gpu lcd screen free sample
Suffering from headaches, tired eyes and all-round gaming fatigue? Must be that flickering LCD monitor ripping up your retinas. No idea what I"m on about? BenQ would have you believe flickering LCD monitor backlights are the new evil and it has the solution. Flicker-free backlight tech. I"ve tried it and can reveal whether it"s the next big thing after 120Hz-plus panels. It"s not. Next! Graphics. AMD and Nvidia are currently squelching about and looking grumpy following of one of their traditional pissing contests. An unpleasant image but it"s good news because it means things are very closely matched. Still, we need to tidy up a few details after all the new GPU launches and some last minute changes including AMD"s Radeon R9 290 and its dodgy cooling and final specs on the Nvidia Geforce GTX 780 Ti.
BenQ is punting a new PC monitor with alleged flicker-free LED backlight properties. Can"t say I"ve ever had an issue with flicker on an LCD monitor. CRT screens, yup. LCDs, nope. Then again, there was a time I"d have scoffed at the benefit of going beyond 60Hz refresh on an LCD panel.
I suspect it"s also quite telling that BenQ"s bumpf tells you that the best way to spot the benefits of flicker free technology is to put a large fan in front of both its screen and a conventional screen. At which point the flicker on the conventional screen presumably becomes apparent.
But if you want to know more or if you think you may be sensitive to backlight flicker, go here. The same website also has a flicker-free screen database here.
Also, for the record the screen I looked at is the BenQ GW2265HM. It"s actually a damn fine 22-inch 1080p screen for a whisker over £100 thanks to a VA panel that"s claimed to be good for 3,000-to-one static contrast (the blacks are bloody brilliant). So it"s definitely worth a look, just forget the flicker-free nonsense.
Which is quite the thing about town and happens to have a pretty nice line in graphics rendering and a few noise issues itself (two-pot range extender is, er, interesting). But isn"t going to help us get any nearer a final answer for this latest round of the GPU war.
Anyway, all that"s left to say for now is that only AMD could take what ought to be a winning position with the new Hawaii / R9 290 GPU and cast doubt on the whole enterprise courtesy of what is a pretty minor issue in the broad scheme of things, namely the cooler. If it was any other company, it would be a minor scandal. From AMD, it"s depressingly predictable.
In the example above both warp and blend are used to achieve a seamless, blended picture from two projectors illuminating a curved screen. A standard practice when using multiple projectors is to overlap the seams where each projected image touches another. Since optics and screens are never perfect and overlapping can create hotspots (regions gets twice amount of light) blend is used to adjust the intensity of the overlapping region. Warp is used to modify geometry so that it matches the curve of the projection wall.
NVAPI is NVIDIA"s core software development kit that allows direct access to NVIDIA GPUs on windows platforms. Warp and blend is implemented as an interface in NVAPI that programmably exposes warping and intensity adjustment features before the final scanout. Working in conjunction with a supported NVIDIA Display Driver, the warp and blend features works on a single screen, multiple screens and multi-gpu configurations and are available only with NVIDIA Quadro GPUs.
Key FeaturesGenerate a seamless image on up to 16 displays or projectors with warp and blend using NVIDIA Mosaic Technologies and NVIDIA Quadro Sync (ability to synchronize up to four Quadro GPUs per system).
Traditionally, warp and blend is integrated into the projector or done using custom hardware appliances which adds performance delay to the display pipeline. It can also be done using software applications but that may not conform to all use cases. Since the pixel information is already available to the GPU, the GPU is the natural place to do this work. GPUs also bring additional benefits to warp and blend:GPUs are inherently parallel for fast image processing operations
The PanoLab is a wide-area high realistic projection system for interactive presentations of virtual environments. The half-spherical screen of PanoLab allows the simulation of large visual fields providing an increased degree of immersion. The PanoLab was calibrated using nWarp, part of the ProjectionTools automatic calibration system from domeprojections.com
If you travel with a laptop and iPad, you need this app. I needed a second screen, but Duet gives me even more. Full gesture support, customizable shortcuts, Touch Bar, tons of resolution options, and very little battery power. How is this all in one app?
I just love this app. Especially when I am travelling for work an working from the company branches. Then I use my iPad as second monitor for Outlook, Lync and other chat while I use the laptop big screen for remote desktop to my workstation at the main office. :)
When buying a gaming monitor, it’s important to compare G-Sync vs FreeSync. Both technologies improve monitor performance by matching the performance of the screen with the graphics card. And there are clear advantages and disadvantages of each: G-Sync offers premium performance at a higher price while FreeSync is prone to certain screen artifacts like ghosting.
V-Sync, short for vertical synchronization, is a display technology that was originally designed to help monitor manufacturers prevent screen tearing. This occurs when two different “screens” crash into each other because the monitor’s refresh rate can’t keep pace with the data being sent from the graphics card. The distortion is easy to spot as it causes a cut or misalignment to appear in the image.
Despite its effectiveness at eliminating screen tearing, it often causes issues such as screen “stuttering” and input lag. The former is a scenario where the time between frames varies noticeably, leading to choppiness in image appearances.
Since the creation of V-Sync, other technologies such as G-Sync and FreeSync have emerged to not only fix display performance issues, but also to enhance image elements such as screen resolution, image colors, or brightness levels.
Released to the public in 2013, G-Sync is a technology developed by NVIDIA that synchronizes a user’s display to a device’s graphics card output, leading to smoother performance, especially with gaming. G-Sync has gained popularity in the electronics space because monitor refresh rates are always better than the GPU’s ability to output data. This results in significant performance issues.
The most notable benefit of G-Sync technology is the elimination of screen tearing and other common display issues associated with V-Sync equipment. G-Sync equipment does this by manipulating the monitor’s vertical blanking interval (VBI).
Released in 2015, FreeSync is a standard developed by AMD that, similar to G-Sync, is an adaptive synchronization technology for liquid-crystal displays. It’s intended to reduce screen tearing and stuttering triggered by the monitor not being in sync with the content frame rate.
The media and delivery pages have everything you need to import, manage and deliver final projects. The media page is a dedicated full screen workspace that lets you prepare footage, sync clips, organize media into bins and add metadata before you start editing. Use the clone palette to ensure every bit of data in the camera media cards is copied during backup. During edit or grading, stream video outputs to a remote client monitor via DeckLink. You can output and upload files to YouTube, Vimeo and Twitter from anywhere page using the quick export tool. The deliver page gives you total control over all encoding options and formats, along with a render queue for exporting multiple jobs! Learn More
DaVinci Resolve Studio 18 features over 100 GPU and CPU accelerated Resolve FX such as blurs, light effects, noise, image restoration, beauty enhancement, stylize and more! Version 18 adds even more plugins for depth map generation, surface tracking, fast noise, and despilling. There’s even improvements to the beauty effect, edge detection and lens reflections. Automatically generate a 3D matte of a scene with the depth map FX to grade or add effects to a background or foreground. Track the movement of textured surfaces with the surface tracker effect to apply images to t-shirts, flags and faces! All Resolve FX effects can be applied and animated in the cut, edit, Fusion and color pages!
The DaVinci Neural Engine uses state of the art deep neural networks and machine learning, along with artificial intelligence to power features such as facial recognition, object detection, smart reframing, speed warp retiming, super scale up‑scaling, auto color and color matching and more! The DaVinci Neural Engine is entirely cross platform, using the latest GPU innovations for AI and deep learning to provide unparalleled performance and quality. The DaVinci Neural Engine provides simple tools to solve complex, repetitive and time consuming problems. For example, it enables facial recognition to sort and organize clips into bins based on people in the shot, to reframe shots and more.
DaVinci Resolve color panels let you adjust multiple parameters at once so you can create unique looks that are impossible with a mouse and keyboard. The incredibly small DaVinci Resolve Micro Panel is great for new colorists just getting started or anyone that needs a portable panel. It features 3 high quality trackballs, knobs for primary adjustment controls and buttons for playback and navigation. The DaVinci Resolve Mini Panel features additional controls and screens for accessing virtually all palettes and tools. For the ultimate in control, the DaVinci Resolve Advanced Panel gives high end professional colorists access to every single feature and command mapped to a specific button! Learn More
The chart on this page shows different MSAA patterns used on various vendors" GPUs. Lots more on sampling pattern theory here. This FXAA vs. SMAA interactive demo lets you examine the differences. Matt Pettineo"s blog post describes the problems with MLAA approaches under animation. The retrospective here gives a thorough history of the use of MLAA techniques in games.
Font antialiasing via sub-pixel LCD rendering is dealt with in depth on the Anti-Grain Geometry site. GPU-accelerated 2D engines include Will Dobbie"s (try the War and Peace demo, YMMV).
glTF is a new file format that is a tight match with how GPUs store and display 3D data. In the film world, Pixar"s Universal Scene Description (USD) software is gaining traction for asset interchange.
GPUView - from Microsoft; uses Event Tracing for Windows (ETW), an efficient event logging system. GPUView is one of several programs that are consumers of ETW sessions. It focuses on the interaction
Sebastian Sylvan gives an overview of Drobot"s approach and explains why clustering is so useful. Eidos provides a summary of a deferred+ system they developed, and explain further in GPU Zen.
The UserBenchmark site provides benchmarking, along with GPU ratings, and can find performance problems on systems. FurMark is a free OpenGL stress test.
There are many little utilities for checking various hardware capabilities, mostly for overclocking but also just educational to examine. GPU-Z displays the GPU"s capabilities and monitors temperatures and voltages of various components.
The Accelenation site has an excellent history of the early years (1995-2002) of consumer graphics cards. Maximum PC has an extensive visual history of the GPU boards from 1995 on. For a general history of computer graphics, see Wayne Carlson"s site.
This library is a professional graphical stack library to build Graphical User Interfaces (GUIs) with any STM32, any LCD/TFT display and any LCD/TFT controller, taking advantage of STM32 hardware accelerations whenever possible.
Screen burn-in, image burn-in, or ghost image, is a permanent discoloration of areas on an electronic display such as a cathode ray tube (CRT) in an old computer monitor or television set. It is caused by cumulative non-uniform use of the screen.
One way to combat screen burn-in was the use of screensavers, which would move an image around to ensure that no one area of the screen remained illuminated for too long.
With phosphor-based electronic displays (for example CRT-type computer monitors, oscilloscope screens or plasma displays), non-uniform use of specific areas, such as prolonged display of non-moving images (text or graphics), repetitive contents in gaming graphics, or certain broadcasts with tickers and flags, can create a permanent ghost-like image of these objects or otherwise degrade image quality. This is because the phosphor compounds which emit light to produce images lose their luminance with use. This wear results in uneven light output over time, and in severe cases can create a ghost image of previous content. Even if ghost images are not recognizable, the effects of screen burn are an immediate and continual degradation of image quality.
The length of time required for noticeable screen burn to develop varies due to many factors, ranging from the quality of the phosphors employed, to the degree of non-uniformity of sub-pixel use. It can take as little as a few weeks for noticeable ghosting to set in, especially if the screen displays a certain image (example: a menu bar at the top or bottom of the screen) constantly and displays it continually over time. In the rare case when horizontal or vertical deflection circuits fail, all output energy is concentrated to a vertical or horizontal line on the display which causes almost instant screen burn.
Screen burn on an amber CRT computer monitor. Note that there are two separate burned-in images: one of a spreadsheet program, and another of an ASCII-art welcome screen.
Phosphor burn-in is particularly prevalent with monochromatic CRT screens, such as the amber or green monochrome monitors common on older computer systems and dumb terminal stations. This is partly because those screens displayed mostly non-moving images, and at one intensity: fully on. Yellow screens are more susceptible than either green or white screens because the yellow phosphor is less efficient and thus requires a higher beam current. Color screens, by contrast, use three separate phosphors (red, green, and blue), mixed in varying intensities to achieve specific colors, and in typical usage patterns such as "traditional" TV viewing (non-gaming, non-converged TV usage, non-Internet browsing, broadcasts without tickers or flags, no prolonged or permanent letterboxing) are used for operations where colors and on-screen object placement approach uniformity.
A nearly two-year-old LCD television showing extreme burn-in of CNN"s circa 2008 digital on-screen graphic; this television is in a McDonald"s restaurant where CNN is permanently turned on and displayed throughout the business day.
In the case of LCDs, the physics of burn-in are different than plasma and OLED, which develop burn-in from luminance degradation of the light-emitting pixels. For LCDs, burn-in develops in some cases because pixels permanently lose their ability to return to their relaxed state after a continued static use profile. In most typical usage profiles, this image persistence in LCD is only transient.
Both plasma-type and LCD-type displays exhibit a similar phenomenon called transient image persistence, which is similar to screen burn but is not permanent. In the case of plasma-type displays, transient image persistence is caused by charge build-up in the pixel cells (not cumulative luminance degradation as with burn-in), which can be seen sometimes when a bright image that was set against a dark background is replaced by a dark background only; this image retention is usually released once a typical-brightness image is displayed and does not inhibit the display"s typical viewing image quality.
Screensavers derive their name from their original purpose, which was an active method of attempting to stave off screen burn. By ensuring that no pixel or group of pixels was left displaying a static image for extended periods of time, phosphor luminosity was preserved. Modern screensavers can turn off the screen when not in use.
In many cases, the use of a screensaver is impractical. Most plasma-type display manufacturers include methods for reducing the rate of burn-in by moving the image slightly,Android Wear watches with OLED displays can request that Android Wear enable "burn protection techniques" that periodically shift the contents of the screen by a few pixels.
Other examples: Apple"s iPhone X and Samsung"s Galaxy series both mitigate or delay the onset of burn-in by shifting the pixels every minute or so for the battery, Wi-Fi, location, and service bars. Also, parallax scrolling may be enabled for the home screen to give icons a 3D-like effect, a setting Apple refers to as "perspective zoom". AG Neovo patented Anti-burn-in technology is also using pixel shifting to activate the pixels to move by the designed time interval to prevent burn in effect on LCD monitors.
Some screensavers move around, such as those on DVD players or those on some television sets that move around paused video after a long period of inactivity.
Depending on the type of screen, it is sometimes possible to remedy screen burn-in through the use of remedial software and remedial devices. In the case of OLED screens on Android phones, burn-in reduction apps can display an inverted image of the navigation and status bars (which are constantly displayed and therefore the most likely elements to be burned in) to burn in opposite pattern, resulting in a screen whose sub-pixels have more even luminosity and therefore less visible burn-in artifacts.