NVIDIA Introduces G-SYNC Ultra Low Motion Blur 2 (ULMB 2) for Enhanced Motion Clarity in Competitive Gaming

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well, at least people who prefer monitors other than zowie with dyac can get equally good strobing now.
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My "old" Asus 360hz 1080p isn't supported 🙁
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nizzen:

My "old" Asus 360hz 1080p isn't supported 🙁
this probably needs a module like first ulmb.
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cucaulay malkin:

this probably needs a module like first ulmb.
I thought the same thing. Yet, managed to still login to the 'dev firmware/driver section of MSI' (sssh) and the MSI Optix mpg321ur-qd with the new (unreleased firmware) will enable it when using the HDMI 2.1 port & using a 4080/90.
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F*cking hell, my £1000+ 240hz monitor doesn't qualify, cool. Cool starry bra.
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it does not mention, but i assuming this just for monitors equip with gsync module?
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metagamer:

F*cking hell, my £1000+ 240hz monitor doesn't qualify, cool. Cool starry bra.
prolly needs qualification/fw update from the maker first.
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tsunami231:

it does not mention, but i assuming this just for monitors equip with gsync module?
Knowing nvidia very likely.
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Nice one nVidia brings out another useless piece of software for about 2% of PC users. Even though my monitor has nvidia g-stink stickers all over it. I don't know what is the real percentage of people with gsync monitors with the module but i know it's very low.
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Undying:

Knowing nvidia very likely.
would be shocked if it wasnt
Reddoguk:

Nice one nVidia brings out another useless piece of software for about 2% of PC users. Even though my monitor has nvidia g-stink stickers all over it. I don't know what is the real percentage of people with gsync monitors with the module but i know it's very low.
really low, most people have AMD versions threw gysnc compatibility, they are not many monitor made with gsync module to begin with i mean they are there but compared everything else that just "compatible" its minority
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Btw i forgot to mention that my monitor the Samsung Odyssey G7 LC32G75TQSRXXU 32" 1000R Curved Gaming Monitor - 240Hz, 1ms, 1440p QHD, Gsync, QLED, HDR600, HDMI, Displayport, USB. It looks amazing at 240hz on the UFO blur buster website. Which looks like the video nVidia used to show this new tech. On that UFO test you can see a huge difference between 120hz and 240hz but in a game you might not be able to tell. Honestly the image is crystal clear @ 240hz on that UFO test.
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cucaulay malkin:

prolly needs qualification/fw update from the maker first.
Good luck getting firmware updates for the Odyssey G9 lol
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metagamer:

Good luck getting firmware updates for the Odyssey G9 lol
is it g-sync or g-sync premium ? if there's no module, there isn't probably ulmb1 in it.
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cucaulay malkin:

is it g-sync or g-sync premium ? if there's no module, there isn't probably ulmb1 in it.
The Odyssey G9 is a Freesync Premium Pro monitor that's only G-Sync compatible, so no hardware for ULMB for them. It's not rocket science, people: If it just says "G-Sync Compatible" on your monitor, it 100% does NOT have G-Sync Hardware. If it doesn't have the hardware G-Sync chip, it doesn't support G-Sync ULMB.
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Undying:

Knowing nvidia very likely.
Of course it is. ULMB is hardware based from the gsync module. Freesync monitors don't have ULMB.
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Agent-A01:

Freesync monitors don't have ULMB.
Asus has ELMB with the freesync designs.
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There are lots of VRR displays without gsync module that have strobing. And indeed, I think there was at least one Asus monitor that was advertised with simultaneous VRR + strobing. No idea what happened to it. That's the way to go, though, should be doable with sufficiently high fps and OLED brightness. I find strobing without simultaneous VRR 100% uninteresting.
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Hilbert Hagedoorn:

NVIDIA has unveiled G-SYNC Ultra Low Motion Blur (ULMB), a groundbreaking technique incorporated in G-SYNC monitors to enhance motion clarity during intense gaming sessions.... NVIDIA Introduces G-SYNC Ultra Low Motion Blur 2 (ULMB 2) for Enhanced Motion Clarity in Competitive Gaming
Hilbert, thank you for posting correct Blur Busters Law mathematics (persistence math). You've come a long way from BTW, I posted a more technical take of ULMB2, covering certain things that the mainstream media do not cover. People still need to upgrade very sharply geometrically up the diminishing curve. It's too bad 240Hz-vs-360Hz unstrobed LCD is only a 1.5x blur differential throttled to 1.1x due to slow GtG. The high-Hz OLEDs fixes the GtG-speed problems, and 120Hz-vs-240Hz is much more visible on OLED. Strobing is great for fixing low-Hz blur. But brute framerate-based motion blur reduction is superior. Especially on OLED. There will be people who would prefer a future 500fps 500Hz OLED (2ms MPRT strobelessly!!) than achieving 1ms MPRT via strobing. We will unfortunately need lagless reprojection technology to get 1000fps UE5 pathtraced quality on future 1000Hz displays. The RTX 4090 is capable of 1000fps reprojection. Reprojection is a better blur reduction technology (when used on OLED) than strobing, in my opinion. It will take time before we get there, but it's like "GSYNC+ULMB+DLSS+FlickerFree+EyeCare" rolled into one. - DLSS because reprojection is a frame generation tech (even if much more lagless) - ULMB because reprojection also reduces motion blur - GSYNC because reprojection also can de-stutter a variable input framerate to a constant output framerate - FlickerFree EyeCare because this is flickerless, strobeless, BFI-less, PWM-less All of it at the same time. Maybe NVIDIA could call it ULMB 3 or GSYNC 3 or DLSS 5. But it serves all the purposes simultaneously WHILE also being PWM-free! And when it is done properly, it has fewer artifacts than enabling strobing or reducing game detail level (to get the high frame rates necessary in an alternative way). Especially when the starting frame rate of reprojection BEGINS above flicker fusion threshold (e.g. 100fps -> 1000fps). And reprojecting sample-and-hold avoids the double-image effects of VR reprojection. Tests here show 100fps->360fps reprojection is pretty fantastic. 100fps->1000fps reprojection reduces display motion blur by 90%, just like turning on a strobe setting. 100fps->1000fps reprojection has much fewer artifacts than 45fps->90fps reprojection. 100fps->1000fps reprojection can have less lag than enabling strobing on a lower Hz display (if outputting to 1000Hz display) Large-ratio (10:1) reprojection is a motion blur reduction technology of the future (2030s), even for esports. You can even rewind 100fps 10ms rendertime lag by realtime morphing (in just 1ms) the most recent full-render frame to 1ms gametime/inputtime. Advanced reprojection can even rewind local input lag, and make reprojection esports-friendly (correcting the outdated rendertime-delayed geometry, by reprojecting the geometry in 1ms to gametime-current geometry). This requires a 2-thread GPU that is simultaneously doing original renders and reprojections, integrated into the game engine. You can even rewind 100fps 10ms rendertime lag by realtime morphing (in just 1ms) the most recent full-render frame to current gametime/inputtime. So you've backward-reprojected rather than forward-reprojected. So newer reprojection algorithms (converting rendertime lag into fresher gametime/inputreadtime lag) is a frame generation technology capable of reducing latency. But that thing has to be integrated into the game engine, much like the DLSS partnerships that NVIDIA does with studios; so reprojection will be a collaboration between game engines (e.g. Epic Megagames) and GPU vendors (e.g. NVIDIA), to make lag-reducing frame generation technology possible. Imagine ALL your games running at framerate=Hz. 240fps or 1000fps. Even UE6 or UE7 with path tracing. This can be a reality. As long as the feedstock framerate remains somewhat above the flicker fusion thresholds, the artifacts can be kept shockingly low. Remember, Netflix (video compression) is still 23 fake frames and 1 real frame per second. But it's done so well now. The fakeframe talk is understandable, like old fashioned MPEG1, but that was yesterday. H.EVC is pretty good at faking things using compression interpolation mathematic algorithms. When reprojection becomes as artifactless as original frames, who cares? Triangles and textures are still, technically, fake representations of the real world, fabricated into a framebuffer, by a piece of silicon called a GPU. However the frame is created does not really matter, as long as it's lagless and artifactless, no? That's the bottom line, right? It's still less fake-looking than the artifacts of strobing, or the artifacts of intentionally reduced detail level. Most people don't see Hz differences unless it's a dramatic upgrade (60 -> 144 -> 360 -> 1000 -> 4000) geometrically up the diminishing curve, while GtG=0 and framerate=Hz. Ouch. The problem is 240-vs-360Hz is a mere 1.5x blur difference throttled to 1.1x due to slow LCD GtG. OLED and MicroLED skips majority of the GtG bottleneck, and that's why reprojection excels on those displays as a blur reduction tech. GPUs can't reduce motion blur strobelessly (via quadruple digit frame rates) without the help of lagless frame generation tech. It's going to be forced to happen (eventually) in the refresh rate race. The main problem is reprojection (with rendertime-lag-rewind capability) needs to be built into the game engine, since good quality artifact-free reprojection needs the ground truth of inputreads/geometry/zbuffer. But 75% of a GPU can be spent rendering UE5+ frames, and 25% of a GPU can be spent reprojecting it by 5x-10x framerate for 80-90% motion blur reduction strobelessly. So NVIDIA and Epic Megagames need to team up to create this new technology that is the "GSYNC+ULMB+DLSS+EyeCare+FlickerFree" practicaly-lagless frame generation Holy Grail. OLED benefits fantastically from brute framerate-based motion blur reduction (large-ratio practically-lagless frame generation). 240fps 240Hz on OLED looks great, almost as clear as yesteryear LightBoost (2.4ms persistence) but with none of the strobe disadvantages. In fact, most people can add a rough biasing factor of 2x for strobeless motion blur (e.g. 2ms MPRT strobeless looks better than 1ms MPRT strobed), due to the reduced quality loss and other line items. NVIDIA knows this. They'll pounce when ready (eventually). Probably years later. Long wait, but I want to see if reprojection can happen sooner. I'm going to be publishing some major reprojection-related articles, to help incubate reprojection on the desktop. It's the only easy way to do 1000fps UE5.2 graphics quality, with fewer artifacts than strobing, and less lag than strobing. Strobeless motion blur reduction is the Holy Grail. For now, ULMB2 is fantastic, given today's technology limitations of current refresh rates and current frame rates. If you want LTT's take, you should watch www.youtube.com/watch?v=IvqrlgKuowE. Linus talks about it from the angle of reducing framerate costs for budget gamers, but I talk about from the angle as a strobeless motion blur reduction technology and a UE5/UE6/UE7 pathtraced 1000fps enabling technology. [youtube=IvqrlgKuowE] Remember, 4K was a luxury in 1990s. It's quite possible 1000fps won't be a luxury in the Next Generation (20 years). It'll arrive sooner expensively at first, but reprojection makes VRR+strobing utterly obsolete, in one shotgun blast (for non-retro content). Being Blur Busters' favourite LTT video...and I already covered frame rate amplification five years ago at www.blurbusters.com/frame-rate-amplification-tech ... Now the tech is almost here. 1000Hz monitors later this decade, and RTX GPUs with enough headroom for 1000fps reprojection. So the tech is arriving. But this tech is more important Blur Busting than you think. The low-detail level doesn't matter; converting 100fps->1000fps can take as little as 25% of an RTX 4090 GPU. Reprojection is very cheap frame generation, which simply has the disadvantage of needing to be integrated into the drivers or engine. The remaining 75% of the GPU can still do a great deal of UE5-quality frames. The fact that demo uses simple frames is just because an indie created a desktop reprojection demo (it even converted 1440p 100fps->360fps on a laptop RTX 2080, my Razer Blade 15". My desktop RTX card already can blast reprojection to >1000fps, with GPU % load leftover. Convinced?).
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aufkrawall2:

There are lots of VRR displays without gsync module that have strobing.
Do they have 360hz strobing ?