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AOC Gaming 24G2SPU - 24 Inch FHD Gaming monitor, 165Hz, IPS, 1ms MPRT, Height Adjust , Speakers , freesync premium, USB HUB (1920 x 1080 @ 165Hz, 250 cd/m², HDMI 1.4 / DP 1.2 / USB 3.2), Black

£70.83£141.66Clearance
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Moving on, just like the older version, the AOC 24G2SP has a strong peak brightness and a static contrast ratio that exceeds the specified values. It can reach over 400-nits, while the contrast ratio amounts to around 1,400:1.

A fairly effective LBL setting, with the blue channel now weakened significantly and a corresponding reduction in blue light output. The image appears warm and somewhat green, though our eyes adjusted to an extent over time. The Lagom text appeared quite a blended grey throughout the screen, with a dark red striping to the text introduced further down and a bit towards the left side. There were no clear shifts between saturated red, orange and green across the screen or with a bit of head movement. This indicates a relatively low viewing angle dependency to the gamma curve of the monitor, as expected for an IPS-type panel. An sRGB emulation setting, clamping the gamut close to sRGB which reduces saturation. The image is very cool-looking (high white point) and also bright – with brightness, colour channels and various other controls inaccessible. Best 4K and 5K Displays for Mac – Cost-Effective Alternatives to the Apple Thunderbolt Display Apple’s Thunderbolt display is now phased out, intensifying the hunt for a high-resolution display that can utilize the latest connection…

The full capability of the monitor including 1920 x 1080 (Full HD or 1080p) @165Hz can be leveraged via DisplayPort, whilst HDMI is limited to a maximum of 144Hz on this model. AMD FreeSync Premium and Nvidia’s ‘G-SYNC Compatible Mode’ is supported on compatible GPUs and systems via suitable versions of DP – HDMI. Compatible Intel graphics hardware can also leverage Adaptive-Sync via DP. Standard accessories include a power cable, HDMI cable and DP cable but may vary regionally.

Keep in mind that there’s a similar model, the AOC 24G2S, which actually has a VA panel with a higher contrast ratio but a slower response time. The image below is a macro photograph taken on Notepad with ClearType disabled. The letters ‘PCM’ are typed out to help highlight any potential text rendering issues related to unusual subpixel structure, whilst the white space more clearly shows the actual subpixel layout alongside a rough indication of screen surface. This model uses a ‘regular’ (medium) matte anti-glare screen surface. This provides strong glare handling, whilst diffusing the light emitted from the monitor relatively strongly as well. This affects the vibrancy and clarity of the image, with a bit of a layered appearance in front of the image. The screen surface provides a light misty graininess to the image which is less noticeable than on many competing models. Including 24” TN models and models using 24.5” AUO AHVA (IPS-type) panels. It should be noted that whilst glare handling characteristics are strong, bright environments can still ‘flood’ the image. Light is quite heavily diffused by the screen surface, so it’s best to avoid direct light striking the screen surface or particularly strong ambient lighting if possible. The main difference between them is in the refresh rate, which is not noticeable in real use – 21Hz is less than 1-millisecond difference between the refresh cycles.Further up the screen you can see a bit of overshoot behind the object and quite bold strobe crosstalk in front. Strobe crosstalk is displaced behind the UFOs lower down the screen, masking any overshoot. In the centre of the screen you can see moderate but not extreme strobe crosstalk behind the UFO, becoming stronger lower down the screen where it eventually appears as bold as the object itself. Overall strobe crosstalk is moderate towards the central rows of the screen, which is where your eyes mainly focus when playing games such as fast-paced FPS titles that see most potential benefit from such a setting. Below you can see how things appeared with refresh rate increased to 165Hz. Although images aren’t included, 144Hz was also assessed and appeared some way between 120Hz and 165Hz for strobe crosstalk as you might expect.

The average static contrast with only brightness adjusted was 1332:1, comfortably exceeding the specified 1000:1. Just a touch weaker than we recorded on our older 24G2(U) unit, but very respectable for an IPS-type panel. The maximum contrast recorded was a rather impressive 1483:1, whilst 1300:1 was recorded under our ‘Test Settings’ which is pleasing. Even with the strongest LBL setting (‘LowBlue Mode = Reading’) contrast didn’t fall much below that. The highest white luminance recorded was 422 cd/m² whilst the lowest white luminance recorded was 108 cd/m². The maximum here is rather bright and comfortably exceeds the specified 350 cd/m², but the minimum is rather high and will be too much for some users particularly in dimmer conditions. It will hit the ‘sweet spot’ for most people in a range of lighting conditions as it’s usual for monitors to be set somewhere between 100 – 200 cd/m², but a lower minimum would’ve been preferred. Calibrating it reduced the deltaE average to 0.89 which is even better than the default setting. The downside is you are going to need a colorimeter to guide you and get this kind of improvement. The gadget itself is more expensive than the monitor, so we don’t recommend getting it for any reason other than using the 24G2SP for editing or content creation. On various Battlefield titles, at a frame rate keeping up with the 165Hz refresh rate, the monitor provided decent fluidity. Compared to a 60Hz monitor or the AOC running at 60Hz (or 60fps), 2.75 times as much visual information is displayed every second. This significantly enhances the ‘connected feel’, describing the precision and fluidity felt when interacting with your character on the game. The low input lag of the monitor is also beneficial in this respect and complements the high frame and high refresh rate combination nicely. The high frame rate and high refresh rate combination also decreases perceived blur due to eye movement, as demonstrated earlier using Test UFO. As also demonstrated, the bump up from 144Hz to 165Hz is hardly dramatic in that respect – though the extra refresh rate is still a bonus, if you have the frame rate to match. As noted previously and as highlighted in Nvidia Control Panel, this model has been specifically tested and validated as ‘G-SYNC Compatible’ by Nvidia. On our RTX 3090 the experience was very similar to what we described with FreeSync. With the technology getting rid of tearing and stuttering from what would otherwise be frame and refresh rate mismatches, within the VRR range. The floor of operation again seemed to be 55Hz or slightly below. An LFC-like frame to refresh multiplication technology was employed below that to keep tearing and stuttering from frame and refresh rate mismatches at bay. There was again a subtle momentary stuttering as the boundary was crossed, as we observed with our AMD GPU as well. Our suggestions regarding use of VSync also apply, but you’re using Nvidia Control Panel rather than AMD Software to control this. The setting is found in ‘Manage 3D settings’ under ‘Vertical sync’, where the final option (‘Fast’) is equivalent to AMD’s ‘Enhanced Sync’ setting. You’ll also notice ‘G-SYNC Compatible’ listed under ‘Monitor Technology’ in this section, as shown below. Make sure this is selected (it should be if you’ve set everything up correctly in ‘Set up G-SYNC’. At 165Hz with MBR active, above, strobe crosstalk position is similar. It’s also a bit bolder and just below centre it’s almost as bold as the object itself. Some may prefer to run at a lower refresh rate, particularly 120Hz, due to the somewhat fainter strobe crosstalk. Though we found the moderate strobe crosstalk ‘noticeable’ regardless and there are some other factors to consider, as explored shortly.We also made observations using TV series Futurama. This is a particularly unforgiving test for colour consistency, highlighting weaknesses there very prominently due to many large patches of individual shade. The monitor provided a good performance in that respect. There were shifts for some shades, such as the red of Dr Zoidberg and also some pastel shades appearing slightly darker towards the extreme side edges. And some shades such as certain purples appeared more pinkish towards the extreme edges. But these shifts were quite minor really and certainly less apparent than the saturation shifts observed on TN or VA models. They were also less noticeable than on the predecessor to this model, as noted with respect to the game titles just above. Our observations in games were echoed here with respect to saturation levels. Extra vibrancy and saturation, which made pastel shades look somewhat deeper or more eye-catching than intended for example. But which also made for some rather eye-catching neon shades, such as bright pinks, greens and purples. The deviations from the developers intentions and what was presented weren’t as great here as with models with even more generous colour gamuts, but clearly ‘beyond sRGB’. Input lag amounts to around 4ms, which makes for imperceptible delay between your actions and the result you see on the screen.

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