I love monitors, have an obsession with them for some reason. We just got our christmas bonus and I've been thinking about buying one. I use my primary display for gaming and I had bought a budget 144hz 24" 1080p monitor that I am using currently.
I'm currently eyeing a 144hz 27" 1440p monitor
(this one specifically). I'm wondering if anyone has taken a similar jump.
Replies
(Previously I was using 3x 22" 1080p monitors, when I got the 27" monitor I was planning on keeping two of the 22" monitors around, but ended up just keeping one.)
While I would have preferred a 144hz for gaming, the price was right for 2. I also upgraded from a single 21" monitor to two of those. so the sheer amount of work space now is insane.
I really dont notice a difference for the 1080 vs 1440 at that size though. But, im also not suuuper picky about it. So you might have different tastes.
1440p / 144hz on 27" is basically the perfect monitor as of now and will be for a couple years at least until software makers like adobe and microsoft adapt on Windows.
27in monitors are fine if you have a big desk, 2 of them can take up a lot of space.
Technically speaking, 1440p will make life much easier for you when you work on any graphical thing that's large in size. You'll also probably like looking at your work better since pixels will be smaller (depending on your preferred monitor size). It's just so much more comfortable. Not to mention the amount of things you can do on that monitor and still have space, suddenly you can have menus in front of you and not at the other screen, without giving up any work space.
I'll always pick a fantastic color performer over a high-res monitor, but that's not a problem today. Not sure about 144hz monitors and their color performance, great color usually comes on the expense of other things, one of them speed, but monitors have come such a long way in the past decade that I'm sure you have a good selection there as well.
So I'm looking at this one from LG, and now I'm wondering what's different about that BenQ that it's so much cheaper?
I have noticed working at 1440p that 3ds max needs some kind of DPI scaling. it's ui is very small compared to all other programs but I don't want to turn on that scaling just for max. Maybe it's something I'll get used to.
One thing I miss from my 4k stint is that it's possible for Cleartype to not look like shit.
P.S. Selling a LG 4kUHDWFTBBQ display.
I would not have moved to a screen this size except that a former employer sent it over for me to dial in UI which was intended to be displayed on this panel. I'm used to it now and if this display ever breaks I will be finding something comparable.
I would never suggest that anyone spend $2500 on a monitor on the basis of its amazing color accuracy, but at the same time I'm also not going to run out and buy a wildly inaccurate display that would probably be just fine for a regular consumer that isn't producing content for anyone else to view.
Deforges post felt unnecessarily dismissive of color accuracy, that's my only point and in retrospect I should have said that rather than just dumping the link.
I don't see how you can possibly conclude this. If you crank up the brightness higher than the average viewer on your display and try to produce art on it then more than likely your work is going to look darker than you intended on other peoples monitors.
the picture EQ posted would be more accurate if the green dot was within the first ring from the red dot.
I'm only using monitors I've gotten for free, hand-me-downs that came with machines I bought at studio-closure sales. (Studios I used to work with btw, I'm not a vulture waiting on a thermal for studios to fail, haha.)
It's been a long time since I've specifically had to buy a monitor.
Whatevs though, to each his own.
But you can also just check on multiple displays to make sure a project looks good on everything.
Also it's all depends on subject. If you work in a comics based, purely graphical style or just within a kind of heavily visually stylized or extremely color graded environment or very high contrast environment like predominately night one , in such cases I would probably agree with everything Perna said.
But ones your game is trying to do realistic style, especially regular day light scene on planet Earth , not being stylized into sepia , indigo or any other fancy "cinematic" grading , just real one, in such case I couldn't stress enough how important the calibrator is .
And it's tough lesson learned in practice usually. The problem with porn or just cinema/photo examples you see it always real whatever colors they are . Just because in every other aspects the visuals are real. Your brain just believe it, whatever off colors are.
It's totally other way around with video games. Your brain instantly notices everything is unreal, every detail , every silhouette, every lighting feature, every tree or grass bush. So you have basically two options. Make everything highly stylized or have colors/effects at lest be as believable, as possible . And any just a slightest deviation from a pretty narrow "real" scope and you can expect to hear from most of your users how "cartoony" "fake" "overdone" "gamy" "damn HDR" ets your game looks. Sometimes the whole company can't figure out the source of such complains while everything they needed to do is to calibrate a single art director's screen at least.
Whatever "sane" artist are , it's a kind of natural instinct to adjust your screen to "right" colors for your project. I have seen it couple times actually when the whole company gradually adjust their screens to what looks ok and even telling the "calibrator does something weird" and TVs are all wrong anyway.
And at the same time we all had "consistency" The risk is higher, smaller the company is. And you have to remind every contractor to calibrate their screens because they often see things only on their own.
As alredy mentioned it's important to be within the target
http://polycount.com/discussion/comment/2312139/#Comment_2312139
Not for every genre and style, But for a game pretending to simulate reality it's extremely important
ps. Most important part of it is not a "warm" or "cool" shift. It's gamma/contrast and saturation of certain subjects like green grass and blue sky where wrong calibration could have much stronger impact than sRGB mismatch
but too big to be treated as a single more traditional sized screen.
There is a 43" 4k one now..that might be better to use as you would with 4 smaller monitors.
Looking up and down is no issue, but side to side you have to rotate your head. A curved one would be nicer I think.
I never run apps full screen. I have a 24" on the side that never gets used. No real problems with scaling.
Personally I'm looking forward to a higher res headsets to use a virtual desktop.
The Pimax is 4k but has no positional tracking..might be good enough for such use and movies..quite affordable too.
As of calibrating manually on your own eye my previous experience tells me that you can't really believe even your own eyes in that specific matter. You could do things worse actually. Again , it all doesn't matter if you are doing a kind of cyberpunk game, predominantly night scenes with contrast light splashes here and there and all gray, earthy, brownish, indigo- bordeaux etc pallet . Such pallet looks the same on any monitor . I bet it's why it's so popular and half of the works here falls within it, more or less.
Problems occur when you have to recreate a bright saturated colors of outdoor day light scene. A green fresh grass for example with a light coming through grass blades . On wide gamut monitors / "improved" TVs it turns so nuke over-saturated and totally off with even slightest deviation. Ok , I know, people just make it brownish to close the case or just ignore how it looks beyond "right" sRGB. Same with red Australian desert and so on and on. In a word, more vivid colors you are using within realistic style , more you are in need of a calibrator to be sure they are not totally off.
Manual calibration just never put you right in the middle of the target, you still would see wrong saturation in certain part of a range while ok in other, unpredictably . Your shadows may be darker or brighter than they should be and your artistic decisions would still be done on wrong input. It's just my exact experience I am trying to share. Have no idea how to prove it to you. Those gamma curves tell not that much actually.
ps. I had to say that my current monitor was ok enough out of the box. X-rite did just a very subtle, still noticeable touches . But that TN one 5 years ago was nothing close to reviews I read about it that time. Had pretty nice reviews too.
I had the mentioned ROG Swift PG278Q on TN, I thought TN would be fine, just wanted it for gaming but the lightness values were absolutely horrible, totally unworkable and dark areas in games looked like total crap too. I had to send it back, got the higher version PG279Q with IPS, a bunch more expensive but it looked indistinguishable to my 10 bit LG 4k calibrated pro working monitor and as 4k sucks hard right now, I gave that one back too and got 2 PG279Q , both absolutely amazing, + 144hz and GSync, never looked back.