请参阅之前的 1.2 更新日志

请参阅下一个 2.0.1 更新日志

发生了什么变化?

此测试台更新主要侧重于通过新测试和改进的运动测试来改进运动测试,包括定义显示器运动模糊程度的累积绝对偏差 (CAD) 测量。除此之外,我们还在整个过程中进行了一些小的更新,以提高我们的方法和使用分数。由于这是一个如此大的测试台更新,并且我们的方法得到了显著改进,尤其是在新的运动测试中,我们决定将名称升级到 2.0。

测试组 描述
用法
  • 全面修改使用分数,包括添加和删除分数以及新的性能使用情况。
人类工程学
  • 添加了在最小高度调整时显示器高度的测量。
SDR 色域
  • 我们现在测量的是 Adobe RGB 色域,而不是在 sRGB 色彩空间中测量它,然后据此估计其 Adobe RGB 覆盖率。
SDR 颜色体积
  • 已删除测试。
HDR Color Volume
  • 我们现在使用非规范化目标,类似于我们的 TV 测试。这意味着我们不会将颜色体积标准化为每台显示器的峰值亮度。
VRR 运动性能
  • 添加了此测试,以显示显示器的累积绝对偏差 (CAD) 在各种高速设置下在其整个刷新率范围内的性能,这是一种定义运动外观的方法。
刷新率合规性
  • 添加了此测试,以定义显示器的响应时间是否足够快以利用高帧速率。
累积绝对偏差 (CAD)
@ 最大刷新率、120Hz 和 60Hz
  • 添加了此测试,以在响应时间和过冲测试方面符合行业标准,包括使用 Gamma 校正和新的追踪模式。
响应时间
@ 最大刷新率、120Hz 和 60Hz
  • 修改了我们的响应时间测试以匹配新的 CAD 测试,同时保持总响应时间和超调结果。
VRR 闪烁
  • 添加了此测试,以更好地显示哪些显示器在帧速率变化时出现 VRR 闪烁,尤其是在黑暗场景中。
背光频闪 (BFI)
  • 更改了照片以匹配新的追踪模式。
PS5 兼容性
Xbox Series X|S 兼容性
  • 我们现在提供了一个表格来显示 VRR 和 HDR 是否与各种信号结合使用。我们还更新了这些测试的评分。
分辨率
  • 删除了测量的屏幕对角线和屏幕区域。

新测试

响应时间

我们改进的响应时间测试是本次测试台更新中最大的变化。我们设计了一个新的响应时间工具,并使用 Gamma 校正来更精确地测量响应时间和过冲。最重要的是,我们测量了 72 个独特的灰度到灰度过渡,以获得比以前更广泛的响应时间测量,以前测量了 30 个灰度到灰度的过渡。

与以前的测试台不同,这个框不再评分;它在那里提供额外的数据。我们在显示器的最大刷新率、120Hz 和 60Hz 下测试响应时间。

  • 推荐的 Overdrive 设置: 我们推荐的过载设置是 CAD 最低的设置。
  • 首次响应时间: 第一次响应时间是显示器达到其目标 RGB 级别所需的时间。这与我们在以前的测试台上的 Rise/Fall Time 不同。最终结果是所有过渡的平均值。
  • 总响应时间: 这是所有过渡中所有总响应时间的平均值,即监视器稳定在目标 RGB 级别所需的时间。
  • RGB 过冲: 所有过渡的平均过冲。与以前的测试台不同,这是以总 RGB 的绝对值给出的,它超过目标值,而不是百分比。
  • 最差的 10% 首次响应时间: 就首次响应时间而言,这平均占最差过渡的 10%。
  • 最差的 10% 总响应时间: 就总响应时间而言,这平均占最差转换的 10%。
  • 最差的 10% RGB 过冲:这是 RGB 过冲方面最差过渡的平均值的 10%。

累积绝对偏差 (CAD)

CAD 是响应时间测试的延伸,因为它是确定像素的响应时间过渡与理想过渡的接近程度的测量。从本质上讲,它告诉您像素距离理想状态还有多长时间,当响应时间较慢或过冲时,CAD 会增加。您可以在左下角图表中突出显示的黄色区域中看到这一点。具有高 CAD 的显示器具有运动伪影,因此这是关于运动整体外观需要考虑的重要因素。

我们以显示器的最大刷新率、120Hz 和 60Hz 计算 CAD。测试组的其他要素包括:

  • 追求图案照片: 我们拍摄了新追踪模式的照片,以显示显示器上的运动效果。
  • OD 过渡: 在这里,您可以看到所有 72 个转换的单个响应时间图表,包括监视器可能具有的任何过载设置。您可以使用下拉菜单选择要查看的过渡。
  • 推荐的 Overdrive 设置: 列出哪个 overdrive 设置具有最低的 CAD。
  • 平均加元: 监视器建议的过载设置下所有 72 个过渡的平均 CAD。
  • 最佳 10% 加元: CAD 最佳过渡的平均值为 10%。
  • 最差的 10% 加元: CAD 最差转变的平均值的 10%。

您可以在下面查看新 CAD 和响应时间测试的示例。您还可以在此处了解有关 CAD 的更多信息。

 

VRR 运动性能

这项新测试使用各种可用的 overdrive 设置在较宽的刷新率范围内评估显示器的 CAD。虽然响应时间和 CAD 测试有助于以固定刷新率玩游戏,但如果您的游戏帧速率波动,并且您想知道哪种 Overdrive 设置在整个范围内表现最佳,则 VRR 运动性能会更有用。

我们将 CAD 结果绘制在图表中,以显示哪些 overdrive 设置始终表现最佳。我们还列出了:

  • 推荐的 VRR OD 设置: 具有最低 CAD 和最一致性能的 overdrive 设置。虽然这是主观选择的,但我们选择在刷新率范围内始终较低的值。
  • Variable Overdrive Advertised: Whether or not the manufacturer advertises variable overdrive, which can help provide consistent performance over the entire refresh rate range.
  • Avg. CAD: Average CAD over the refresh rate range of the recommended overdrive setting.
  • Best CAD: The lowest possible CAD at any point of the recommended overdrive. Ideally, it’s close to the average CAD.
  • Worst CAD: The highest possible CAD at any point of the recommended overdrive. Ideally, it’s close to the average CAD.

You can learn more about VRR motion performance here.

Refresh Rate Compliance

Refresh rate compliance is a way to measure if a monitor’s response time is fast enough to make full color transitions before the monitor draws a new frame. It’s measured as a percentage versus a hypothetical monitor with 100% compliance.

There are two graphs in this test box. The first (on the left) represents the compliance of its recommended overdrive setting with our gray-to-gray sequence, and it shows the compliance at various frame rates, from 60 fps up to its max. The second graph (on the right) represents the compliance over its refresh rate range with various overdrive settings that a monitor may have. This helps you see which overdrive setting has the highest compliance.

We measure the compliance at its max refresh rate, at 120 fps, and at 60 fps.

You can learn more about refresh rate compliance here. You can also use our interactive tool to look at these graphs here.

Fast GTG Sequence Graph
VRR Compliance Graph

VRR Flicker

Another new test in Test Bench 2.0 is VRR Flicker. A common problem with many gaming monitors is that there’s VRR flicker with changing frame rates that’s most noticeable in dark scenes and can get distracting while gaming. Using our gamma-corrected response time tool, we can measure any fluctuation in gamma with VRR enabled at changing frame rates. The change in gamma gives this distracting appearance of flicker, but it’s different from backlight flicker. This test is important if you play games that can’t maintain steady frame rates and want to avoid getting a monitor with flicker issues.

You can learn more about the VRR flicker test here.

显示器测试 Test Bench 2.0:更改日志

Other Changes

Console Compatibility

We added PS5 and Xbox Series X|S Compatibility in Test Bench 1.2 and improved it in Test Bench 2.0. We’re now including tables with various resolutions and refresh rates so you can see which signals the monitor supports and if VRR and HDR work with each signal. You can see an example of each table below.

As the Xbox Series X|S only supports HDR with 4k signals, all monitors don’t support HDR with 1440p or 1080p on the console. It’s important to remember that this is a limitation of the console and not the monitor.

We also changed the scoring system to reflect VRR and HDR support with each console.

HDR Color Volume

Another change we’ve made in testing is with HDR Color Volume, which is now tested similarly to TVs. Unlike previous test benches, which targeted a normalized color volume target, we now target unnormalized targets with 1,000 cd/m² in DCI-P3 and 10,000 cd/m² in Rec. 2020. With this change, we can better compare each monitor’s performance against each other, as using normalized targets limits the color volume to each display’s peak brightness.

Unlike the past test bench, the HDR color volume score is now based entirely on the Rec. 2020 color volume.

Old – Normalized DCI-P3 Color Volume (84.9%)
New – Unnormalized DCI-P3 Color Volume (68.4%)
Old – Normalized Rec. 2020 Color Volume (70.3%)
New – Unnormalized Rec. 2020 Color Volume (33.7%)

Usage Ratings

We’ve added and removed several usage ratings in the Our Verdict section, renamed Media Creation to Editing, and overhauled each of their scoring weight systems. We also split up the Gaming usage into PC Gaming and Console Gaming. You can see the differences between the weightings of the old test bench versus the new one.

Usage Before After
PC Gaming
  • 30% Refresh Rate
  • 15% Response Time @ Max Refresh Rate
  • 15% Input Lag
  • 15% Resolution And Size
  • 5% Contrast
  • 5% Response Time @ 120Hz
  • 5% Response Time @ 60Hz
  • 5% PS5 Compatibility
  • 5% Xbox Series Compatibility
  • 27% Response Time
  • 24% Refresh Rate
  • 20% HDR Picture
  • 14% SDR Picture
  • 10% Input Lag
  • 5% Brightness
Console Gaming  N/A
  • 18% HDR Picture
  • 18% PS5 Compatibility
  • 18% Xbox Series X|S Compatibility
  • 11% Brightness
  • 9% CAD at 120Hz
  • 9% CAD at 60Hz
  • 7% SDR Picture
  • 5% Input Lag at 120Hz
  • 5% Input Lag at 60Hz
Office
  • 25% Resolution And Size
  • 16% SDR Brightness
  • 16% Text Clarity
  • 13% Ergonomics
  • 10% Reflections
  • 7.5% Horizontal Viewing Angle
  • 7.5% Vertical Viewing Angle
  • 5% Image Flicker
  • 30% Text Clarity
  • 20% SDR Brightness
  • 20% Reflections
  • 20% Resolution
  • 10% Ergonomics
Editing
  • 20% Resolution And Size
  • 10% Color Accuracy (Pre-Calibration)
  • 10% SDR Color Gamut
  • 7.5% Ergonomics
  • 7.5% Horizontal Viewing Angle
  • 7.5% Vertical Viewing Angle
  • 7.5% Gray Uniformity
  • 7.5% Text Clarity
  • 5% HDR Color Gamut
  • 5% Contrast
  • 5% Black Uniformity
  • 5% Gradient
  • 2.5% Image Flicker
  • 30% Color Accuracy
  • 20% SDR Picture
  • 15% HDR Picture
  • 10% Text Clarity
  • 10% Resolution
  • 10% Horizontal Viewing Angle
  • 5% Brightness

We removed the Mixed Usage, HDR, and Media Consumption usage scores in Test Bench 2.0.

Performance Usages

We’ve added a new section of scores called Performance Usages. These are meant to represent performance-related aspects of the monitor and not one specific use like the typical usage scores. The new performance usages are BrightnessResponse TimeHDR PictureSDR Picture, and Color Accuracy. These are also included in the typical usage scores above.

Let Us Know What You Think!

Your feedback is instrumental in making improvements to our testing. If you have comments, questions, or suggestions about this or any future updates, reach out to us in the forums.

71 Monitors Updated So Far

We are retesting popular models first. So far, the test results for the following models have been converted to the new testing methodology. However, the text might be inconsistent with the new results.

1 Monitors Planned To Be Updated

We are also planning to retest the following products over the course of the next few weeks:

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