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REVIEW: Yuraku YV24WBH1 (MVA) Part 8


Interpolation

Unfortunately, interpolation is not one of the strengths of the Yuraku monitor. If the input resolution deviates from the native resolution (1.920 x 1.200), it is scaled to a 16:10 full screen. The Yuraki model does not offer justified or 1:1 display. Incoming signals which correspond to the ratio of the physical resolution are processed best. Although there is some loss of sharpness, the content is neither stretched nor compressed.

At a resolution of 1.920 x 1.080 in DVI mode, the task bar is no longer displayed. Accordingly, 16:9 resolutions are not really usable in digital playback. This does not happen when the connection is via analogue – the image is simply a little too wide when displayed.

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Games can be played without limitation in justified resolutions as long as the resolution selected is not too small. With games consoles such as the Xbox360, you should opt for the VGA connection if a 1080p signal is used. Otherwise, image content is truncated at the sides.

A 1:1 or justified scaling can be displayed via the graphics card. Relevant options are offered by both nVidia and ATI cards. Unfortunately, the driver support for both cards is mediocre at the moment, so this function does not always work.

Applications

With its 24-inch screen and a pixel distance of 0,270 mm, the Yuraku offers the user a large working surface. Two DIN A4 pages can be displayed side by side without a problem.

The Yuraku YV24WBH1 offers ample space on the screen.

The enormous screen width of more than 51 cm offers unexpected possibilities with regard to table width for database applications and offers exactly the same height as the 21-inch format.

Multitasking is also an option for this monitor, since several applications find space beside each other with ease. Two documents, a music player, a chat program – and there is still free space.

The high resolution of 1.920 x 1.200 pixels also makes it possible to show Full-HD videos.

Responsiveness

A response time of 6 ms is included in the specifications. This should make it possible to play race simulations and shooting games without interference. We also tested the input lag for, which is not unimportant for hardcore gamers.

No streaks can be seen in fast games. There is no trailing effect, so from this point of view, nothing stands in the way of unspoiled gaming enjoyment.

Because of the fast response time, we assume that overdrive has been implemented in this model. This causes a very strong corona effect in tests optimised specially to detect this problem. At dark edges, a clear, bright fringe can be seen. Our PRAD Flash animation in full screen mode already displays this mercilessly. However, in everyday use, the effect can hardly be seen.

The evaluation of the measurement series for the input lag provided an average difference of 16 ms, which is the equivalent of one frame per second lag. The maximum lag is 24 ms and in the minimum case, there is hardly any delay. Even ambitious gamers will be satisfied here.

For most users, an input lag is generally not a problem and is not noticeable. However, every person reacts differently here and each PC system demonstrates different "basic lags". Both factors affect the threshold beyond which an input lag is actually noticeable.

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