Hallo, hat hier jemand den selben Effekt und zwar Grünes Ghosting oder Blur?
Zu sehen wen man auf dem Desktop ein Fenster schnell horizontal bewegt oder Overdrive ausschaltet und ein Fenster mit viel text bewegt!
Die Frage ist, ist es ein "Defekt" oder ein "Effekt" mit dem man leben muss?
Der Effekt fällt natürlich im normalen Gebrauch wie in Spielen usw mit Overdrive "Normal" geringer aus.
Hier von einem anderem Forum, wie man es noch testen kann.
---------------------------------------------------------------------------------------------------------------------------------------------------
S1: Green Blur and Negative Ghost
When a fast moving object leaves behind an ephemeral remnant over the pixels it had travelled over, we call that a ghost. It is different from blur.
We all know what blur is and blur itself can be annoying. To overcome or avoid blur, pixels are usually forced to respond faster from one refresh to the next when changing to a different color. But over driving the pixels in this way causes ghosting because over-driving introduces an overshoot in the step response of the pixel. "Overshoot" means a pixel responds faster to the command to change it's color but overshoots that color a bit before settling on the correct color.
TESTS1_A:
To see the effect of overdrive for yourself use the blurbusters ghosting test
Blur Busters UFO Motion Tests At the three overdrive settings available on the swift, this is what you should see behind the moving UFOs:
OD Off: blur
OD Normal: very little blur, no ghost
OD Extreme: a ghost that looks like the negative of an photograph. This is what I'm referring to as a negative ghost.
(Note: For the sake of standardization of these tests, leave the brightness at 50 and contrast at 70, color at "user mode" with R, G and B at 100, the gamma in the NV control panel at 1, and frequency at 120hz.)
But this negative ghost is not necessarily a "problem". It is simply the way the panel behaves when the pixels are being driven faster.
Another way that blur is avoided in the swift in particular is with the ULMB feature. The backlight is strobed in sync with an image on the screen so that the pixels are lit very briefly and this eliminates blur. But what I observed on the blurbusters ghosting test is that ULMB produces a negative ghost that is worse than or just as bad as what is seen with the extreme overdrive setting.
ULMB: crisp negative ghost
(Note that ULMB works only at refresh rates of 85hz, 100hz and 120hz. The monitor automatically grays out the ULMB option in the OSD when it's run at 144Hz refresh. Similarly, when ULMB is ON the overdrive settings are grayed out.)
Neither the extreme overdrive's nor the ULMB's negative ghost are apparent or bothersome if you are playing games that look like battlefield 3 or far cry 3; worst-case, you might see outlines of objects briefly as if you are playing borderlands. However, they can be a big issue when playing brightly colored 2d games like hearthstone. Furthermore, you will notice the negative image as a conspicuous trail when you move windows around on the desktop.
TESTS1_B:
While the negative ghost is normally seen on overdriven panels, the swift's problem is that a transition from white to grey/black (or the reverse transition) leaves a green residue or blur. And it looks more like a blur than a crisply outlined ghost.
If you perform the blurbusters inversion artifacts test (moving solid colors thick) at a speed of 11 13 or 15 pixels/sec, you may see a green trail at the leading and trailing edges of the gray bar. If you have a very bad case of the green ghost, you may even see it at the trailing edge of the black bar.
This is what you might observe at the different settings:
OD off: Lot of green blur
OD Normal: reduced green blur
OD extreme: crisp dark green rectangle at the leading edge of the gray bar.
ULMB: same as with OD extreme.
(Note: For the sake of standardization of these tests, leave the brightness at 50 and contrast at 70, color at "user mode" with R, G and B at 100, the gamma in the NV control panel at 1, and frequency at 120hz.)
Unlike the negative ghost, the green blur (especially with OD off) is very visible in games especially battlefield 4 and can be bothersome. Moreover, unlike the negative ghosting, this is not "normal" behaviour for any panel, as far as I know.
TESTS1_C:
Since a transition from white to gray/black produces the green blur, I decided to perform one final test. I created a video which alternates black and white frames at 120 fps using virtual dub. Running the video in fullscreen I observed the following:
OD off: screen is green
OD Normal: screen is greyish
OD extreme: screen is white-ish
ULMB: screen is white-ish
(Note: For the sake of standardization of these tests, leave the brightness at 50 and contrast at 70, color at "user mode" with R, G and B at 100, the gamma in the NV control panel at 1, and frequency at 120hz.)
But the surprising thing was that when the video was running in fullscreen, I was reducing the contrast because the flashing video was too bright and hurting my eyes. I found that as the contrast dropped one notch below 50, that is, from 50 to 49, the green color vanished (at OD off setting, ofcourse.). That is, just to be clear, green at 50 and above, no-green at 49 and below.
If you’d like to try this out for yourself, you can download the video here:
https://dl.dropboxusercontent.com/u/2371050/ROG SWIFT/BW_flashing.avi
But be warned: If you are susceptible to seizures, DO NOT watch this video. Even if you are not susceptible to seizures, looking at this flashing video for a long time can cause headaches! (It did for me.)
SOLUTIONS TO AVOID GREEN BLUR IN DAY TO DAY USE:
Solutions to overcome green blur includes one of the following:
1. Reducing the contrast to 49 and below will remove the green blur on TESTS1_C (OD off) but it will still appear faintly on TESTS2_B but you will no longer see its effects in games.
2. Leaving the overdrive at extreme or using ULMB always will also get rid of the green blur in TEST_S1B and TEST_S1C and also in games.
POSSIBLE CAUSES FOR GREEN BLUR:
1. The green pixels are slower to respond than the red and blue pixels. I am not a panel expert but if you take a look at problem G9, this explanation may sound a little less ridiculous.
2. This could also be due to incorrect VCOM voltage calibration for green pixels, aka the pixel inversion problem. More on this inversion stuff under S3.
OTHER COMMENTS:
Moire Patterns: Moving this image below slowly from left to right should produce what seems like a colored pattern.
You can also take a look at this youtube video for a demonstration of the effect. (credit: DeadEye)
But if you put your nose to the monitor you will see that only two colors are produced - green and magenta. So, this is simply a repeat of what happens with the blurbusters moving solid colors (thick) test. Namely, a transition from white to black produces a green trail. However, I do not know why there is a magenta trail also in this test.
Qwelle:[GUIDE] to the problems with the ASUS ROG SWIFT