IIRC Lorfa said using lightboost introduces some input latency. That's an immediate turnoff for me. It offers no advantages over a CRT anyway. It just helps reduce motion blur on LCDs I believe.
After switching from 60Hz to 120Hz it got better.
43% LG on 60Hz against bones (nightmare), 48% LG at 120 Hz. Average of 31% online (29 before).
Lightboost itself didn't add any percentage but it somehow easier for my eyes.
I use VG278HE.
Technically yes, but it's not very significant. IIRC refreshing 120 times and rendering 125 frames per second means that you are 0.33 milliseconds behind. Refreshing 144 times will get rid of this and should reduce screen tearing as well. Using a 250 refresh rate will reduce tearing to 1 line for half of a frame. I believe there's a good thread about this on here.
Edited by Retribution at 17:32 CDT, 2 September 2013
By the way, at ~100 FPS motion is quite smooth and going beyond that becomes less and less noticeable IMO. I want to stress that input latency should be your primary concern. Unfortunately it's not currently advertised and can be difficult to measure without the right equipment. There are some blogs dedicated to this. Oh and to keep everything in perspective cooller would have a good chance of beating us at the same time using:
I'm not sure you understand what real motion is but i will explain anyway even if you do :P.
Motion has 2 factors : speed(distance/time) and frame displayed per seconds. Even with 200 frame displayed on the monitor and 1000fps you will have bad motion when doing vfast 90 degree or 180/360. Only post processing with motion blur will correct this. But then it adds a noticable amount of lag and motion is blured when image is "moving" ("distance"/time).
The best is to raise both monitor refresh frequency and ingame fps. Concerning QL we can see idsoftware is late, QL is supposed to be a competitive FPS, a FAST paced competitive fps. Yet the server tickrate is very low (40 iirc??) and the engine cap the fps to 125 while we already have since 3 years now LCD monitors that exceed that fps cap. I am talking about the 144Hz monitors (not even mentionning the bastards with their CRTs at 150-200Hz :P), and next year 2014 some monitors with even faster refresh rates are coming out... All the "gamers" monitors nowadays are all 120 to 144Hz.
I wish there was some work done in the engine to completly make it fps independant. Iirc Lorfa said a few years ago that QL start having trouble at 250+fps, still it could be at least raised to 150-200 with no problems. And the server tickrate... Since more than 12 years the CS players are playing with 128+ tickrate servers, here in QL we are still shoting rails 3 meters behind the target when the target move fast... in 2013.
All this small comfort modifications can be a great improvement and i imagine it require little to no time to be done, maybe i am wrong about that.
Some people were talking about QL 2.0, what's that and does anyone has info on that?
LB really only makes a huge difference for me in Quakeworld (ezquake). It reduces blurring massively from normal 120hz.
QL and TF2 not so much. There is a difference obviously but I don't feel like I need it for those games.
Needles to say using LB in single player and not so serious games is dumb because you'll just fuck up your already bad TN panel picture quality for no gain.
Edited by terrorhead at 06:28 CDT, 2 September 2013
I felt no real advantage with my xl2420t. It's different, yes, but I'm probably a lesser player not affected by the drawbacks without the LB hack if there are any.
I tried it for a little while with my ASUS vg248qe and MSI GTX 650Ti. It didn't make me better, and I felt like it was adding input lag, so I stopped using it.
In theory it's a really cool feature. If you test it out in Pixperan it's a huge difference.
This video really sells it for me: http://www.youtube.com/watch?v=hD5gjAs1A2s
In practice I don't really notice a difference though. Sometimes it's disabled after I reboot and I won't even notice until I look for it.
I'm using it and i do notice a difference, especially in CA where you rocketjump quickly around dm6. Did it make me a better player? No, i can't say that, but it does add to comfort.
There is a noticeable difference if you set it up correctly. Everything is more clear and easier to see when circle jumping and moving at high speeds. Although on my BenQ XL2420T there are faint scan lines that appear on the screen when LightBoost is enabled. I haven't seen if the same happens on the ASUS monitors.
And to be honest I don't really see the difference either between Lightboost on and off apart from the weird lines. It is a bit clearer but it doesn't affect my aim or anything.
depends on how much input lag we're talking about, no? if it's one extra monitor frame ~8ms, then i guess its ok, if it's a 60hz frame 16.6ms then it's a noticeable problem. Also depends on default input lag of monitor.
lcd always have input lag. 4ms as stated below you to make it something like 14ms instead of 10ms(some of the lowest available iirc) that wouldn't make it worse than heavy motion blur.
Not to say that im not in the input lag is WAY more important than anything wagon, I sure am, im only using lcd on computer because crt broke, and almost impossible to get 19".
If g-sync adds any input lag, i'd take tearing any day, I totally agree.
G-SYNC monitors still have a VSYNC OFF mode.
G-SYNC is just an added bonus to have, it's like having a greatly input-lag-reduced VSYNC ON.
In addition G-SYNC improve input lag for lower refresh rates too (when running in G-SYNC mode). Reduced Latency of Fixed Refresh Rates: G-SYNC decouples frame delivery time from refresh length, and reduces scan-out time. Historically, 60Hz displays took at least 1/60sec to display frames. (High speed videos of top-to-bottom scan: CRT scanning, LCD scanning). Displaying a frame during 60Hz on a G-SYNC display takes only 1/144sec (the current maximum bandwidth). Each frame is displayed more instantaneously. Another way to view it is that G-SYNC can give you 60Hz frames in just 6.9ms (full bandwidth), rather than 60Hz frames in traditional 16.7ms (bandwidth of traditional 60Hz).
G-SYNC can be turned ON/OFF
Strobing can be turned ON/OFF
You can still get 144Hz VSYNC OFF with all G-SYNC monitors
It's still a bonus feature to have. Including solo play too!
lightboost available only for 120+ hz monitors so there is cant be one frame ~16.6ms
Mark Rejhon name it around 4ms http://hardforum.com/showpost.php?p=1040059288&postcount=1621
benq xl2411t has tiniest input lag
better to check lightboost urself
if you're Sherlock Holmes you must know that i'm not Mark Rejhon. even if you aren't Sherlock Holmes u can notice who of us is native english speaker. i guess influence of lightboost really depends on player.
imho lightboost will be improvement for casual gamer who are noticing or(and) hating motion blur.
im playing aim heavy quakelive tdm/ctf for years and lightboost feels adding some 4-8ms of input lag.
Edited by uber9petska at 16:06 CDT, 26 October 2013
Confirmed.
I'm the "Mark Rejhon", not uber9petska.
Yeah, LightBoost has its own pros/cons -- it depends on your playstyles. LightBoost does add input lag, but only a small amount (less than 1 frame). Some people prefer it without LightBoost; and some people prefer with LightBoost. Yes, depends on game and person.
LightBoost motion clarity improvement can sometimes outweigh its input lag. Without motion blur, in some faster games, some people react faster without motion blur, enough to compensate for LightBoost's slight added input lag. But you really need fast playstyles:
-- Very fast motion
-- Must absolutely have triple digit framerates
-- Must have gaming mouse (LightBoost amplifies tiny mouse stutters because tiny stutters are no longer hidden by motion blur)
-- HELPS: Certain CRT-style playstyles such as circle strafing, highspeed flybys, rocketjumping, identify enemies mid-flick during flick 180's, identifying camoflaged enemies without stopping moving, ultrafast panning, fast eye tracking, etc.
-- DOES NOT HELP: Staring stationary, staring at crosshairs, snipering, slow panning, anything that involves staring stationary at a fixed point on the monitor surface, etc.
Pro gamers using LCD monitors, now often use playstyles that are mostly motion blur independent such as simply staring at crosshairs while strafing sideways, etc. (e.g. Bang, bang, bang -- perfect aim as enemies slowly scrolls past crosshairs).
But if you're running through corridors (Quake 3 style) turning fast to keep eyes on enemies, or running fast characters ("Scout" in Team Fortress 2), or high speed flybys (flying helicoptors in Battlefield games at less than 50 feet altitude while flying fast forward, shooting at enemies camoflaged in trees as they pan past your vision at high speeds), or certain play tactics like rocketjumping, LightBoost can improves your reaction time by an amount that exceeds the input lag penalty that LightBoost can create.
All depends on your gaming style & how your track eyes on your screen while playing games, as LightBoost doesn't help you if you aren't tracking your eyes all over the place (like you easily can on CRT).
BTW, Eizo just announced their own strobe backlight monitor (LightBoost clone) -- the Foris FG2421! So LightBoost-style strobing is becoming more recognized now.
Someday, in the distant future, we'll have 1000fps@1000Hz monitors where VSYNC ON only adds 1ms of input lag (like 1000hz mice), and nobody cares whether or not you turn VSYNC ON/OFF.
G-SYNC is one important small step towards saying goodbye to a refresh rate limit, to this dream lagless, refreshrateless "real life has infinite number of static object positions" Holodeck future. Someday. No tearing. No stuttering. No strobing necessary to create low persistence. No input lag. No VSYNC problems. No wagonwheel artifacts. Perfect motion resolution. No strobe effects (move mouse in circle on black background). No lag. No motion blur forced on our eyes by display (all 100% natural by human brain). It will be ages before we reach this lovely Holodeck-quality future, so higher refresh rates and strobing will continue to be useful for a very long time.