WEBVTT

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The AI boom is affecting everything. And NVIDIA, they're the ones holding the big

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bubble wand. And what did gamers get? Fake resolution and fake frames. Great.

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But slowly but surely, NVIDIA has been

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turning their DLSS upscaling and frame generation into legitimately useful

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technologies. And with DLSS 4.5, the

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GeForce team seems confident that they can turn me into a believer.

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Seems like a bit of a long shot. So, what have they got? Well, for starters,

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they claim that their upscaling is dramatically improved. I'm talking

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better sharpness, better handling of lighting effects, and even better HDR

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lighting, all with barely any performance overhead. Okay, that's a

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pretty good start. And on top of that,

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[snorts] 6x frame gen. Okay, was anybody

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asking for that? No, but I also wasn't asking for dynamic

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frame gen, which low-key might be the coolest thing NVIDIA has shown me in

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years. It is literally a feature that they built to minimize the use of frame

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gen, opting instead for real frames wherever possible and using frame gen to

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fill in the gaps where it's needed. Holy crap, if that doesn't suck, I might turn

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on frame gen. Finally, NVIDIA is launching G-Sync Pulsar, a technology

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they first showed me 2 years ago that boosts motion clarity on IPS monitors in

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a way that they claim makes them equivalent to 1,000 Hz refresh rate

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clarity. I [music] don't really have a point of reference for that since I've

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never seen a 1000Hz monitor yet. But

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what I have seen is the segue to our sponsor, Delete Me. Stop data brokers

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first big new feature of DLSS 4.5 is NVIDIA's second generation transformer

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AI model. And while it sounds like just an incremental improvement over the

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transformer model that they debuted with the LSS4, apparently it was trained

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using five times the compute of the previous model, resulting in image

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quality that is more like a full generational leap forward and much

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closer to what NVIDIA calls ground [music] truth. But I'll be the judge of

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that and I can do so simply by pressing this hotkey and switching between the

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two models. Wow. immediately. Boy, is

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that ever a lot sharper,

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which is not necessarily a good thing.

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But to their credit, this does not look like just a sharpening filter. [music]

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I can find spots where it might feel a little overdone, like maybe in some of

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this wood grain, but I can also find spots where, good lord, is it ever

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better. Like look at this foliage here. Holy crap. My first thought was maybe

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the difference was so stark because we were also seeing the improvements to

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frame gen. So we went ahead and turned it off and no, it's just that much

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better. You'd never have known it before with all the boiling and artifacting,

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but NVIDIA's models are trained on reference images that are rendered at

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much much higher quality than a typical

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realtime TAA game frame. And they have

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shown in the past that in certain situations DLSS [music] is capable of

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outputting better than native image quality, but I don't think I've ever

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seen that in anything resembling a realworld gaming scenario. Now, there is

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some performance overhead for this about 2 to 3%. So, the native rendering will

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actually be at a bit of a lower frame rate, but NVIDIA is so confident in the

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image quality of this new model that they figured I could turn it all the way

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down to performance to juice up my frame rates and still get very solid image

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quality. So, naturally, [music] I will be trying that.

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Before, >> after.

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Wait, wait, roll for a second. This one was already set to performance.

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Are you kidding me right now? Hold on a second. It gets better. Okay, let's go

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up to uh let's go up to quality.

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I would say the biggest difference here [music] is that the older model is not

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as bad at performance. The newer one

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still looks a lot better. Oh, it's not

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just [music] Okay, hold on. Hold on. Hold on. Hold on. Okay. Yeah, the before

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and after isn't nearly as stark in terms of the boiling effect, [music] but there

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are still some big differences. I mean, oh man, look at these particle effects.

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Old, you can kind of see them around our character here. New, now they pop. And

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in other parts of the scene, they basically go from disappearing

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to existing. And this is a big one. I don't know if you're going to be able to

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catch this on camera, but look at the comet trails behind all these leaves. It

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reminds me of my Windows 95 mouse pointer. I switch over to the new model

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and they're still there a little bit, but it is way better. So, what's the

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downside at the moment? Kind of hard to find one. The performance is going to

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depend on the speed of your GPU's neural processor, but NVIDIA is allowing DLSS

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4.5 to be enabled on any RTX GPU. So,

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it's at the point now where even if you hate DLSS, you should probably at least

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try it in your favorite games before you dismiss it outright. And you can do so

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almost immediately starting tomorrow. This new Transformer model will be able

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to be forced on via the NVIDIA app in the over 400 games that now support DLSS

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with in-game menu integration trickling out over the coming months. Now, for the

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[music] bad news. DLSS 4.5 also includes

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new frame generation features that [music] in this case are exclusive to 50

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series. >> I know, I know. But I mean, come on.

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Does anyone even want 5x and 6x frame gen? That is up to five generated fake

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frames for every single natively rendered frame. I am going to need to

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try this.

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There's definitely artifacts around hard edges. You get a little bit of that

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almost like heat distortion ripple effect and not all the lighting looks

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quite right. Bit of weirdness in the aliasing,

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but to their credit, it looks pretty darn good. Of course, this is like an

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ideal scenario at a slowmoving idle camera here. There's no way they're

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going to let me move the character.

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Oh, I can just move the character. I can move the character. I'm going to move

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the character. All right. 6x frame gen.

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It's pretty good. What the hell? Um,

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one of the big improvements is that without needing [music] any developer

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input, they can account for uh UI elements much much better. So, you can

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actually see the odd little bit of weirdness. Like, you can see there's

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like a bit of yellow behind this, like the the leaves when I'm too close to it,

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but not much. Like, look at that. It's almost translucent. You know what? I

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think that might have even just been my eyes playing tricks [music] on me because there's a little bit of yellow

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light cast here. And I thought it was I thought it was grabbing something else.

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No, the the translucency of the [music] HUD elements is really good. I can still

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make it do kind of funky stuff on my compass when I [music] rapidly change

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direction. So, the dial has to go the

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other way, but I got to really look for it. Even if

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they can fix the image quality, though, one of the big concerns with multi frame

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gen is latency. And NVIDIA's own marketing acknowledges an increase of 5

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to 7 milliseconds between 4x frame gen and 6x frame gen in Blackmth Wukong. So

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that's on top of the latency increase that you've already got. Which raises

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the question of but why though? Well, as

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it turns out, multiframe gen was just a stepping stone to dynamic frame gen,

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which legitimately sounds super cool. I

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mean, the paradox around frame gen has always been that if you want the best

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frame gen experience, you need a pretty solid base frame rate. And if you have a

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solid base frame rate, why would you accept the trade-offs in image quality

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and perceived responsiveness that you get for activating frame gen? The

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solution? Only generate frames when you

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need them. I mean, we've all been there. You've got the GPU hutzpa to match your

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monitor's 240 Hz refresh rate while you're looking at your feet in a

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hallway, but then an opponent shows up.

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and all of a sudden they're firing particle weapons at you and everything's

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flying around and well, dynamic frame gen is designed to step in and keep your

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FPS locked to your display's refresh rate to reduce unsavory stutters.

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Let's go try it. They didn't have a demo that was quite what we wanted, so we

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played around with the settings on this one. We're playing The Outer Worlds 2 on an RTX 5060 Ti. And you can see here

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that we've got it set so that when we're in a more confined space and we don't

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have a whole bunch of wild stuff going on, we're running at 1x, which is to say

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no frame gen. But as we go out into more

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demanding environments, you can see our frame gen will pick up and fill in any

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of the blanks. So that allows us to hit 1440p

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120 FPS, which matches what we've set our monitor to. Lionus, can you tell at

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all when it's turning on or off? >> It's exactly what I'm trying to figure out right now. Okay, here. Let's Let's

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teamwork this. >> I suspect that right now it is not.

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>> It is on. >> It's on. Damn.

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Okay, it's definitely off now. >> Yes.

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>> Okay. Did it just transition? I think it just transitioned. I think it's off.

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>> It never turned on. >> Really? >> Yeah. As far as this thing's recording.

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Okay, this right here is the reason for

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existing that this technology was looking for. Like, I'll be the first to

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poo poo a fake frame, but if the question becomes, would you rather a

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dropped frame? Well, now you got my attention. I drop anything [music] but

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frames. [laughter]

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So then, how should it be configured? Well, NVIDIA will allow you to target

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whatever frame rate you want, but what they recommend is locking your frame

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rate to your monitor's refresh rate. See, with native rendering, there can be

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a benefit to outputting more frames than your monitor can display. It can lower

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your latency, but frame gen is not going to lower your latency. And by locking to

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your monitor refresh rate, you can also reduce the odds of looking at a

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generated frame when you could have been looking at a real one. By the way, since

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we're here at CES, I asked the folks about Reflex 2 and new GPUs. Uh, to

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which NVIDIA replied, "Your mom."

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Oh. Oh. Sorry. Sorry. It was mum's the

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word. Which is equally unhelpful, but at

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least more respectful.

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Oh, what they do have though is G-Sync Pulsar. That's in a different room

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though. In front of me are two identical systems. One with pulsar disabled. So

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this is the traditional way where we see the blurring that is caused by pixel

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transitions and the second with their backlight strobing which has the

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increased clarity that you would expect from a strobing display.

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I wasn't supposed to get into the impressions part right away. There was a

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little scripted thing that I wanted to do. But um

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wow. To your credit, it doesn't kill the brightness the way that previous

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strobing techs have. That's pretty cool.

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But [music] how does it work? Well, as I alluded to before, LCD displays don't

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have the near instantaneous pixel response times that OLEDs do. And one

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trick that you can use to reduce blur and to improve motion clarity, is to

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strobe the backlight, effectively not lighting up the pixel during that

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transition period. But hm, if you want

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to have variable refresh rate, which improves perceived animation smoothness,

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then the flicker of doing this can get very distracting, especially at lower

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FPS. So, pulsar equipped displays have

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numerous horizontal backlight sections that pulse consecutively from top to

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bottom, almost like how a CRT would create an image on screen by drawing

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lines super quickly. The benefit of this is that unlike the old way where they

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would scan out and then strobe the entire display, meaning that the top

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pixels were actually displayed for longer than the bottom ones, this allows

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all pixels to be strobed for the same amount of time. They also apparently

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what you strobe them four times per change.

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four times per change, which is supposed to give you theoretically four times the

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motion clarity, which would be equivalent to a thousand hertz. Again, I

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can't speak to that. Never tried a 1000 Hz display. But what I can say is, yeah,

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the motion clarity looks great. The only question is

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why OLED displays do exist. You guys, you

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guys know that, right? >> Well, yes, they do. But the way of

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implementing this kind of strobing on OLED is black frame insertion, which can

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be pretty distracting. And I gotta say, um, to NVIDIA's credit, this doesn't

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have the same kind of dim, flickery feel

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to my eyes that previous ulmbrame

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insertion solutions have had. It's uh,

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yeah, pretty damn impressive. Finally, NVIDIA also added a light

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sensor that will automatically adjust brightness and or color temperature of

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your display depending on your room's surrounding, which is um

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that's cool, I guess. And then this is the part where I was supposed to try the

00:14:38.959 --> 00:14:44.160
demo, but I already did. And uh it's

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pretty cool. It's going to be available on select monitors from AOC, ASUS, MSI,

00:14:47.120 --> 00:14:55.600
and Acer, starting in just a couple of days, which is on the 7th, which [music]

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If you guys enjoyed this video, you might also enjoy the last time that I sort of begrudgingly

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accepted that [music] something NVIDIA made was good. Um, when we tried out

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GeForce Now recently. It's gotten a lot better.

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>> [music]
