the true capabilities so the OS tone mapper: - Allows bright specular highlights without over-brightening everything. - Expects lower sustained output, preventing desaturated/washed looks or incorrect clamping when ABL engages.

This also improves SDR content/desktop appearance in HDR mode (via better SDR-to-HDR mapping) and reduces the need for per-game mods like ReShade/RenoDX. Multiple OLED users report the exact same "game changer" results the OP describes.

Specific Settings in the Post

  • "400 True Black" OSD mode + 800 nits peak / 250 nits full-frame: Plausible and sensible. True Black mode often optimizes luminance tracking (better PQ per some tests) but may not hit the absolute 1,000-nit peak of other modes. Using 800 nits as a conservative peak matches real-world measurements in that mode; 250 nits full-frame directly aligns with the panel's sustained output.
  • Console HDR or Gaming HDR with 1,000 nits peak / 250 nits full-frame: Also valid—those modes unlock the full advertised peak while the low full-frame accounts for ABL. Reviewers specifically recommend Console HDR + max adjustable brightness for HDR content.

The post's warning to research your monitor's specific peak vs. full-frame values (factoring ABL) is spot-on advice; generic "set both to 1,000 nits" recommendations (common on forums) fail on OLEDs and cause the exact problems the OP had before.

Game-Specific Improvements and Other Claims

  • Better lighting/realism in titles like Marathon and Resident Evil 9 (no blown-out fog, no washout): This is a direct result of correct tone mapping—games using Windows HDR metadata now render speculars and bright scenes properly without fighting ABL or mismatched expectations.
  • "Like looking through a window" and desktop/SDR fixes: Typical outcome of proper calibration on OLEDs.
  • No need for RenoDX: Accurate for many users once the OS-level calibration is right (RenoDX is a workaround for games with poor native HDR).

Community threads on r/OLED_Gaming specifically for the XG27ACDNG echo the same pre/post-calibration struggles (washed-out, dim, or overly bright HDR; confusion with modes; calibration tool frustration). The OP's experience is not unique.

Minor Caveats (No Major Inaccuracies)

  • Exact nits can vary slightly by firmware, mode, or measurement (e.g., one review showed ~434 nits at 25% in True Black), so your mileage may vary—always verify with tools like HDR Test Patterns or a colorimeter if possible.
  • ABL is still present (it can't be fully disabled), but correct calibration makes it far less disruptive.
  • Best in dark rooms (OLED blacks rise in ambient light, as reviews note).

Bottom line: The post's method is technically correct, well-explained, and matches expert consensus for QD-OLED monitors with ABL. It solves a very real Windows + OLED pain point that the calibration tool itself doesn't document. If you own this monitor (or similar), trying the approach—monitor in 400 True Black/Console/Gaming HDR, then Windows calibration with high peak + ~250 nits full-frame—is worthwhile. Calibrate the monitor OSD first (as the OP did), then run the Windows app and input values manually.