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BenQ Launches 4LED Short-Throw Projector for Immersive Console Gaming in XXL Format

TheLostSwede

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BenQ, one of the world's leading brands in DLP projectors, introduces the TH690ST 4LED gaming projector with short-throw technology. The new addition to BenQ's gaming projector series is great for all types of entertainment, whether for console gaming or watching movies and series or for broadcasting live sporting events. Via the 2 HDMI (2.0b) interfaces, the TH690ST can be used with all popular gaming consoles, such as the Sony PS5/PS4, Nintendo Switch or Xbox series and is the perfect partner for fast-paced virtual sports, response-critical FPS and time-sensitive battles. With its 1080P HDR picture quality, low input lag of just 8.33 ms at 120 Hz and brightness of 2300 ANSI lumen, the TH690ST is now available in stores at a suggested retail price of €1,199 including VAT.

With an image diagonal of up to 100 inches from a distance of only 1.5 meters from the projection surface, the TH690ST 4LED short-throw projector is a cost-effective alternative to large-screen TVs. For easy and convenient projection from different positions in the room, the 2D keystone correction eliminates trapezoidal effects and optimizes image alignment. With its 4LED light source, the TH690ST offers compelling image quality with high brightness, clear contrast and balanced saturation. The lifespan of the LED light source is rated at 30,000 hours in ECO mode, which, assuming approximately 4 hours of daily use, equates to approximately 21 years of use without the need for a replacement.




Gaming with colour accuracy
Gamers can enjoy in-game interactions with extra realism and intensity thanks to the TH690ST's specially designed preset game modes. Optimized game modes for light and dark environments are also available for greater clarity and detail when immersed in the respective game atmosphere.

BenQ's 4LED gaming projector achieves particularly colour accuracy with 84% DCI-P3 and 98% Rec. 709 colour space coverage. Plus, the TH690ST is 4K HDR compatible, so HDR can be reproduced for both 4K and 1080P.

Convincing sound
Two built-in 5 watt treVolo stereo speakers provide a powerful soundscape by balancing highs, mids and lows and combining them to create a compelling sound experience. Users can quickly switch between Standard, Cinema, Music, Game, Sports and Custom sound modes to achieve the best sound experience to match the content being viewed.


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These projectors really need VRR. I have a 100' 1080p 120hz BENQ previous model projector in my basement and it's been great (downsampling makes a difference in image quality too) ... but my other TVs in the house have VRR and I don't have to constantly hit 120fps at 4k to keep screen tearing from happening. I hate screen tearing.
 
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These projectors really need VRR. I have a 100' 1080p 120hz BENQ previous model projector in my basement and it's been great (downsampling makes a difference in image quality too) ... but my other TVs in the house have VRR and I don't have to constantly hit 120fps at 4k to keep screen tearing from happening. I hate screen tearing.
vSync?
 
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Vsync does nothing when the frame rate drops below the fixed display refresh rate ... causing screen tearing. VRR / Gsync is the way to go.
Yes it does. I feel like you've never used vsync before. If you have a display at 60hz and you have vsync enabled, then your frame rate drops below 60, say to 50, (more accurately your frame takes 20ms to render, which is longer than the 16ms time you had to hit 60fps) then the engine/driver has to wait for the next display refresh cycle before it can display the new frame. The benefit here is that the display is updated with a new frame when it's ready to receive one (and not when it's in the middle of displaying the previous frame, hence tearing), but it very strictly can only take a frame once every 16ms, and if you miss that deadline, you have to wait for the next. The problem with vsync is it feels awful because your framerate jumps from 60->30->15, not that it has screen tearing.

I originally wanted to come here to say "Still DLP, still shit". And that 4LED feels like a marketing term designed to get consumers to go "huh, 3LCD? well this one has 4LED, it must be better!"
 
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Yes it does. I feel like you've never used vsync before. If you have a display at 60hz and you have vsync enabled, then your frame rate drops below 60, say to 50, (more accurately your frame takes 20ms to render, which is longer than the 16ms time you had to hit 60fps) then the engine/driver has to wait for the next display refresh cycle before it can display the new frame. The benefit here is that the display is updated with a new frame when it's ready to receive one (and not when it's in the middle of displaying the previous frame, hence tearing), but it very strictly can only take a frame once every 16ms, and if you miss that deadline, you have to wait for the next. The problem with vsync is it feels awful because your framerate jumps from 60->30->15, not that it has screen tearing.

I originally wanted to come here to say "Still DLP, still shit". And that 4LED feels like a marketing term designed to get consumers to go "huh, 3LCD? well this one has 4LED, it must be better!"

You're joking, right? I've been forcing VSYNC in the Nvidia control panel since 2010 (and turning it on in game). Anytime the frame rate is less than the display refresh rate, there's screen tearing and it's aweful. And yes the frame rate jumps all over the place. It's not consitent. That's what I'm saying. Gsync's been around for a while and VRR on these new TVs is awesome. We need projectors to implement VRR. Heck, we need VR headsets to implement them too. Async warp sucks.
 
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You're joking, right? I've been forcing VSYNC in the Nvidia control panel since 2010 (and turning it on in game). Anytime the frame rate is less than the display refresh rate, there's screen tearing and it's aweful. And yes the frame rate jumps all over the place. It's not consitent. That's what I'm saying. Gsync's been around for a while and VRR on these new TVs is awesome. We need projectors to implement VRR. Heck, we need VR headsets to implement them too. Async warp sucks.
Literally the entire point of vsync is to eliminate screen tearing. If you've been applying it, then it hasn't been working as intended. To that end, I know of at least one case where a screen didn't properly sync with the video card and vsync didn't remove tearing like it should have. So no, I'm not kidding, if you've been seeing tearing, then either it hasn't been working or when you say tearing, you're talking about something complete different from the rest of the human race. vsync != framerate limit btw.
 
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This is the first entry that pops up on DuckDuckGo about VSYNC screen tearing, and describes my issue clearly. Yes it's happened on all my monitors and displays, with all my different PCs, with VSYNC enabled throughout the years.

What Are Main Causes Of Screen Tearing With Vsync On?

There are two main causes of screen tearing with vsync on:

Frames per second (FPS) lower than the monitor’s refresh rate

The monitor is only capable of displaying a limited number of frames each second (usually 60, but can range from 50 to 100+). When the game’s FPS falls below this mark, it will begin to currently load a frame while another is still being shown; then it waits until the next monitor refresh cycle before loading that next frame, resulting in something like this. This happens because Windows doesn’t allow for fine control over when Vsync starts – it’s either always enabled or always disabled.
 
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This is the first entry that pops up on DuckDuckGo about VSYNC screen tearing, and describes my issue clearly. Yes it's happened on all my monitors and displays, with all my different PCs, with VSYNC enabled throughout the years.

What Are Main Causes Of Screen Tearing With Vsync On?

There are two main causes of screen tearing with vsync on:

Frames per second (FPS) lower than the monitor’s refresh rate

The monitor is only capable of displaying a limited number of frames each second (usually 60, but can range from 50 to 100+). When the game’s FPS falls below this mark, it will begin to currently load a frame while another is still being shown; then it waits until the next monitor refresh cycle before loading that next frame, resulting in something like this. This happens because Windows doesn’t allow for fine control over when Vsync starts – it’s either always enabled or always disabled.
vSync's point is to elliminate tearing. In case your FPS falls below the refresh rate, it still can't load half an image. It can not. It will skipp that cycle of refresh and show the full image in the next. That is the point. If the vSync you use allows half an image to load, then you're scammed to go buy G-Sync.

I used vSync since 1998 until my first FreeSync monitor in 2017. The only thing you should get is maybe some stuttering. The visible perception of the "missed" refresh-cycles where the monitor shows the previous image twice which cause a "virtual" frame-drop by not letting half a frame to load in thus loweri g the visible FPS. Since the refresh-tate of the monitor is like fixed 60Hz the only FPS that can smoothly go through is 30 and 60. Everything in-between will end up in a fluctuation between the two. 45FPS will be frame-times like 30-60-30-60. Dropping to 37 would look like 30-30-30-60-30-30-30-60. Because the frame-buffer is rolling the whole thing in front of it.

What you described is you somehow forcing vSync to break itself, thus not working. BTW, why do you have to force vSync in the first place when all the games have the option?
 
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