AOC CQ27G2U (CQ27G2)

Author: Adam Simmons
Date published: June 19th 2020

 

Introduction

The combination of 27” screen size and 2560 x 1440 (WQHD) resolution is attractive to many users. For gamers in particular, the inclusion of a higher refresh rate is also attractive. The AOC CQ27G2U (CQ27G2 in some regions) offers this attractive combination, adopting a VA panel which emphasises contrast. The monitor is somewhat paired back compared to some competing models, including the AOC AG273QCX. Sacrificing additions like HDR (High Dynamic Range), RGB LEDs or ‘premium’ stand materials to provide a simpler and cheaper solution. We put this monitor through its paces and see how it performs in our usual suite of ‘real-world’ tests.

Specifications

The monitor uses a 27” Samsung SVA panel with a 1500R curve, 2560 x 1440 (WQHD) resolution and 144Hz refresh rate. True 8-bit colour is supported, whilst a 1ms MPRT (Moving Picture Response Time) is specified – with the monitor using its strobe backlight function. Some of the key ‘talking points’ for this monitor have been highlighted in blue below.

Screen size: 27 inches

Panel: TPV TPM270WQ1-DP02 [Samsung panel with custom backlight] SVA (‘Super’ Vertical Alignment) LCD

Native resolution: 2560 x 1440

Typical maximum brightness: 250 cd/m²

Colour support: 16.7 million (8-bits per subpixel without dithering)

Response time (MPRT): 1ms

Refresh rate: 144Hz (variable, with Adaptive-Sync)

Weight: 4.1kg

Contrast ratio: 3000:1

Viewing angle: 178º horizontal, 178º vertical

Power consumption: 28W

Backlight: WLED (White Light Emitting Diode)

Typical price as reviewed: £330 ($280 USD)


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AOC CQ27G2(U)


Features and aesthetics

The monitor shares its homely and slightly ‘gamery’ look with other members of the ‘G2’ series. The monitor is matte black plastic for the most part, with a few dark metallic red plastic elements including a stripe at the bottom and a ring where the stand neck attaches to the base. These are quite well-blended in our view when looking at the monitor in person and tend to look more eye-catching in photos (particularly press photos). The stand base has an interesting star-shaped design, with a matte black plastic finish for the ‘U’ model as reviewed here. The ‘non-U’ model has a satin-effect silver plastic finish as shown in the third image below. The top and side bezels have a dual-stage design, with slender panel border that’s flush with the rest of the screen. Plus a slim hard plastic outer component. Including both components, the bezels are ~7.5mm (0.30 inches) at the top and sides. The bottom bezel is thicker and almost completely covers the panel border – ~20mm (0.79 inches). The main point to note from the front is the screen itself, with a light matte anti-glare finish and 1500R curve to it. We explore both aspects deeper into the review.

A few dark red elements

Pixels illuminated

Top-down view of the curve


CQ27G2 press shot (silver stand base)

CQ27G2 press shot (silver stand base)


The OSD (On Screen Display) is controlled by pressable buttons beneath the right side of the bottom bezel. A small forwards-facing power LED is also included to the right of the buttons. This glows white when the monitor is on and dark orange when it enters a low power state (signal to the system is lost). The video below explores this menu system as well as an alternative method of control via the PC called ‘G-Menu’ which can be downloaded here.



The monitor is reasonably slim from the side; ~11mm (0.43 inches) at thinnest point, lumping out centrally. The fully adjustable stand is also visible from this angle. It offers; tilt (3.5° forwards, 21.5° backwards), height (130mm or 5.12 inches) and swivel (30° left and 30° right) adjustment. Some product pages and spec sheets mention pivot capability, but either our unit was extremely stiff or it doesn’t allow this. Portrait viewing of curved models is awkward anyway, it’s rarely and adjustment option they provide. At lowest stand height the screen clears the desk by ~38mm (1.50 inches), with the top of the screen ~402mm (15.83 inches) above the desk surface. The total depth of the monitor including stand is ~230mm (9.06 inches), with the centre of the screen sitting ~50mm or 2 inches back from the front edge of the stand. The stand is therefore reasonably compact, which will come as welcome news to those who don’t have particularly deep desks and want to keep the monitor a bit further from their face than some deeper designs would allow.

The side

The rear of the monitor is largely matte black plastic, with some dark red satin-effect plastic elements. More specifically, a stripe down the centre of the stand neck, the aforementioned ring at the base and some inwards-facing chevrons. A pentagonal cable-tidy loop can be found towards the bottom of the stand neck. The included stand attaches using a quick-release mechanism and can be removed by pressing a button beneath the attachment point. After removing the stand, you’ll see 100 x 100mm VESA holes for alternative mounting. The ports of the monitor face downwards and include; 2 HDMI 2.0 ports, DP 1.2a and a 3.5mm headphone jack. The ‘U’ model, shown here, features DC power input (external ‘power brick’), 4 USB 3.0 ports (yellow coloured supports fast-charging) and 2 x 2W speakers. The speakers face upwards, located beneath the vents above the stand attachment point. They only provide basic sound output which isn’t particularly high-quality, but they’re useable in a pinch. The ‘non-U’ features an AC power input (internal power converter) and lacks speakers or USB ports.

The rear

Ports to the left (only 'U' model has USB)

Headphone jack and power

The full capability of the monitor including the 2560 x 1440 resolution, 144Hz refresh rate and Adaptive-Sync can be leveraged via DP 1.2a or HDMI 2.0. DisplayPort supports both AMD FreeSync and Nvidia’s ‘G-SYNC Compatible Mode’, whereas HDMI only supports AMD FreeSync. Standard accessories include a power cable, HDMI cable and DisplayPort cable. The images below show the refresh rates available for the Full HD resolution (top two images) and native WQHD resolution (bottom image). Note that the listed refresh rates are the same via suitable versions of HDMI and DP and that a ‘4k x 2k, 3840 x 2160’ downsampling mode is not included.

Refresh rate list 1 (Full HD)

Refresh rate list 2 (Full HD)

Refresh rate list (WQHD)

Calibration

Subpixel layout and screen surface

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 employs a light matte anti-glare screen surface with reasonably light surface texture. This offers decent glare handling whilst better maintaining clarity and vibrancy potential than stronger matte screen surfaces. The light screen surface keeps the image free from an obvious ‘layered’ appearance. Meanwhile, the reasonably light surface texture keeps things free from obvious ‘smeary’ graininess. There is a slight graininess and mild patchiness from the screen surface when observing lighter content, a slight sandy quality if you like. But most users won’t find this obnoxious.

Subpixel layout

As shown above, the monitor uses the standard RGB (Red, Green and Blue) stripe subpixel layout. This is the default expected by modern operating systems such as Microsoft Windows and Apple MacOS. You needn’t worry about text fringing from non-standard subpixel layouts as a Mac user and don’t need to run ClearType as a Windows user. You may still wish to run through the ClearType wizard and adjust according to preferences, however. The subpixels are slightly squat as is fairly typical for Samsung SVA panels, with relatively thick vertical gaps between subpixels. This can lead to or exacerbate issues such as static ‘interlace pattern artifacts’, although that wasn’t an issue on this model as we explore shortly. It can also make some text or fine edges appear just a touch softer, but only to a minor degree. The subpixels do not show partial illumination as some VA models do, which would lead to more obvious text and fine-edge clarity issues. The image below shows an image captured in a similar way on the AOC AG273QCX, using an older variant of the panel. Other models using the same or a similar panel (with 1800R curve) share the ‘QCX’s subpixel arrangement. Data we’ve seen for some alternatives with flat VA panels show partial subpixel illumination as well,, but this issue doesn’t seem to affect the flat version of this model, the Q27G2/Q27G2U.

AG273QCX subpixels for comparison

Above, you can see partial subpixel illumination in the centre of some letters – particularly the ‘C’ in this example, but also the ‘M’. This negatively impacts text clarity by giving a slightly soft and fringed appearance to some text or thin edges. Compare that to the suitably blended appearance on the CQ27G2U (CQ27G2), without abrupt segmentation. Also notice how much more squat the subpixels are on the older panel, which introduces clear ‘static interlacing’. The subpixel layout and arrangement on the CQ27 is therefore considered normal and we had no major subpixel-related concerns with respect to sharpness or text clarity on this model.

Testing the presets

The monitor includes a range of ‘Game Mode’ presets; ‘FPS’, ‘RTS’, ‘Racing’, ‘Gamer 1’, ‘Gamer 2’ and ‘Gamer 3’. These change various settings in the OSD and grey out certain settings. Some also strengthen the sharpness of the image, giving an artificially over-sharpened look without any way to disable it in that specific preset. As usual, these presets don’t have a positive impact on input lag or responsiveness – although different presets have a different default ‘Overdrive’ setting associated with them. ‘FPS’, ‘RTS’ and ‘Racing’ grey out the ‘Color Setup’ menu and ‘Luminance’ menu, which means brightness is locked at a high level and colour channels can’t be adjusted. The numbered ‘Gamer’ presets do allow access to the ‘Luminance’ menu, but the ‘Color Setup’ menu remains inaccessible. We explore the ‘Game Mode’ presets briefly in the OSD video, but in this section we’ll be focusing on manual adjustment to various settings which we feel are more useful.

The following table includes white point and gamma readings taken using a Datacolor SpyderX Elite colorimeter, alongside some general observations. Our test system runs Windows 10 with an Nvidia GTX 1080 Ti connected using the supplied DP cable. Additional testing was performed using an AMD Radeon 580 and using HDMI, although observations for this table didn’t vary significantly between GPUs or inputs. The monitor was left to run for over 2 hours before readings were taken and observations were made. No additional monitor drivers or ICC profiles were specifically loaded for the review. Aside from for our ‘Test Settings’, where various adjustments were made, assume factory defaults were used. The refresh rate was set to 144Hz in Windows, although this didn’t significantly affect the values or observations on this table. When viewing the figures in this table, note that for most PC users ‘6500K’ for white point and ‘2.2’ for gamma are good targets to aim for. Individual targets depend on individual uses, tastes and the lighting environment, however.

Monitor SettingsGamma (central average)White point (kelvins)Notes
Gamma1 (Factory Defaults) 2.2 6636K The image is quite well balanced out of the box, with just a touch of weakness to the green channel. As usual for a VA panel there are some perceived gamma shifts, with saturation losses towards the bottom and sides of the screen. Not extreme by any means but still a ‘feature’.
Gamma2 2.0 6621K As above but gamma a fair bit lower, removing some depth and vividness from the image.
Gamma3 2.4 6636K As factory defaults with a bit of an increase in gamma. Things appear a bit more ‘cinematic’ with extra depth, some detail noticeably more masked than intended.
Color Temp. User 2.2 6438K As factory defaults but somewhat brighter and with a green push. With this channel now being too dominate rather than slightly too weak.
Color Temp. sRGB 2.2 6466K This is an sRGB emulation mode, restricting the colour gamut so that it corresponds more closely with sRGB. The image is noticeably less saturated. Brightness is locked to a moderate level and colour channels can’t be adjusted. The colour channels are quite well balanced, with just a touch of weakness to the green channel on our unit.
LowBlue Mode = Multimedia 2.2 6303K A weak Low Blue Light (LBL) setting. Blue colour channel slightly reduced compared to factory defaults. It reduces the blue colour channel compared to factory defaults and slightly lowers the colour temperature.
LowBlue Mode = Internet 2.2 6066K As above, marginally more effective. The green channel remains strong, so there’s a slight green tint that your eyes adjust to quite readily.
LowBlue Mode = Office 2.2 5677K The blue channel is weakened further, whilst green channel remains strong. This is a moderately effective LBL setting.
LowBlue Mode = Reading 2.2 5265K An effective LBL setting. There’s a significant reduction in blue light output, an effect which can be increased by reducing brightness as well. The green channel remains relatively strong, giving a bit of a green tint to the image. The eye adjusts to an extent and it’s better balanced than some LBL settings we’ve come across.
Test Settings (see below) 2.2 6496K The image appears fairly vibrant with good variety and balance overall.
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Out of the box the monitor provided was quite well balanced, giving a fairly vibrant image that was free from obvious tints. The green channel was a touch weak, but gamma tracking was appropriate for the ‘2.2’ curve. Additional gamma settings are available if users prefer a somewhat lower (‘Gamma2’) or higher (‘Gamma3) gamma. The image below shows the gamma curve under our ‘Test Settings’, with slight adjustments made to the colour channels and a slight brightness reduction. Tracking is quite close to the desired ‘2.2’ curve, without significant deviation measured.

Gamma 'Test Settings'

Gamma 'Test Settings'

Given the intended uses for monitor, inter-unit variation and pleasing performance following OSD tweaking alone we will not be using any ICC profiles for this review or including any measurements or graphs using them. We wouldn’t recommend using them unless created for your specific unit using your own calibration device. But we appreciate some users still like to use profiles and some aspects such as gamut mapping for colour-aware applications can be useful. You can download our ICC profile for this model, which was created using our ‘Test Settings’ as a base. Note again that this ICC profile is not used in the review.

The monitor also includes some ‘LowBlue Mode’ Low Blue Light (LBL) settings, accessible in the ‘Game Setting’ section of the OSD. These are applied as a filter on top of any other settings you might be using – the observations apply to the default settings. We would’ve liked to have an option such as shortcut key that would make it easy to enable or disable the setting, but access wasn’t too tricky when you know where to look. The ‘Reading’ mode was a particularly effective setting, offering a significant reduction in blue light output. Reducing exposure to blue light is particularly important in the hours leading up to sleep as blue light affects sleep hormones. Increasing alertness and making it more difficult for the body to shut off. A relatively strong green channel is maintained when using these settings as reducing the green channel would cause a more significant contrast hit. The overall balance to the image even using the strongest setting was better than some LBL settings we’ve come across, with our eyes largely compensating to the tints over time. We used the ‘Reading’ setting (as a filter over our ‘Test Settings’) for our own viewing pleasure in the evenings, although not for specific testing beyond that involving this particular setting.

Test Settings

For our ‘Test Settings’ we reduced brightness somewhat and slightly lowered the green colour channel. It’s important remember that individual units and preferences vary, so these settings are just a suggestion and won’t be optimal in all cases. Assume any setting not mentioned, including ‘Contrast’ and ‘Gamma’, was left at default. We’ve also included the refresh rate used in Windows and preferred ‘Overdrive’ setting used for most of the review, just for reference.


Brightness= 75 (according to preferences and lighting)

Color Temp. = User

R= 50

G= 46

B= 50

Overdrive= Strong

Adaptive-Sync= On

Refresh rate (Windows setting)= 144Hz


Contrast and brightness

Contrast ratios

An X-Rite i1Display Pro was used to measure the luminance of white and black using various monitor settings, including those explored earlier in the calibration section. From these values, static contrast ratios were calculated. The table below shows the results, with blue highlights indicating the results under our ‘Test Settings’. Black highlights indicate the highest white luminance, lowest black luminance and highest contrast ratio recorded (‘MBR’ deactivated). Assume any setting not mentioned was left at default, aside from the exceptions noted here or in the calibration section.

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The average static contrast with only brightness adjusted was 2691:1, which is good. The rounding for the black point dragged the measured contrast ratio down a bit at ‘20%’ and ‘0%’ brightness, too. The maximum contrast ratio recorded was 2975:1, close to the specified 3000:1. Under our ‘Test Settings’ we recorded 2817:1, which is pleasing. The highest white luminance recorded on the table was 251 cd/m² and the minimum white luminance recorded was 71 cd/m². That gives a luminance adjustment range of 180 cd/m², which is quite restrictive. Most users will settle for a brightness between 100 – 200 cd/m², so this won’t be an issue for them. But some may prefer a dimmer minimum luminance, if they’re sensitive to brightness. And others might prefer the screen to go brighter – although this is right in-line with the specified maximum for the monitor.

The monitor also has a ‘Dynamic Contrast’ (DCR – Dynamic Contrast Ratio) setting which allows monitors backlight brightness to adjust according to the content being displayed. Slight adjustments to other aspects such as gamma may also occur. The backlight is controlled as a single unit, as usual for such a setting. So it can’t account for the intricate mixture of light and dark on the screen in most scenes. The backlight adjusted at a reasonably relaxed paces to changes in scene brightness. We found it somewhat brighter than we’d like for most mixed content, although it dimmed quite effectively for predominantly dark content. We prefer manual brightness control over this sort of setting, as usual.

PWM (Pulse Width Modulation)

The CQ27G2U (CQ27G2) uses DC (Direct Current) to dim the backlight and does not use PWM (Pulse Width Modulation) at any brightness setting. This means the backlight is considered ‘flicker-free’, which will come as welcome news to users who are sensitive to flickering or worried about the side-effects of PWM usage. The exception to this is with ‘MBR’ active, a strobe backlight setting which causes the backlight to flicker at a frequency matching the refresh rate of the display.

Luminance uniformity

Whilst observing a black background in a dark room, using our ‘Test Settings’, we noticed some backlight bleed and moderate clouding. It’s important to remember that individual units vary when it comes to all aspects of uniformity, including backlight bleed and clouding. The following image was taken a few metres back to eliminate ‘VA glow’. This is a silverish to purple glow that appears towards the edges, particularly near the bottom corners of the screen from a normal viewing position. This ‘VA glow’ blooms out more noticeably from sharper angles, as demonstrated in the viewing angles video later on.

Monitor displaying black in a dark room

The SpyderX Elite was used to assess the uniformity of lighter shades, represented by 9 equally spaced white quadrants running from the top left to bottom right of the screen. The table below shows the luminance recorded at each quadrant as well as the percentage deviation between each quadrant and the brightest recorded point.

Luminance uniformity table

Luminance uniformity table

The luminance uniformity was variable. The maximum luminance was recorded at ‘quadrant 1’ towards the top left of the screen (187.7 cd/m²). The greatest deviation from this occurred at ‘quadrant 8’ below the central region (157.0 cd/m², which is 16% dimmer). The average deviation between each quadrant and the brightest recorded point was 10%, which is moderate. Note that individual units vary when it comes to uniformity and you can expect further deviation beyond the points measured. The contour map below shows these deviations graphically, with darker greys representing lower luminance (greater deviation from brightest point) than lighter greys. The percentage deviation between each quadrant and the brightest point recorded is also given.

Luminance uniformity map

Luminance uniformity map

The SpyderX Elite was also used to analyse variation in the colour temperature (white point) for the same 9 quadrants. The deviation between each quadrant and the quadrant closest to the 6500K (D65) daylight white point target was analysed and a DeltaE value assigned. Darker shades are also used on this map to represent greater deviation from 6500K. A DeltaE >3 represents significant deviation that may be readily noticed by eye.

Colour temperature uniformity map

Colour temperature uniformity map

Results here were good overall. Significant but not particularly high deviation was measured towards the top left (DeltaE 3.3) and borderline significant deviation recorded to the right of that. It’s again important to note that individual units vary when it comes to uniformity and that you can expect deviation beyond the measured points. Also be aware that there are some perceived deviations in both brightness and colour temperature that are typical on VA panels and aren’t reflected by these readings. In addition to the quantitative testing above, we performed a subjective assessment of the uniformity of a variety of ‘medium’ shades, including 50% grey. Some monitors exhibit uniformity issues such as splotches or striations when viewing screen fills of such shades, giving an inconsistent appearance that some users refer to as ‘DSE’ (‘Dirty Screen Effect’). VA models are particularly prone to this. We observed minor striations and very minor patchiness in some regions of the screen, but no obvious patchiness or striations. And nothing that looked much different to most competing non-VA models for that matter.

Contrast in games and movies

On Battlefield V the contrast performance was pleasing overall. The overall atmosphere to dark scenes was good, although it was also affected by ‘VA glow’ lower down the screen (from a normal viewing position). This ‘bloom’ lightened up dark shades lower down the screen and is typically something of a feature on curved 27” VA models like this. The intensity of the ‘bloom’ was lower than we observed on the C27HG70 and perhaps reduced a bit compared to the AG273QCX. ‘VA glow’ can be brought out more on units with strong clouding or backlight bleed, if you’re sitting closer to the screen, you’re sitting higher up relative to the screen or you’re using a high brightness level. The representation of dark shades further up the screen was pleasing, providing good atmosphere for dark scenes there that surpassed competing IPS-type and TN models. And helping add definition and distinction to objects in mixed brightness scenes due to superior shadow depth. Brighter shades stood out well, with a slightly grainy look due to the screen surface but not an overly ‘heavy’ or ‘smeary’ graininess. There was also some ‘black crush’, whereby some darker shades in the region of the screen in line with your eyes or close to this (e.g. centrally) appeared darker than intended. This masked some subtle detail and made things appear a bit more blended than intended – but there was as little of this ‘black crush’ as we’ve observed on a VA model. The perceived gamma shifts that cause this also caused some extra ‘unintended’ detail to be revealed towards the edges and bottom of the screen, from a normal viewing position. The gamma was reduced somewhat here, but the extra detail observed here was far from extreme from our preferred viewing distance (~70cm). And much less pronounced than the vertical shifts you’d see on a TN model.

We made similar observations on Shadow of the Tomb Raider. This title features many dark tombs, caves, passageways and other interior locations. Illuminated by a few point sources of light. It really craves a strong contrast performance – and overall, this model provided that. The ‘VA glow’ and ‘black crush’ could again be observed, but we didn’t find either issue particularly bothersome in this case. We could still appreciate the clearly superior static contrast compared to competing non-VA models, with a good overall atmosphere and depth of darker shades – more so away from the ‘VA glow’ affected regions. The ‘VA glow’ and its impact was relatively subtle unless sitting in a dim room. With some lighting in the room (moderate but not high ambient brightness), the contrast advantage compared to competing TN and IPS-type models was quite clear whilst the ‘VA glow’ was quite subdued. In much brighter conditions the ‘VA glow’ is not visible at all, but the same would apply to ‘IPS glow’ be and static contrast differences become less obvious. Brighter shades contrasted well against darker surroundings, with a bit of graininess from the screen surface but nothing too bothersome or that most would readily notice.

We also made some observations using the film Star Wars: The Rise of Skywalker. There are lots of gloomy scenes with contrasting elements on this title, including explosions and pulses of energy illuminating dark areas. These bright elements stood out nicely against their significantly darker surroundings. Overall, the depth and atmosphere provided by the monitor was good with more of a cinematic look than given by non-VA panels. ‘VA glow’ was certainly there and did affect this lower down the screen, although it was not what we’d describe as extreme. ‘Black crush’ again came into play, masking some subtle detail a little bit. For example, dark-coloured hair strands in a dim environment blended in a bit better than they should. But this was relatively minor for the panel type. Dark-coloured irises were distinct from the black pupils of some characters in many scenes, for example, even in the regions of the screen in line with your eyes. This is something that not all VA models would show with any real distinction. There was a bit more detail than intended lower down the screen and towards the very edges, for dark shades. But this was not as pronounced as the vertical gamma shifts on TN models, which would bring out ‘compression artifacts’ on heavily compressed streamed video content very readily for example. Such artifacts remained relatively well-masked on this model, certainly compared to TN models towards the bottom of the screen.

Lagom contrast tests

The Lagom tests for contrast allow specific weaknesses in contrast performance to be identified. The following observations were made.

  • The contrast gradients were displayed well overall, with distinct brightness steps in most cases. The darkest blue band blended into the background a bit too readily.
  • Performance on the black level test was quite good. The first few blocks blended into the background readily, which is normal for a monitor tracking the ‘2.2’ gamma cure correctly. The third block was a bit more blended than it should be and fourth perhaps a bit less distinct. This is due to ‘black crush’ as described previously. The perceived gamma shifts that cause this also give an ‘oil slick’ effect if you move your head, with the tone of the blocks readily changing. No obvious dithering was observed.
  • Performance on the white saturation was excellent, with all blocks distinct from the background. The final block was masked slightly by a bit of graininess from the screen surface, but still visible. test was very good, with all blocks distinct from the background. The final row had a slight green tint, although distinctiveness from the background of even the final block was good.
  • The greyscale gradient appeared smooth without obvious banding or dithering.

Colour reproduction

Colour gamut

The AOC CQ27G2U (CQ27G2)’s colour gamut (red triangle) was compared with the sRGB (green triangle) and DCI-P3 (blue triangle) reference colour spaces using our ‘Test Settings’, as shown below. The gamut offers comprehensive sRGB coverage (99%) with some extension beyond this. We measured 92% DCI-P3 coverage and although not shown in the graphic, 85% Adobe RGB coverage. This gives the monitor the potential to output nearly all shades within the sRGB colour space, with some extra vibrancy and saturation in places.

Colour gamut 'Test Settings'

Colour gamut 'Test Settings'

The monitor also offers an sRGB emulation setting – setting the ‘Color Temp.’ to ‘sRGB’ in the ‘Color Setup’ section of the OSD. As explored previously, you can’t adjust brightness and various other settings are inaccessible including ‘Gamma’ and colour channels. The colour gamut using this setting is shown below, with a little under-coverage (98%) and slight over-coverage, but a close match overall. It’s therefore a reliable but not very flexible sRGB emulation mode. To maximise colour accuracy within the sRGB colour space, for colour-managed workflows, full calibration and profiling with a colorimeter or similar device using the full native gamut is recommended. You may try the ICC profile featured in the calibration section which includes gamut mapping for colour-aware applications, but best results are always obtained by calibrating your own unit with your own hardware.

Colour gamut 'sRGB'

Colour gamut 'sRGB'

Instead of setting ‘Color Temp.’ to ‘sRGB’ and putting up with the restrictions associated with that, AMD users can activate a more flexible sRGB emulation setting with superior sRGB coverage and flexibility. This is done by opening ‘AMD Radeon Software’, clicking ‘Settings’ (cog icon towards top right) and clicking on ‘Display’. You should then ensure that the ‘Custom Color’ slider to the right is set to ‘Enabled’ and ‘Color Temperature Control’ set to ‘Disabled’. This is shown in the image below.

AMD Color Temperature Control disabled

The gamut below shows results using our ‘Test Settings’ with this driver tweak applied. The colour gamut now fully covers sRGB (100%) with just slight extension beyond in the red to blue region. This is a useful setting if you’re an AMD user and wish to gain close tracking of the sRGB gamut without profiling, including in applications that aren’t colour-managed.

Colour gamut AMD 'CTC disabled' setting

Colour gamut AMD 'CTC disabled' setting


Colour in games and movies

On Battlefield V the monitor provided a fairly vivid representation to shades. The colour gamut extends a bit beyond sRGB in most regions, injecting a bit of extra vibrancy. Since most content (including games like this, without HDR being used) are designed with the sRGB colour space in mind, extension beyond that in the gamut increases saturation and can provide a more vibrant appearance. This is very different to using a digital saturation enhancement, such as increasing the ‘Saturation’ slider on a monitor’s OSD or using Nvidia’s ‘Digital Vibrance Control’. They simply pull shades closer to the edge of the gamut without the gamut itself being expanded, crushing things together and negatively affecting shade variety. Because the gamut wasn’t super-generous, things still looked quite natural overall. Some elements such as roaring flames had some nice eye-catching rich orange hues and there were some good lush greens in the mix. Some pastel greens looked a bit less muted than they should, but the variety was still there. There were losses of saturation towards the bottom of the screen and sides, from a normal viewing position, which took an edge away from the vibrancy. This was by no means an extreme shift from our preferred viewing distance (~70cm) and far less than you’d see on a 27” TN model. But it still took away a bit of vibrancy in those regions of the screen. This effect is more pronounced if you sit closer to the screen.

Similar observations were made on Shadow of the Tomb Raider. The environments appeared natural overall, with some extra licks of vibrancy in places. Some rich browns appeared slightly too red and some pastel greens a bit less muted than they should, but there wasn’t strong oversaturation. The skin tones, including those of Lara Croft, didn’t take on the level of oversaturation that can occur on models with a much more generous colour gamut. They actually appeared slightly undersaturated when displayed lower down the screen or near the edges, due to the perceived gamma shifts. Whereas centrally they appeared just a touch more saturated than intended but quite a fair representation of their intended shade, really. There were some fairly vibrant elements such as roaring orange and yellow flames and fairly eye-catching painted red objects and purple dress material. Not as eye-catching as on models with a much more generous colour gamut and better colour-consistency (some competing IPS models, for example) but far from ‘washed out’.

We also observed various episodes of the TV series Futurama. This is a good test for colour consistency as it includes large areas of single shade. The monitor provided a good range of shades and presented some of the more vibrant neon shades quite nicely, particularly bright reds and greens. The strong contrast also helped such elements stand out if they were set against darker backgrounds. The more muted pastel shades were well-represented overall, but highlighted the slight saturation losses lower down the screen and towards the flanks. Here they looked a bit undersaturated in places, correct in others – but either way, somewhat less saturated than how they appeared towards the centre and further up the screen. The consistency was as good as we’ve seen from a non-IPS LCD panel, so the shifts in perceived saturation are by no mean extreme.

Shade representation using SpyderCHECKR 24

The image below shows a printed reference sheet of 24 ‘sRGB’ shades, included as part of the Datacolor SpyderCHECKR 24 package. The screen is displaying reference photographs of this printed sheet, in both the same order as printed (right side) and reverse order (left side). The camera is mounted slightly above centre so that the image is representative of what the eye sees from an ergonomically correct viewing position. This, coupled with the inclusion of a flipped version of the shade sheet, allows both accuracy and colour consistency to be visually assessed. Bracketed numbers in our analysis refer to shades on the printed sheet or right side of the screen if they’re ordered consecutively from top left to bottom right.

Note that there is always some disparity between how emissive objects (monitor) and non-emissive objects (printed sheet) appear. The representation of shades in this image depends on the camera and your own screen, it’s not designed to show exactly how the shades appear in person. It still helps demonstrate some of the relative differences between the original intended sRGB shade and what the monitor outputs, however. Full profiling and appropriate colour management on the application would provide a tighter match, our intention here is to show what can be expected in a non colour-managed environment.

SpyderCHECKR 24 'Test Settings'

Overall, the monitor represents these shades in a somewhat more vibrant and saturated way with some hues brought out more strongly than intended. This is due mainly to the colour gamut extending some way beyond sRGB. This stronger saturation is more apparent for some shades than others and also a bit more pronounced when the shade is displayed further up the screen. And therefore closer to the line of sight. Some saturation is lost further down the screen due to perceived gamma shifts, but much less than observed on competing TN models. This also occurs towards the sides vs. centre of the screen, but that can’t be assessed here due to the shade layout.

The light chocolate shade (24), for example, appears to have a richer red hue than intended when it’s displayed near the top of the screen. This also applies if the shade is displayed centrally, although that’s not shown here. When shown lower down the screen the shade appears a lighter and less saturated brown than intended. The shade beside this, gamboge (23) is a golden yellow colour some way between mustard yellow and saffron. It is represented relatively well towards the top of the screen, whereas further down it appears somewhat undersaturated and verges too much on the yellow side. The peach pink shade (20) above the brown block, or below when shown on the left side of the screen, takes on more of a pink hue than intended. Less so when shown towards the bottom. Many more comparisons could be drawn be observing the image, but a particularly interesting one is the black square (21). The photograph shown on the screen is of the actual printed sheet, which has a slight material texture to it. This is well-blended and barely visible when viewed on most of the screen, but it’s more visible lower down the screen (or towards the sides) due to the aforementioned perceived gamma shifts. The image below shows how things appear using the sRGB emulation setting (‘Color Temp. = sRGB’).

SpyderCHECKR 24 'sRGB'

The saturation levels are noticeably reduced now, due to the colour gamut being restricted. Some shades are represented more appropriately, for example the light chocolate shade (24) has less of a red hue. Whilst the candy apple red shade (14) appears more in-line with the reference, rather than having a more vibrant and slightly neon quality to it. The dark lime green shade (7) is another good example of a shade that now appears more appropriate, whereas before it appeared a bit more intense and neon. Saturation is again lost lower down the screen and near the sides, noticeable for a few shades including light chocolate (24) and medium orange (3). The gamboge block (23) at the bottom of the screen appears far too undersaturated and verges too much on bright yellow without the intended golden hue. It also appears somewhat undersaturated towards the top of the screen, but to a lesser extent. Aquamarine (4) was represented quite well using the ‘Test Settings’, especially at the top of the screen. Whereas with the sRGB setting makes it appear more of a pale blue, especially further down the screen.

Viewing angles

Lagom’s viewing angle tests help explore the idea of colour consistency and viewing angle performance. The following observations were made from a normal viewing position, eyes ~70cm from the screen. The shifts observed are more readily apparent if sitting closer and less apparent if sitting further away.

  • The purple block appeared a vibrant violet shade towards the centre and further up the screen, with a stronger pink hue lower down and towards the sides. The pink hue shifted readily alongside head movement.
  • The red block appeared a fairly rich red further up the screen, appearing more of a faded and somewhat pinkish red further down and towards the flanks, in the centre of the screen. The pink hue shifted alongside head movement.
  • The green block appeared a saturated green chartreuse shade throughout. The somewhat wider colour gamut than sRGB gave this shade less of a yellow appearance than on a model more closely tracking the sRGB colour space. Further down the screen a stronger yellow tint was present, which shifted alongside head movement.
  • The blue block appeared royal blue throughout, very slightly darker at the bottom and the very edges.
  • The Lagom text appeared a blended grey with a slight green tint to the striping for the region of the screen in line with your eyes. Around this it became a somewhat dirty red shade, becoming a stronger dark red towards the very bottom and in particularly the bottom corners. This shifted readily alongside head movement. There were no obvious bursts of vibrant orange, green or red as you’d see on a TN model. This indicates a moderate viewing angle dependency to the gamma curve of the monitor, characteristic of a VA panel. The photo below gives a rough idea of how the Lagom text test appeared.
Lagom Text Test

The following video shows the Lagom text test, a mixed desktop background, a game scene and dark desktop background from various viewing angles. For the mixed image and game scene you can see some shifts in colour and contrast. They’re most pronounced at steeper angles, although losses of saturation can be observed quite following gentler viewing position shifts. Especially horizontally. There is no ‘colour inversion’ as you’d observe on a TN model vertically and the shifts vertically are not as extreme. The final section of the video shows a dark desktop background and highlights ‘VA glow’ mentioned earlier. This blooms out more noticeably from sharper viewing angles but is not as strong from centralised viewing angles.



Interlace pattern artifacts

On some monitors, particularly but not exclusively those with high refresh rates, interlace patterns can be seen during certain transitions. We refer to these as ‘interlace pattern artifacts’ but some users refer to them as ‘inversion artifacts’ and others as ‘scan lines’. They may appear as an interference pattern, mesh or interlaced lines which break up a given shade into a darker and lighter version of what is intended. They often catch the eye due to their dynamic nature, on models where they manifest themselves in this way. Alternatively, static interlace patterns may be seen with some shades appearing as faint horizontal or vertical bands of a slightly lighter and slightly darker version of the intended shade. We did not observe either artifact type on this monitor.

Responsiveness

Input lag

We used a small tool called SMTT 2.0 and a sensitive camera to compare the CQ27G2U (CQ27G2)’s latency with a screen of known latency. To help maximise accuracy, over 30 repeat readings were taken. Using the method and Adaptive-Sync enabled in the driver and OSD, we measured 4.98ms (over 2/3rds of a frame @144Hz) of input lag. At 60Hz we measured a slightly higher but still reasonable 7.48ms. Similar results were recorded with Adaptive-Sync disabled and ‘Low Input Lag’ enabled instead. These input lag values are influenced by the element of input lag you ‘feel’ (signal delay) and also the element you ‘see’ (pixel responsiveness). It indicates a low signal delay at 144Hz which most users should find acceptable. We don’t have the means to accurately measure input lag with Adaptive-Sync active in a variable refresh rate environment.

Perceived blur (pursuit photography)

Our article on responsiveness explores some of the key concepts related to monitor responsiveness. A key concept explored is perceived blur, something contributed to by both the pixel responsiveness of the monitor and the movement of your eyes as you track motion on the screen. Both factors are important, but the second factor is actually dominant on modern monitors. We also explore a technique called ‘pursuit photography’ which captures motion on a screen that reflects both of these factors. In contrast with regular static photos or videos, which can only reflect weaknesses in pixel responsiveness.

The images below are pursuit photographs taken using the UFO Motion Test for ghosting, with the UFO moving across the screen from left to right at a frame rate matching the refresh rate of the display. The test is set to run at its default speed of 960 pixels per second, which is a practical speed for such photographs whilst highlighting key weaknesses appropriately. The monitor was tested at 60Hz (directly below), 100Hz and 144Hz with all of the ‘Overdrive’ settings tested; ‘Off’, ‘Weak’, ‘Medium’ and ‘Strong’. 120Hz is also selectable even though it isn’t shown in the initial analysis below – it behaved some way between 100Hz and 144Hz as you might expect. All rows of the UFO Motion Test were used, highlighting a range of pixel transitions between various shades. The final columns show some reference screens for comparison, where possible, using what we deem to be their optimal pixel response time settings. The first reference screen is the AOC AG273QCX, a VA model using an older 1800R curved variant of this panel. The second reference is the ViewSonic XG270QG, a responsive IPS model.

Perceived blur, 60Hz

At 60Hz, shown above, the UFO appears relatively broad without clear internal detailing. This reflects a significant degree of perceived blur due to eye movement and is tied to the 60Hz refresh rate – this is also observed on the reference shots. There are varying degrees of trailing behind the object, too, caused by weaknesses in pixel responsiveness. This is generally most pronounced for the dark background (top row) and quite pronounced for the medium background (middle row), but relatively slight for the light background (bottom row). Increasing the ‘Overdrive’ level cuts down on the trailing in a gradual fashion, with the ‘Strong’ setting showing the clearest improvement for all rows. There is a bit of overshoot (inverse ghosting), including some ‘shadowy’ trailing behind the UFO cockpit for the dark background that’s darker than the background shade. And a small amount of ‘halo’ trailing for the light background that’s a little brighter than the background shade. We’d consider ‘Strong’ optimal based on the pursuit photographs above, but in practice ‘Medium’ may be preferred due to lower overshoot levels. The pursuit photographs below show how things looked at 100Hz.

Perceived blur, 100Hz

At 100Hz, shown above, the UFO now appears somewhat narrower and more sharply focused. This reflects a significant decrease in perceived blur due to eye movement. There are again varying levels of trailing behind the object. This is most pronounced for the dark background but also bold and extensive for the medium background. The ‘Overdrive = Strong’ is quite effective in reducing this, although it still remains as a ‘smear’ behind the UFOs for the dark and lesser extent medium background. The trailing is more extensive and bolder than at 60Hz due to the increased pixel response requirements of the higher refresh rate. These pixel responses were too weak for an optimal performance at 60Hz, let alone 100Hz – the pixel overdrive levels required to remove this degree of trailing would cause massive overshoot. We feel the ‘Strong’ setting is easily the best balanced here and this is confirmed by broader analysis using a wide range of pixel transitions as well. The pursuit photographs below show how things look ramped up further, to 144Hz.

Perceived blur, 144Hz

At 144Hz, shown above, the UFO appears narrower with clearer internal detailing. This indicates a further decrease in perceived blur due to eye movement. There is a further significant increase in pixel response requirements as a result of the extra 44Hz, so the weaknesses in pixel responsiveness are a bit more apparent. The overall trailing characteristics are largely comparable to 100Hz for a given background colour and ‘Overdrive’ level. It’s again clear that ‘Strong’ is optimal, but there’s certainly some ‘smeary’ trailing behind for the dark background and to a slightly lesser degree the medium background. The ‘smear’ extends somewhat further back than at 100Hz, again due to the increased pixel response requirements for optimal performance here. The dark background of the AG273QCX shows somewhat more extended ‘smeary’ trailing here, whereas the medium background shows less bold ‘powdery’ trailing. In practice we noticed the ‘smeary’ trailing on dark transitions (explored shortly) more readily on the AG273QCX so slightly preferred the pixel response behaviour of the CQ27G2U (CQ27G2). The XG270QG, meanwhile, provides much faster pixel responses than either model for all transitions shown here and just has a small amount of ‘powdery’ trailing for the dark and medium background shown here.

As well as increasing refresh rate to minimise perceived blur due to eye movement, the monitor offers an alternative in the form of ‘MBR’ (Motion Blur Reduction). This is a strobe backlight setting that causes the backlight to pulse at a frequency matching the refresh rate of the display – either 100Hz, 120Hz or 144Hz. Sensitivity to this flickering varies and some may find it bothersome whilst others will notice accelerated eye fatigue when using the setting, even if the flickering isn’t actively bothersome to them. The pursuit photographs below were taken with the monitor set to 100Hz using MBR. A few reference screens are also shown for comparison, using their respective strobe backlight settings at 100Hz. The AOC C24G1 using MBR (Motion Blur Reduction) and set to what we consider its optimal setting for that. And the Dell S2417DG or AOC AG251FG using ULMB (‘Ultra Low Motion Blur’).

Note that the ‘Overdrive’ setting can be adjusted under MBR. However; ‘Strong’ is the most practical setting as the acceleration levels are otherwise too slow with significantly increased trailing for some transitions. So we’ll just focus on the ‘Strong’ setting here. Also be aware that setting the ‘Overdrive’ to ‘Boost’ is equivalent to using the ‘Strong’ setting and setting ‘MBR’ to ‘20’.

Perceived blur, 100Hz MBR

With MBR active, the main object is much narrower with clearer internal detailing – even when comparing to 144Hz with MBR disabled. The internal detailing is particularly impressive using a setting of ‘MBR = 20’ – in practice it was a bit clearer with ‘MBR = 10’ than captured in the image as the white notches could be counted quite easily and the segmentation was more apparent. But ‘MBR = 20’ still gave an edge in terms of how sharp and distinct the internal details appeared. This narrower and sharper focus to the main image indicates a significant decrease in perceived blur due to eye movement, which is the main purpose of strobe backlight settings like this. There is also a significant amount of trailing behind the object, fragmented due to the strobe nature of the backlight. These fragments (repetitions of the object) are due to the pixel responses not keeping up with the rigorous demands of the refresh cycle. The initial repetition is nearly as bold as the object itself in some places. They also appear in front of the object, more noticeably for ‘MBR = 1’ and ‘MBR = 20’. The all-encompassing term ‘strobe crosstalk’ is used to describe this fragmented trailing around the object. Because not all areas of the screen refresh simultaneously, the appearance of strobe crosstalk can differ depending on how high up or low down on the screen the movement is being observed. The reference shots don’t show this, but there is instead some overshoot due to the strong pixel overdrive used to speed up the pixel transitions. The image set below shows results with a slight bump up in refresh rate to 120Hz, MBR again active.

Perceived blur, 120Hz MBR

The ‘Boost’ setting maintains similar overshoot levels to ‘Strong’ for the light background. For the dark and medium backgrounds ‘Boost’ sits some way between ‘Medium’ and ‘Strong’, reducing the boldness of the fragmented trailing without introducing overshoot. We consider the ‘Boost’ setting optimal for this reason, but the imperfections (strobe crosstalk) are still rather eye-catching and impair motion clarity a lot more than in the reference shots. The images below show the monitor running with this ‘Boost’ setting but set to 100Hz and 120Hz, allowing comparison with the 144Hz MBR performance. The pixel overdrive settings and relative effect of the MBR level worked in much the same way at reduced frame rate, so we’re keeping the comparison a bit simpler here.

Perceived blur, 144Hz MBR

Things appear quite similar to 120Hz, with a slight improvement to clarity in places. The segmentation is more distinct, for example. As before the white notches of the UFO were countable even with ‘MBR = 10’, they appear more blended in the photo than in reality. But ‘MBR = 20’ was particularly impressive here, with very distinct segmentation and a particularly sharp appearance to the black dividing line of the segments. This was clearer to the eye than in the photos. The strobe crosstalk behaviour is similar, with the trailing more compact again but a greater number of fragments in some cases. They’re particularly distinct with ‘MBR = 20’ due to the strong overall clarity of this setting and quite distinct at ‘MBR = 10’. With ‘MBR = 1’ they blend together quite readily and appear more as a single long conventional ‘smeary’ trail instead. The reference shots show much less strobe crosstalk (C24G1) or some overshoot instead (AG251FG).

It’s important to note that strobe crosstalk varies at different areas of the screen. Not all areas refresh simultaneously, so its appearance can differ depending on how high up or low down on the screen movement is being observed. The images below show pursuit photographs running from the top to bottom regions of the screen, with the screen set to 144Hz and ‘MBR = 10’. Strobe crosstalk variation at different points was also observed at 120Hz and 100Hz and using ‘MBR = 20’ – but the end result was quite similar and we didn’t feel it was worthwhile documenting these observations.

Strobe Crosstalk, 144Hz MBR 10

You can see quite strong strobe crosstalk throughout the screen. Further up it is visible in front of the object as well as behind. Towards the middle it’s only visible behind (with a greater number of fragments). And lower down, only a single fragment is visible behind the object – but it’s very bold and essentially melds into the main object. Whilst this strobe crosstalk doesn’t make the MBR setting useless and it still serves a purpose, it does affect the overall clarity of the setting and makes it less effective or enjoyable to use than it could be. We explore this and some other aspects to consider using in-game examples at the end of this section.

Responsiveness in games and movies

On Battlefield V, where frame rate kept pace with the refresh rate, the monitor provided quite a fluid experience overall. There was a reasonably low level of perceived blur, mainly linked to eye movement and the refresh rate of the 144Hz refresh rate of the monitor. The monitor is outputting up to 2.4 times as much visual information per second as a 60Hz monitor or this monitor running 60Hz. The high frame rate and refresh rate combination also aided the ‘connected feel’, describing the precision and fluidity you feel when interacting with the game world. The low signal delay also helped in this respect. There were some weaknesses in pixel responsiveness that added to perceived blur. For scenes where light to medium-light shades dominated, most daylight scenes for example, there was a bit of what we’d call ‘light powdery’ trailing. Enough to add a bit of extra perceived blur, with a slight dusty trail behind objects. But one which disappeared quickly and stuck quite close to the object. Where some slightly darker shades were introduced, for example lush foliage or medium brown tree trunks, there was some ‘heavy powdery’ trailing which had more of a noticeable impact on perceived blur.

With even darker shades brought into the mix, there were more pronounced weaknesses. Outside under a dark sky or shaded interiors, dark painted objects and heavily shaded elements in daylight for example. The trailing took on a ‘smeary’ appearance in places, typical for VA models when observing such content. This trailing extends further back behind the object, has a more significant impact on perceived blur and can stand out as a weakness against much faster pixel transitions elsewhere. There was also what we’d describe as ‘break-up’ trailing, whereby some of the colourful hues contained in the object or background appeared to leach out a bit. Like wetting a page with water soluble ink on it. The weakest pixel transitions, which caused such behaviour, weren’t as widespread or severe on this model as some VA models we’ve come across. It’s worthwhile drawing some comparisons between this model, using our preferred ‘Strong’ setting and some other VA models we’ve tested, sticking mainly with AOC models for simplicity. This model compares favourably to the AG273QCX using its optimal ‘Overdrive’ setting due to some of the ‘smeary’ trailing for the darkest shades being less pronounced. But the pixel transitions aren’t as snappy, overall, as on the C24G1 using its ‘Medium’ setting. The ‘Strong’ setting on the C24G1 model shows a definite reduction in ‘powdery’ and ‘smeary’ trailing, but it comes at the expense of much more noticeable overshoot. We consider the C24G1 to be one of the more capable VA performers, so it sets a fairly high benchmark. The LG 32GK850G we tested using its ‘Faster’ response time setting (G-SYNC enabled) told a similar story. Really, we consider the CQ27G2U (CQ27G2) to be pretty middling for pixel responsiveness as far as VA models go. The section of video review below runs through the response performance of the monitor and includes some examples of these weaknesses.

We observed similar strengths and weaknesses on Shadow of the Tomb Raider. Dark areas and dark shades in general are common on this title, often intertwining with lighter shades. The ‘stand out’ weaknesses including some ‘smeary’ trailing was again observed, but as noted these weaknesses weren’t as widespread or extensive as some VA models. They were certainly there and have the potential to bother some users. It’s worth noting that weaknesses in pixel responsiveness don’t always manifest themselves with distinct trailing, either. For intricate mixtures of light and dark, such as a rocky wall with plenty of shadows and indentations or some vegetation, there’s a blending together of shades that essentially makes the textures appear dimmer than when there isn’t movement. Some of these shades will appear brighter when the movement ceases, so alternating between these two states can appear as a sort of flickering. Another factor which can bother some is overshoot, which only affected a slim number of transitions on this model. We observed this on both titles in places, where some medium to light shades combined – such as a light-coloured building against a bright sky. Or concrete blocks against sand. There was a bit of ‘halo’ trailing that stood out slightly due to the fact it was somewhat brighter than the object or background colour. This wasn’t extreme, though, as it wasn’t massively brighter than the object or background and was confined to a small number of transitions.

Video content was also observed, at a range of frame rates. This included ~24-30fps Netflix content and YouTube content at up to 60fps. For the higher frame rate content some of the weaknesses observed when gaming at higher refresh rates were there, although not as obvious due to the significantly lower pixel response requirements of the reduced frame rate. They didn’t really stick out in an obvious way and didn’t impede our general enjoyment of such content. With a further reduction in frame rate, for example with the ~24-30fps content, the weaknesses were minor. Generally difficult to notice and not something we’d worry about too much if you enjoy consuming such content. In fact comparing to the much faster TN model (Dell S2716DG) we were using just before and after, the improved image quality of the AOC was readily apparent whereas differences in pixel responsiveness were much less apparent for this low frame rate content.

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AOC CQ27G2(U)


FreeSync – the technology and activating it

AMD FreeSync is a variable refresh rate technology, an AMD-specific alternative to Nvidia G-SYNC. Where possible, the monitor dynamically adjusts its refresh rate so that it matches the frame rate being outputted by the GPU. Both our responsiveness article and the G-SYNC article linked to explore the importance of these two elements being synchronised. At a basic level, a mismatch between the frame rate and refresh rate can cause stuttering (VSync on) or tearing and juddering (VSync off). FreeSync also boasts reduced latency compared to running with VSync enabled, in the variable frame rate environment in which it operates.

FreeSync requires a compatible AMD GPU such as the Radeon RX 580 used in our test system. There is a list of GPUs which support the technology here, with the expectation that future AMD GPUs will support the feature too. The monitor itself must support ‘VESA Adaptive-Sync’ for at least one of its display connectors, as this is the protocol that FreeSync uses. The CQ27G2U (CQ27G2) supports FreeSync Premium via DP 1.2a and HDMI 1.4 on compatible GPUs and systems. You need to make sure ‘Adaptive-Sync’ is set to ‘On’ in the ‘Game Setting’ section of the OSD. On the GPU driver side recent AMD drivers make activation of the technology very simple and something that usually occurs automatically. You should ensure the GPU driver is setup correctly to use FreeSync, so open ‘AMD Radeon Software’, click ‘Settings’ (cog icon towards top right) and click on ‘Display’. You should then ensure that the first slider, ‘Radeon FreeSync’ is set to ‘Enabled’ as shown below.

Enable FreeSync

The AOC supports a variable refresh rate range of 48 – 144Hz. That means that if the game is running between 48fps and 144fps, the monitor will adjust its refresh rate to match. When the frame rate rises above 144fps, the monitor will stay at 144Hz and the GPU will respect your selection of ‘VSync on’ or ‘VSync off’ in the graphics driver. With ‘VSync on’ the frame rate will not be allowed to rise above 144fps, at which point VSync activates and imposes the usual associated latency penalty. With ‘VSync off’ the frame rate is free to climb as high as the GPU will output (potentially >144fps). AMD LFC (Low Framerate Compensation) is also supported by this model, which means that the refresh rate will stick to multiples of the frame rate where it falls below the 48Hz (48fps) floor of operation for FreeSync. The variable refresh rate range and LFC support mean this model is AMD FreeSync Premium certified, specifically. If a game ran at 28fps, for example, the refresh rate would be 56Hz to help keep tearing and stuttering at bay. This feature is used regardless of VSync setting, so it’s only above the ceiling of operation where the VSync setting makes a difference.

To configure VSync, open ‘AMD Radeon Software’. Click ‘Settings’ (cog icon towards top right) and click ‘Graphics’. The setting is listed as ‘Wait for Vertical Refresh’. This configures it globally, but if you wish to configure it for individual games click ‘Game Graphics’ towards the top right. The default is ‘Off, unless application specifies’ which means that VSync will only be active if you enable it within the game itself, if there is such an option. Such an option does usually exist – it may be called ‘sync every frame’ or something along those lines rather than simply ‘VSync’. Most users will probably wish to enable VSync when using FreeSync to ensure that they don’t get any tearing. You’d therefore select either the third or fourth option in the list, shown in the image below. Above this dropdown list there’s a toggle for ‘Radeon Enhanced Sync’. This is an alternative to VSync which allows the frame rate to rise above the refresh rate (no VSync latency penalty) whilst potentially keeping the experience free from tearing or juddering. This requires that the frame rate comfortably exceeds the refresh rate, not just peaks slightly above it. We won’t be going into this in detail as it’s a GPU feature rather than a monitor feature.

VSync options

Some users prefer to leave VSync enabled but use a frame rate limiter set a few frames below the maximum supported (e.g. 141fps) instead, avoiding any VSync latency penalty at frame rates near the ceiling of operation or tearing from frame rates rising above the refresh rate. If you activate the ‘Frame Counter’ in the ‘Game Setting’ section of the OSD, this will display the refresh rate of the display and therefore indicate the frame rate if ‘FreeSync’ is active and the frame rate is within the variable refresh rate range of the display. The final point to note is that FreeSync only removes stuttering or juddering related to mismatches between frame rate and refresh rate. It can’t compensate for other interruptions to smooth game play, for example network latency or insufficient system memory. Some game engines will also show stuttering (or ‘hitching’) for various other reasons which won’t be eliminated by the technology.

FreeSync – the experience

As usual we tested the monitor with a range of game titles with FreeSync active, but we found the experience very similar on all of them. Any issues identified with FreeSync that were isolated to a specific title would indicate an issue with the game or GPU driver rather than the monitor, too. We’ll therefore just focus on one title for this section; Battlefield V. The graphics settings on that title provide suitable flexibility to test the full variable refresh rate range of the monitor. The Radeon RX 580 in our test system is far from a beast of a GPU, so with reasonable graphics settings it’s very difficult to maintain a solid 144fps. Without FreeSync enabled (VSync on), even slight dips below this would cause obvious (to us) stuttering. And if you have FreeSync disabled and also disable VSync, you have to deal with tearing due to a lack of synchronisation between the frame rate and monitor refresh cycle. The lack of tearing or stuttering with FreeSync was certainly very nice in our view and something those sensitive to such things will really appreciate. But individual sensitivity to such things varies.

As frame rate dipped further, perhaps because we were being more generous with graphics settings or because action in the scene intensified, we noticed a drop off in ‘connected feel’ and an increase in perceived blur. This is linked to the drop in frame rate, which isn’t something FreeSync can help with. But the lack of tearing and stuttering was a very nice bonus regardless of this. As frame rate dipped well into the double digits there were some more noticeable instances of overshoot, including ‘halo trailing’ that’s somewhat brighter than object or background. And a little ‘dirty trailing’ that’s marginally darker than the object or background. This overshoot wasn’t particularly widespread or obnoxious in our view, but some may prefer to use the ‘Medium’ setting for ‘Overdrive’ to cut down on it. You will then have a greater number of suboptimal pixel responses and more conventional trailing, even at these relatively low frame rates where pixel response requirements are looser.

As usual for a monitor with Adaptive-Sync, there isn’t variable overdrive that re-tunes and optimises pixel overdrive to a broad range of refresh rates. Proper variable overdrive is reserved for models with an actual G-SYNC module. Nonetheless, we don’t feel the ‘Strong’ setting was at all unusable so feel most users will probably be happy enough just using that setting. The overshoot was still relatively tame, certainly less of an eyesore than on some models where refresh rate dips. Where frame rate dipped below the floor of operation (48fps and 48Hz), LFC (Low Framerate Compensation) kicked in to ensure the refresh rate kept to a multiple of the frame rate. This kept things synchronised and kept tearing and stuttering at bay. There was a brief stuttering when this activated, but this isn’t something users should find bothersome unless things are frequently going above or below the LFC boundary. We also observed some flickering when passing the LFC boundary and also during large fluctuations in frame rate. This was relatively mild really and some degree of flickering is common on VA models in a VRR environment due to their voltage sensitivity.

Nvidia Adaptive-Sync (‘G-SYNC Compatible’)

As noted earlier, AMD FreeSync makes use of Adaptive-Sync technology on a compatible monitor. As of driver version 417.71, users with Nvidia GPUs (GTX 10 series and newer) and Windows 10 can also make use of this Variable Refresh Rate (VRR) technology. When a monitor is used in this way, it is something which Nvidia refers to as ‘G-SYNC Compatible’. Some models are specifically validated as G-SYNC compatible, which means they have been specifically tested by Nvidia and pass specific quality checks. With the CQ27G2U (CQ27G2), you need to connect the monitor up via DisplayPort and enable ‘Adaptive-Sync’ in the ‘Game Setting’ section of the OSD. When you open up Nvidia Control Panel, you should then see ‘Set up G-SYNC’ listed in the ‘Display’ section. Ensure the ‘Enable G-SYNC, G-SYNC Compatible’ checkbox and ‘Enable settings for the selected display model’ is checked as shown below. Press OK, then turn the monitor off then on again so that it re-establishes connection – the technology should now be active.

G-SYNC Compatible settings

In the image above you can see that the monitor is validated as ‘G-SYNC Compatible’ (or you could, if Nvidia Control Panel displayed the entire text instead of cutting it off). This is supposed to indicate that the monitor has been specifically tested by Nvidia and passes specific quality checks. At time of review it was not listed as such on Nvidia’s website – the full certification process has quite a few steps to it and has been hampered by a certain global pandemic. The technology did work and offered a similar experience to AMD FreeSync where the refresh rate was above 100Hz (100fps). A slight difference to be aware of with G-SYNC Compatible Mode is that the floor of operation appeared to be 60Hz (60fps) rather than 48Hz (48fps). An LFC-like technology was supported, with the monitor sticking to a multiple of the frame rate with its refresh rate below 60fps.

Some flickering was observed, which was there even where frame rates were fairly stable, but particularly intense during significant fluctuations in frame rate. Including sudden drops of perhaps 30fps or more. We also experienced some ‘screen blanking’ issues below 100Hz (100fps), where a signal is lost and then regained. Causing the screen to briefly turn off then turn back on. We didn’t observe this with triple-digit frame rates and it was rare between 80-100fps. Below this it was quite common and annoying, however. We tested various graphics drivers (with clean install), various cables and ports on the GPU and this behaviour persisted. This also means that when the LFC-like frame to refresh multiplication technology kicks in, there will be quite a few frame rates that would cause issues. This wouldn’t be an issue if you can consistently maintain triple digit frame rates. But even if you’re there most of the time, there can be occasional unforeseen dips below that could cause the screen blanking issues. We tested two different units and observed this same behaviour. There are quite a few positive comments from users regarding the ‘G-SYNC Compatible Mode’ experience on this model, including on our forum. A notable difference is that our test system uses an Nvidia GTX 1080 Ti, whereas the user in our thread is using a newer generation of GPU (GTX 2070 Super). An alternative Nvidia GPU wasn’t available for us to test with at time of review, but having extensively researched this issue on this monitor and a few others there seems to be a connection between presence of ‘screen blanking’ and flickering issues and GPU series used. It’s the older generation GPUs that seem to face these issues.

Our suggestions regarding use of VSync also apply, but you’re using Nvidia Control Panel rather than AMD Radeon Settings 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’).

G-SYNC Compatible settings

Finally, note again that you can activate the ‘Frame Counter’ feature in the ‘Game Settings’ section of the OSD to show the current refresh rate. This will adjust as the frame rate of the content changes and match that if it’s in the main variable refresh rate window (60 – 144fps).

MBR (Motion Blur Reduction)

Earlier in the review, we introduced the ‘MBR (Motion Blur Reduction)’ feature, its principles of operation and how it performs using specific tests. When using MBR or a similar strobe backlight feature, you must have your frame rate synchronised properly with the refresh rate of the display. If that isn’t the case you’re left with extremely obvious stuttering or juddering. This stands out in a particularly obvious way because there’s very little perceived blur due to eye movement to mask it. You can’t use Adaptive-Sync at the same time as MBR. We tested this setting using a range of game titles, but we’ll just be focusing on Battlefield V at a solid 144fps and the monitor set to 144Hz for this section. The observations here are largely reflected with lower frame and refresh rate combinations (120Hz and 100Hz) and with different MBR settings. We found ‘10’ offered a nice balance between brightness and clarity, but individual preferences will vary.

The setting certainly reflected its namesake by reducing overall perceived blur. During rapid manoeuvres and sharp turns it was easier to pick out details in the environment and those all-important enemies. The experience was not ‘clean’ or by any means optimal as far as strobe backlight operation goes, however. There was noticeable crosstalk as highlighted earlier, with clear repetitions of objects at even fairly slow paces of action. These repetitions were sometimes reasonably faint but other times as bold or almost as bold as the main object, significantly upsetting clarity. The slowest pixel responses still gave the ‘smeary’ trailing, for dark shades, that we observed with MBR disabled. In fact it stood out more noticeably due to the overall reduction in perceived blur and looked quite out of place.

Additional considerations include that the backlight flickers at a frequency matching the refresh rate of the display. This could bother sensitive users and even if the flickering itself isn’t noticed, it can be accelerate visual fatigue. We also noticed some colourful flashes of cyan and magenta which was more noticeable at lower refresh rates, particularly at 100Hz where it was readily observed when moving our eyes. At 144Hz they were less obnoxious, but still observable at times such as when observing movement with slender light-coloured objects on the screen. These flashes were less intense and colourful than we’ve seen on some wide gamut models, perhaps because he colour gamut isn’t as wide in this case. Overall the MBR setting still has its place and some people may enjoy it for the competitive edge it gives in terms of reducing overall perceived blur. But most will probably want to stick to the regular operation of the monitor, with Adaptive-Sync also available and doing its thing.

The curve and resolution

We’ve now tested a wide range of curved monitors of different sizes and curvature. The CQ27G2U (CQ27G2) offers a 27” screen size and 1500R (moderate) curve. We didn’t find the curve difficult to adapt to and found it perfectly natural when using the monitor. It slightly draws you into the image a bit, but it doesn’t give the sort of distortion or ‘alien’ experience you might expect if you view images or videos of the monitor. These exaggerate the curve and give a poor idea of what to expect when you’re sitting in front of the monitor. The curve can potentially enhance viewing comfort as well. If you require geometric perfection or frequently sit to the side of the monitor rather than centrally, a flat monitor may make more sense. Otherwise, it’s not something you should be afraid of.

We’ve also had considerable experience with the 2560 x 1440 (WQHD) resolution on screens of various sizes. We feel it works nicely on a 27” screen, providing a good although not exceptional pixel density and decent amount of useful desktop ‘real-estate’. It also provides a good level of detail for games, suitably high resolution images and other content. The size can also be considered quite engrossing compared to smaller screens, but is usually easy to adapt to and doesn’t tend to feel overwhelming. The images below show the monitor in action on the desktop. As usual the curve appears exaggerated, so these images are just for illustrative purposes.


The desktop

Some multi-tasking

When gaming we found the curve quite similar to when on the desktop really, drawing you into the experience without feeling unnatural or uncomfortable. We tend to find the effect more noticeable on wider screens than this (particularly ‘UltraWides’) but compared to a 1800R curve on a screen of this size the curvature is a bit more of a feature. It’s actually quite easy to forget you’re even using a curved monitor when engrossed into the game. The effect is pretty subtle, but still there. The images below show a range of game titles running on the monitor. The curve is again exaggerated in the images and they don’t accurately reflect how the monitor appears in person. Either in terms of image quality or curvature. They’re just for illustrative purposes.

Battlefield V

Shadow of the Tomb Raider

The Outer Worlds

Interpolation and upscaling

It may be desirable or necessary to run the monitor at a lower resolution than the native 2560 x 1440 (WQHD). Perhaps for performance reasons, or because a system is being used (such as games console) that doesn’t support the native resolution. The monitor supports scaling via any of its display inputs at various resolutions, including 1920 x 1080 (Full HD) at a range of refresh rates. These refresh rates were shown at the end of the ‘features and aesthetics’ section in the ‘Ultra HD, HD, SD’ list and include; 50Hz, 59Hz, 60Hz, 119Hz and 120Hz. To ensure the monitor rather than GPU is handling the scaling process, as a PC user, you need to ensure the GPU driver is correctly configured so that the GPU doesn’t take over the scaling process. For AMD GPU users the monitor will handle the scaling by default, when gaming at non-native resolutions. Nvidia users should open the Nvidia Control Panel and navigate to ‘Display – Adjust desktop size and position’. They should ensure that ‘No Scaling’ is selected and ‘Perform scaling on:’ is set to ‘Display’ as shown below.

Nvidia scaling options

The monitor offers various scaling options under ‘Image Ratio’ in the ‘Extra’ section of the OSD. These can only be adjusted if Adaptive-Sync is disabled, otherwise the default ‘Wide’ setting is used. This means that the monitor uses an interpolation process to map the selected resolution onto all 2560 x 1440 of its pixels. With Adaptive-Sync disabled you have access to a range of other settings here, the most useful of which is probably ‘1:1’, a pixel mapping feature which only uses the pixels called for in the source resolution. Presenting the image without distortion, but with a large black border around it. These settings are covered in this section of the OSD video. When running the 1920 x 1080 (Full HD) resolution and using the monitor’s full interpolation process (default ‘Wide’ setting), the monitor provides an image that’s somewhat softer than on a native 27” Full HD monitor. Things aren’t as soft as they sometimes look with monitor interpolation, though, neither do things look artificially over-sharpened. We feel quite a nice balance is struck here and the monitor is quite useable at non-native resolutions such as this. Although some sort of user sharpness control as you’d see on models like the BenQ EX2780Q would’ve been nice for some fine-tuning according to preferences.

As usual, if you’re running the monitor at 2560 x 1440 and viewing 1920 x 1080 content (for example a video over the internet or a Blu-ray, using movie software) then it is the GPU and software that handles the upscaling. That’s got nothing to do with the monitor itself – there is a little bit of softening to the image compared to viewing such content on a native Full HD monitor, but it’s not extreme and shouldn’t bother most users.

Video review

The video below shows the monitor in action. The camera, processing done and your own screen all affect the output – so it doesn’t accurately represent what you’d see when viewing the monitor in person. It still provides useful visual demonstrations and explanations which help reinforce some of the key points raised in the written piece.




Timestamps:
Features & Aesthetics
Contrast
Colour reproduction
Responsiveness

Conclusion

The AOC CQ27G2U offers a combination that many find very attractive – 27” screen size, 2560 x 1440 (WQHD) resolution and high refresh rate. This gives a decent amount of desktop ‘real-estate’ and provides good clarity potential for a wide range of content. The monitor also adopts a 1500R curve, a little steeper than older 1800R models with similar panels. This made the experience a touch more engrossing, but it wasn’t a radical change in that respect. The curve itself was quite easy to forget about entirely when using the monitor normally – which could be considered a good thing by many. Some positive tweaks were made to the subpixels, too, so it wasn’t just the case of curving the screen a bit more. This model avoided the partial subpixel illumination and relatively wide gaps below and above pixels. This normal RGB layout offers enhanced clarity to text and slender edges and also eliminated ‘static interlace patterns’. The monitor had some subtle ‘gamer’ touches, although these came in the form of some dark metallic red elements that were quite well-blended in practice. The overall design was fairly understated as far as such things go, with good ergonomic flexibility added into the mix as well.

As a VA panel, contrast was a key strength. We measured pleasing static contrast which helped improve the atmosphere in dark scenes and improved the depth of dark elements in mixed scenes. There was some ‘VA glow’ that could be observed for darker content in dimmer conditions, eating away at some of this atmosphere lower down the monitor. There was also some ‘black crush’ and perceived gamma shifts that affected detail levels for dark content. Regardless of this, we still found the overall contrast experience relatively pleasing and a good step up from competing IPS-type and TN models. The light matte screen surface was more pleasant to use than some, avoiding an obvious ‘layered’ appearance to things. It had slight graininess to it, but it’s unlikely to bother most users. The monitor provided fairly vibrant colour output, too, with some extension beyond the sRGB colour space (92% DCI-P3) injecting a bit of extra vibrancy and saturation. There were some losses of saturation towards the bottom and sides of the screen, from a normal viewing position. These were as low as we’ve seen from a VA model and significantly lower than the vertical saturation shifts on competing TN models.

The responsiveness was the usual mixed bag for a VA model. The 144Hz refresh rate was put to quite good use overall, with low input lag and some clear benefits in terms of both ‘connected feel’ and reduced perceived blur at high frame rates. Whilst some pixel responses made good use of the refresh rate, others didn’t. There were some weaknesses including ‘smeary’ trailing where dark shades were involved in the transition. There was little to complain about in the way of overshoot, though, and Adaptive-Sync did its thing to eliminate tearing and stuttering. This worked very well on our AMD GPU, but less so on our Nvidia GPU. There were some issues with slight flickering and ‘screen blanking’. These could potentially be fixed by Nvidia in a driver update and this issue is by no means unique to this model – from our research it seems newer Nvidia GPUs provide a much nicer ‘G-SYNC Compatible Mode’ experience. Overall, the monitor ticks plenty of boxes and one big one is the price. It’s significantly cheaper than many competitors, particularly those with IPS-type panels. Whilst the weaknesses we’ve exposed mean it’s not ideal for fast-paced gameplay or for colour critical work, it’s certainly a screen that will keep more casual gamers happy. It’s also a screen that works well for movie watching and productivity – a pretty capable monitor for the price.

The bottom line; a well-priced and flexible solution with an emphasis on strong contrast.


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PositivesNegatives
Good ‘out of the box’ gamma calibration and some extension beyond sRGB provides fairly vibrant colour output without extreme oversaturation
The sRGB emulation mode lacks brightness adjustment, colour gamut not as generous as some models and brightness adjustment range quite limited
A strong static contrast performance provides respectable depth and atmosphere in sensible lighting conditions, whilst the light matte screen prevents strong graininess or a layered appearance to the image‘VA glow’ affected atmosphere in dimmer lighting, further down the screen in particular. Some perceived gamma shifts and ‘black crush’ and slight graininess to the screen surface
The 144Hz refresh rate was put to reasonably good use overall, with low input lag and most pixel responses performed fairly quickly. Adaptive-Sync did its thing to reduce tearing and stuttering for AMD and Nvidia GPU users
Some weaknesses in pixel responsiveness, including ‘smeary’ trailing where some dark shades are displayed. ‘Screen blanking’ issues and some flickering under Adaptive-Sync with our GTX 10 series GPU
Good ergonomics and competitive pricing. A fairly simple rather than ‘over the top gamery’ design plus a comfortable resolution and pixel densitySome will find the OSD system a bit awkward and unintuitive (‘G-Menu’ is your friend)


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AOC CQ27G2(U)

 
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