Thursday, September 27th 2012

ASUS Also Rolls Out New Monitors

ASUS announced a pair of new monitors addressing different segments of the market, the PA248QJ for creative professionals, and the VG27AH for gamers. The 24-inch PA248QJ provides a native resolution of 1920 x 1200 pixels, and packs a high-grade IPS LCD panel with 10-bit color resolution, high coverage of Adobe RGB palette, 6 ms response time, 300 cd/m² brightness, 1000:1 static and 8000:1 ASCR contrast ratios, and a range of inputs including DisplayPort, DVI, and HDMI. The monitor also includes a 4-port USB 3.0 hub. Moving on, the VG27AH is a 27-inch display with 1920 x 1080 pixels native resolution, 120 Hz refresh rate, 5 ms response time, IPS LCD panel with 178-degree V/H viewing angles, 250 cd/m² brightness, 80000000:1 ASCR, and a variety of 3D display features.
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18 Comments on ASUS Also Rolls Out New Monitors

#1
xorbe
www.asus.com/Display/LCD_Monitors/PA248QJ/

"The ASUS PA248QJ features a 16:10 aspect ratio, 1920 x 1200 A+ IPS LED-backlit panel for 100% sRGB and 72% NTSC color reproduction"

Now ... make a 2560x1600 also with LED and calibration pretty please!!!
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#2
ACEkombatkiwi
Finally an IPS screen with native 120hz now it just needs to be 2560x1440 res
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#5
Covert_Death
with windows 8 on the horizon im more interested to see a larger variety of touch monitors.... particularly the 24'' 1080p ~<$250 category..... buttttttt i must be the only one cause i'm not seeing them anywhere
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#6
Frick
Fishfaced Nincompoop
Covert_Deathwith windows 8 on the horizon im more interested to see a larger variety of touch monitors.... particularly the 24'' 1080p ~<$250 category..... buttttttt i must be the only one cause i'm not seeing them anywhere
That size and resolution plus touch for that price... Yeah it'll be a while before those come out.
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#8
mediasorcerer
Im in the market for a monitor, preferably 27" 1080 will do fine, but, i plugged my rigg into a 32 inch 1080 tele yesterday and it looked great, now im wondering if just to get a tele?
Thanx for post, gr8 to keep up to date for future purchase.
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#9
qubit
Overclocked quantum bit
I'd be more interested in their 144Hz monitor.
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#11
HossHuge
BigMack70Nice find... that typo almost made me ready to buy a new monitor.
I think that was more of an assumption than a typo. Assumptions and news don't go together.

Good find Andrea deluxe.
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#12
BigMack70
HossHugeI think that was more of an assumption than a typo. Assumptions and news don't go together.

Good find Andrea deluxe.
Well whatever it was, it got me super excited for about 10 seconds :ohwell:
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#13
DoomDoomDoom
24"? Awe. My T260HD has me spoiled...

But I'd love two of those PA248QJs next to each other. Tired of all these 1080p monitors.
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#14
NeoXF
Ugh... just give us 3840x2160 screens (or something) already... or at least more price-friendly 2560x1440s...
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#15
Super XP
1920 x 1080p is more than enough for me for now. Especially on a 24" HD screen. My ASUS LED looks great and games even better. But wow 3840 x 2160, do games support this res?
Asus VE248H Black 24" 1080p 2ms LED 10,000,000:1
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#16
qubit
Overclocked quantum bit
Super XPBut wow 3840 x 2160, do games support this res?
Any game should support any resolution, as it's all the same general algorithm, with different screen sizes put in. But yeah, for some weird reason they don't. :wtf:
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#17
Covert_Death
qubitAny game should support any resolution, as it's all the same general algorithm, with different screen sizes put in. But yeah, for some weird reason they don't. :wtf:
pretty sure it works the other way around though... instead of building UP resolution, it builds down. they create the game with a MAX resolution (textures and all that are made in this resolution) and then anything BELOW that is supported.

it just simply wouldn't work the other way around to go infinitely up in resolution. if a texture is made for 1080p res, how are you supposed to render a scene in a higher resolution??? the textures don't exist for it
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#18
qubit
Overclocked quantum bit
Covert_Deathpretty sure it works the other way around though... instead of building UP resolution, it builds down. they create the game with a MAX resolution (textures and all that are made in this resolution) and then anything BELOW that is supported.

it just simply wouldn't work the other way around to go infinitely up in resolution. if a texture is made for 1080p res, how are you supposed to render a scene in a higher resolution??? the textures don't exist for it
Sure, it works, the game engine just upscales the texture. This is what happens when you go up close to an object and it looks all blurry, because you've reached the limit of the texture. Remember, the textures never have a 1:1 correlation with the screen pixels, because they're always resized, shown at an angle, have an effect applied, rotated etc. Rendering them on a super high res screen is no different at all.
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