Samsung Odyssey OLED G95SC 49" DQHD (5120 x 1440) 240Hz UltraWide Curved Screen Gaming Monitor

FrgMstr

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Samsung Odyssey OLED G95SC 49" DQHD (5120 x 1440) 240Hz UltraWide Curved Screen Gaming Monitor $1100.00​


https://www.microcenter.com/product...-240hz-ultrawide-curved-screen-gaming-monitor

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I have the original G9, and I'm thinking about dipping into the OLED version. Anyone do the same?
 
I have the original G9, and I'm thinking about dipping into the OLED version. Anyone do the same?

I have multiple of both (I purchase ultrawides for all of my engineers at work) and I actually pretty strongly prefer the normal G9 Neo in several ways. For me, the best monitor of all is the 57in Samsung, but the old G9 Neo is very good for productivity. I will caveat this will the fact that I don't really care about gaming performance lately since I simply don't have time to game.

The original G9 has significantly better text to my eyes, it does much better in brightly lit environments, the more aggressive curve is more to my preference, and you don't have to deal with a bunch of Smart TV bullshit that the OLED has. On the flipside, the glossy screen on the OLED makes colors look deeper and the motion smoothness is in theory better. It would be a great gaming screen, no doubt - but personally I don't game much these days.

It really depends on your use case.
 
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I have multiple of both (I purchase ultrawides for all of my engineers at work) and I actually pretty strongly prefer the normal G9 Neo in several ways. For me, the best monitor of all is the 57in Samsung, but the old G9 Neo is very good for productivity. I will caveat this will the fact that I don't really care about gaming performance lately since I simply don't have time to game.

The original G9 has significantly better text to my eyes, it does much better in brightly lit environments, the more aggressive curve is more to my preference, and you don't have to deal with a bunch of Smart TV bullshit that the OLED has. On the flipside, the glossy screen on the OLED makes colors look deeper and the motion smoothness is in theory better. It would be a great gaming screen, no doubt - but personally I don't game much these days.

It really depends on your use case.

I love my 57! It's a work productivity titan and I enjoy gaming on it too!
 
Deal is still alive on Amazon, if you check the coupon box you get $100 off and this becomes $999.

I've seen it in person and it feels a little too skinny for me. I know weird to say for a 49" monitor. It's really just an elongated version of my current 34" ultrawide. And it doesn't seem necessary. I'd rather keep my 32" 16:9 on the other side for viewing movie type content. 2 displays still works best for me.

But if you enjoy this type of panel, $999 seems like a good price for it.
 
This github convo thread from Mark R of blurbusters (from about a year ago) regarding text subsampling might be of interest if anyone hasn't seen it. I'll post this in the main monitor thread too.


https://github.com/microsoft/PowerToys/issues/25595

Though there is no "fix" for rgb-based text sub-sampling to get it to work properly on a non-RGB layout OLED in order to mask how large the pixel structures actually appear , there are some suggestions in the thread that might help a little.

. . .

One of the forum members replying there suggested forcing Tahoma font in windows, which is the last reply in the thread at the moment.

Forcing a font in windows comment, and then optionally disabling text SS entirely (clickable link to the forum comment)
If you want to try it, be sure to back up your registry first. Use at your own risk of course.

. . . .

Mark R's post about developing a cleartype algorithm:

Generic Subpixel Algorithm for Triangular-Structure QD-OLEDs / Pentile / WOLED / Others

Starter Generic Subpixel-Aware Supersampling Algorithm​


A small mask bitmap is created for the subpixel structure (what the subpixel structure looks like for one real software-based pixel), which the user can specify. Or the bitmap could be represented as rows of base-4 numbers (0=transparent, 1=red, 2=green, 3=blue) so that it makes visual sense. Or it could be a transparent PNG with alpha channels (adjustable transparent edges), with transparent, red, green, blue. Etc.


Optional: For rare odd screens, such as ASUS Vivabook, you have weird structures for 2x2 groups of pixels. Therefore, you might need to use one bitmap for a 2x2 group of onscreen pixels, for slight further improvements to subpixel rendering. So mask can be configurable dimensions 1x1, 2x1, 1x2, and 2x2 for oddball displays -- one can photograph an OLED screen macro lens, then crop, then downconvert to just red/green/blue, and save the bitmap as a mask bitmap for subpixel rendering.


For every time one font glyph is rendered onscreen:

  1. Check if the glyph is already in the subpixel-scaled glyph cache (for a specific glyph at a size with all combining marks etc)
    If yes, skip to step 5.
  2. Render a single character (font glyph) in-memory at high scaling factor (e.g. 16x size).
    Example: If it's a 16point character of Arial, draw it at 256point size within GPU memory
  3. Downscale the supersized font letter through the subpixel-structure bitmask
    Example: Use a GPU shader to push the large font letter through the subpixel-structure bitmask during downsample
  4. Cache the resulting downsampled bitmap (for faster run at step 1)
  5. Draw the glyph onto the screen
    The bitmaps should be transparent with an alpha channel, to be compatible with overwritten text / overlay on complex background / linked letters like Arabic / etc).

Basically, pushing a supersized version of the glyph through the subpixel mask during downsample. This is very simple ultra-fast GPU shader code.


Or you could use layering of existing DirectWrite/Direct2D APIs instead (e.g. bitmap scaling and bitmap-combining mathematics similar to ADD, SUBTRACT, AND, OR, XOR, alpha-blend operations etc) instead of GPU shader code. (And many of these APIs compile as shaders anyway when GPU acceleration is enabled). Various settings can be done to adjust.


There should be a "Contrast" setting adjustment like ClearType APIs, which is metaphorically an alphablend between subpixel rendered and not subpixel-rendered.


ClearType Contrast can be simply an alphablend/math between a non-subpixel-compensated glyph and a subpixel-compensated glyph. And configurable supersample size (6x, 8x, 10x, 12x, 14x, 16x, [...]) for quality experiments.


One consideration; there will be loss of OpenType/TrueType "hinting" for small-size fonts (due the large-glyph rendering step) but the resulting correct subpixel render (up to ~3x more resolution possible) without hinting, will look superior to hinted-but-incorrect/blurrier. In other words, the nonstandard-subpixel-structure sharpness improvement outweighs the loss of "hinting" support for the vast majority of fonts -- even for complex fonts such as Mandarin, etc, that goes very soft/blurry on WOLEDs.


Either way, while it sounds difficult at first -- the generic algorithm is actually absurdly simple to a shader programmer or bitmap-mathematics programmer, once they're trained to understand ClearType better (e.g. treat the subpixels like additional pixels spatially)


. . .

Mark R brings up some good info about future algorithms by developers, but personally I have hope that AI / machine learning tech could someday be applied to the text sub-sampling masking methodology overall, even replacing the existing RGB one if it can do better, along with being applied to all of the other non-RGB pixel layouts. AI / machine learning seems to do pattern optimization extremely well when trained on something long enough.

I still use a few 27" 1440p LCD screens for some finances and misc at another spot in my house at times. Their text looks fine with subsampling as long as you don't scale the fonts down lower than 100% scaling 1:1. A 27" 1440 screen with Non-standard RGB layout with text sub-sampling at the same PPD wouldn't look as nice. E.g. the OLED ultrawide g95sc at 1440p being like two 27" 1440p OLEDs.

A 27" 1440p at 60deg to 50 deg viewing angle, filling your central human FoV, gets around 42 PPD to 51 PPD (pixels per degree) - which is low compared to a 4k or 2160 tall screen viewed at a similar distance/viewing angle which would get 64 to 77 PPD. . .. but with RGB -> RGB text sub-sampling, the actual granularity of the perceived pixel sizes is masked well enough on a 27" 1440p - at least for text. AA in games does well too, but everything else desktop graphics and imagery wise gets no AA.
 
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