{"id":58902,"date":"2023-07-20T20:00:00","date_gmt":"2023-07-21T01:00:00","guid":{"rendered":"https:\/\/blogs.uninter.edu.mx\/ESCAT\/?p=58902"},"modified":"2023-07-17T15:38:36","modified_gmt":"2023-07-17T20:38:36","slug":"nvidia-g-sync-ulmb-2-hasta-1000-hz-en-pantalla","status":"publish","type":"post","link":"https:\/\/blogs.uninter.edu.mx\/ESCAT\/index.php\/nvidia-g-sync-ulmb-2-hasta-1000-hz-en-pantalla\/","title":{"rendered":"Nvidia G-SYNC ULMB 2: Hasta 1000 Hz en Pantalla #Nvidia  #ESCAT"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><a href=\"https:\/\/www.facebook.com\/EscatUninter\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blogs.uninter.edu.mx\/ESCAT\/wp-content\/uploads\/2023\/05\/image-106.png\" alt=\"\" class=\"wp-image-58865\" width=\"138\" height=\"157\"\/><\/a><\/figure>\n<\/div>\n\n\n<p>NVIDIA ha presentado la segunda generaci\u00f3n de su tecnolog\u00eda para la reducci\u00f3n del Motion Blur (ULMB) en paneles con altas tasas de refresco: NVIDIA G-SYNC ULMB 2.<\/p>\n\n\n\n<!--more-->\n\n\n\n<p>NVIDIA lanz\u00f3 ya hace un tiempo su tecnolog\u00eda G-SYNC con la que optimizaba el movimiento de la pantalla ofreciendo una experiencia de juego m\u00e1s suave, una gran mejora que se queda atr\u00e1s con su nuevo anuncio de G-SYNC ULMB 2. La segunda versi\u00f3n de esta tecnolog\u00eda con la que promete hasta 1000 Hz de claridad.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" src=\"https:\/\/blogs.uninter.edu.mx\/ESCAT\/wp-content\/uploads\/2023\/05\/maxresdefault.jpg\" alt=\"Nvidia ULMB 2\" class=\"wp-image-58903\"\/><\/figure>\n\n\n\n<p>Hay que explicar que el desenfoque de movimiento del seguimiento ocular es inherente a las tecnolog\u00edas de pantallas, ya que cada p\u00edxel tarda un tiempo en variar el brillo y el color; a medida que un objeto se mueve m\u00e1s r\u00e1pidamente, la pantalla tiene m\u00e1s problemas para representar con precisi\u00f3n la imagen. <\/p>\n\n\n\n<p>Para evitar este desenfoque se puede aumentar la frecuencia de actualizaci\u00f3n (algo que han hecho los monitores actuales) y, por otro lado, apagar la retroiluminaci\u00f3n entre actualizaciones de im\u00e1genes con la t\u00e9cnica denominada \u00abretroiluminaci\u00f3n estrobosc\u00f3pica\u00bb.  <\/p>\n\n\n\n<p>Con ella, se consegu\u00eda dar m\u00e1s tiempo a los p\u00edxeles para cambiar y, por tanto, menos borrosidad en las im\u00e1genes, consiguiendo una mejor experiencia para el usuario, sin embargo, esto hac\u00eda que muchos jugadores profesionales tuvieran que desactivarlo, ya que consegu\u00edan una mejor visi\u00f3n, pero una menor velocidad, algo muy importante si lo hac\u00edan de forma competitiva y no por disfrutar del juego.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">\u00bfC\u00f3mo funciona Nvidia ULMB?<\/h3>\n\n\n\n<p>ULMB funcionaba ajustando a tiempo real los parpadeos de la retroiluminaci\u00f3n de los paneles, haciendo que esta frecuencia se adapte a los Hz de la pantalla.  El problema del ULMB original fue que los tiempos de respuesta de los monitores en 2015 eran bastante lentos (30 o 60 Hz) y activar esta tecnolog\u00eda generaba im\u00e1genes &#8220;fantasma&#8221; y\/o borrosas. <\/p>\n\n\n\n<p>Pero eso cambia con su nuevo lanzamiento, ya que ahora prometen una versi\u00f3n con la que consiguen la mayor calidad de imagen sin p\u00e9rdida de velocidad, algo adaptado a los gamers.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"ULMB 2 Off\/On Comparison in Slow Motion at 360 FPS\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/gtTrxemjw3c?start=1&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Gracias al aumento de la frecuencia de actualizaci\u00f3n de los monitores modernos (de lo contrario ser\u00eda imposible) NVIDIA promete con la segunda generaci\u00f3n de esta tecnolog\u00eda una \u00abclaridad de movimiento\u00bb efectiva superior a los 1000 Hz.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">ULBM 2<\/h3>\n\n\n\n<p>ULMB 2 funciona gracias a que la retroiluminaci\u00f3n solo se enciende cuando cada p\u00edxel tiene su valor de color correcto. <\/p>\n\n\n\n<p>La idea es no mostrar los p\u00edxeles en transici\u00f3n y solo mostrarlos en ese momento, lo que aumenta la velocidad del juego reduciendo as\u00ed su borrosidad y sensaci\u00f3n de movimiento, no obstante, esta t\u00e9cnica crea un desaf\u00edo: las luces de fondo generalmente iluminan todos los p\u00edxeles al mismo tiempo cuando los \u00e9stos se cambian en un escaneo continuo, esto provocar\u00eda que, en alg\u00fan momento dado, una parte de la pantalla tendr\u00e1 im\u00e1genes dobles en un efecto que se conoce como diafon\u00eda.<\/p>\n\n\n\n<p>La soluci\u00f3n que se le dio a este problema es lo que distingue a ULMB 2 de otras t\u00e9cnicas de retroiluminaci\u00f3n estrobosc\u00f3pica, ya que puede controlar el tiempo de respuesta, dependiendo de d\u00f3nde est\u00e9 el escaneo vertical, de modo que los p\u00edxeles en todo el panel est\u00e9n en el nivel correcto en el momento preciso para que la luz de fondo parpadee.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"787\" src=\"https:\/\/blogs.uninter.edu.mx\/ESCAT\/wp-content\/uploads\/2023\/05\/G-SYNC-ULMB-2_2-1536x787-1.jpg\" alt=\"Nvidia Vertical Dependent Overdrive\" class=\"wp-image-58908\"\/><\/figure>\n\n\n\n<p>Actualmente solo hay dos monitores que soportan esta nueva tecnolog\u00eda: <\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>ASUS ROG Swift 360Hz PG27AQN \u2013 27\u201d 1440p 360Hz<\/li>\n\n\n\n<li>Acer Predator XB273U F \u2013 27\u201d 1440p 360 Hz<\/li>\n<\/ul>\n\n\n\n<h6 class=\"wp-block-heading\">Fuente: <a href=\"https:\/\/www.muycomputer.com\/2023\/05\/30\/nvidia-anuncia-la-tecnologia-g-sync-ulmb-2\/\">MuyComputer<\/a><\/h6>\n\n\n\n<p class=\"has-text-align-right\"><a href=\"https:\/\/universidad.uninter.edu.mx\/carreras\/ISC\">Ingenier\u00eda en Sistemas Computacionales<\/a><\/p>\n\n\n\n<p class=\"has-text-align-right\"><a href=\"https:\/\/blogs.uninter.edu.mx\/ESCAT\/index.php\/category\/ingenieria-en-sistemas-computacionales\/\">M\u00e1s noticias sobre Ingenier\u00eda en Sistemas Computacionales\u2026<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/uninter.edu.mx\/\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"154\" src=\"https:\/\/blogs.uninter.edu.mx\/ESCAT\/wp-content\/uploads\/2023\/05\/image-107.png\" alt=\"\" class=\"wp-image-58866\"\/><\/a><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>NVIDIA ha presentado la segunda generaci\u00f3n de su tecnolog\u00eda para la reducci\u00f3n del Motion Blur (ULMB) en paneles con altas tasas de refresco: NVIDIA G-SYNC ULMB 2.<\/p>\n","protected":false},"author":22,"featured_media":58912,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[17,22],"tags":[32,3841,3251,3843,3579,49,62,3842,31,37],"class_list":["post-58902","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ingenieria-en-sistemas-computacionales","category-ingenierias","tag-escat","tag-gaming","tag-nvidia","tag-nvidia-g-sync","tag-pantalla","tag-sistemas-computacionales","tag-tecnologia","tag-ulmb","tag-uninter","tag-universidad-internacional"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.8 - 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