lcd screen specs quotation

LCD stands for “Liquid Crystal Display” and TFT stands for “Thin Film Transistor”. These two terms are used commonly in the industry but refer to the same technology and are really interchangeable when talking about certain technology screens. The TFT terminology is often used more when describing desktop displays, whereas LCD is more commonly used when describing TV sets. Don’t be confused by the different names as ultimately they are one and the same. You may also see reference to “LED displays” but the term is used incorrectly in many cases. The LED name refers only to the backlight technology used, which ultimately still sits behind an liquid crystal panel (LCD/TFT).

As TFT screens are measured differently to older CRT monitors, the quoted screen size is actually the full viewable size of the screen. This is measured diagonally from corner to corner. TFT displays are available in a wide range of sizes and aspect ratios now. More information about the common sizes of TFT screens available can be seen in our section about resolution.

16:9 = wide screen formats such as 1920 x 1080 and 2560 x 1440. 16:9 is commonly used for multimedia displays and TV’s and is increasingly becoming the standard

The resolution of a TFT is an important thing to consider. All TFT’s have a certain number of pixels making up their liquid crystal matrix, and so each TFT has a “native resolution” which matches this number. It is always advisable to run the TFT at its native resolution as this is what it is designed to run at and the image does not need to be stretched or interpolated across the pixels. This helps keep the image at its most clear and at optimum sharpness. Some screens are better than others at running below the native resolution and interpolating the image which can sometimes be useful in games.

You generally cannot run a TFT at a resolution of above its native resolution although some screens have started to offer “Virtual” resolutions, for example “virtual 4k” where the screen will accept a 3840 x 2160 input from your graphics card but scale it back to match the native resolution of the panel which is often 2560 x 1440 in these examples. This whole process is rather pointless though as you lose a massive amount of image quality in doing so.

Make sure your graphics card can support the desired resolution of the screen you are choosing, and based on your uses. If you are a gamer, you may want to consider whether your graphics card can support the resolution and refresh rate you will want to use to power your screen. Also keep in mind whether you are planning to connect external devices and the resolution they are designed to run at. For instance if you have a 16:10 format screen and plan to use an external device which runs at 16:9, you will need to ensure the screen is able to scale the image properly and add black borders, instead of distorting the aspect ratio of the image.

Ultra-high resolutions must be thought of in a slightly different way. Ultra HD (3840 x 2160) and 4K (4096 x 2160) resolutions are being provided nowadays on standard screen sizes like 24 – 27” for instance. Traditionally as you increased the resolution of panels it was about providing more desktop real estate to work with. However, with those resolutions being so high, and the screen size being relatively small still, the image and text becomes incredibly small if you run the screen at normal scaling at those native resolutions. For instance imagine a 3840 x 2160 resolution on a 24” screen compared with 1920 x 1080. The latter would probably be considered a comfortable font size for most users. These ultra-high resolutions nowadays are about improving image clarity and sharpness, and providing a higher pixel density (measured as pixels per inch = PPI). In doing so, you can improve the sharpness and clarity of an image much like Apple have famously done with their “Retina” displays on iPads and iPhones. To avoid complications with tiny images and fonts, you will then need to enable scaling in your operating system to make everything easier to see. For instance if you enabled scaling at 150% on a 3840 x 2160 resolution, you would end up with a screen real estate equivalent to a 2560 x 1440 panel (3840 / 1.5 = 2560 and 2160 / 1.5 = 1440). This makes text much easier to read and the whole image a more comfortable size, but you then get additional benefits from the higher pixel density instead, which results in a sharper and crisper image.

Generally you will need to take scaling in to consideration when purchasing any ultra-high resolution screen, unless it’s of a very large size. The scaling ability does vary however between different operating systems so be careful. Apple OS and modern Windows (8 and 10) are generally very good at handling scaling for ultra-high res displays. Older operating systems are less capable and may sometimes be complicated. You will also find varying support from different applications and games, and often end up with weird sized fonts or sections that are not scaled up and remain extremely small. A “standard” resolution where you don’t need to worry about scaling might be simpler for most users.

To display this content of this type, your screen needs to be able to 1) handle the full resolution naturally within its native resolution, and 2) be able to handle either the progressive scan or interlaced signal over whatever video interface you are using. If the screen cannot support the full resolution, the image can still be shown but it will be scaled down by the hardware and you won’t be take full advantage of the high resolution content. So for a monitor, if you want to watch 1080 HD content you will need a monitor which can support at least a vertical resolution of 1080 pixels, e.g. a 1920 x 1080 monitor.

This has given rise to modern Ultra HD standards and terms like 4K and 5K. Ultra HD is a term for monitors with a 3840 x 2160 resolution, that being four times the resolution of Full HD 1920 x 1080. Screens with this Ultra HD resolution are often referred to as “4K” as well, although strictly that should only be used for screens with 4092 x 2160 resolution (4K representing the vertical resolution here). There are also some 5K capable monitors produced which offer 5120 x 2880 resolution (5K here representing the vertical resolution). Please see the following sections which talk about Pixel Pitch and PPI and will help you understand these higher resolutions in more detail.

Unlike on CRT’s where the dot pitch is related to the sharpness of the image, the pixel pitch of a TFT is related to the distance between pixels. This value is fixed and is determined by the size of the screen and the native resolution (number of pixels) offered by the panel. Pixel pitch is normally listed in the manufacturers specification. Generally you need to consider that the ‘tighter’ the pixel pitch, the smaller the text will be, and potentially the sharper the image will be. To be honest, monitors are normally produced with a sensible resolution for their size and so even the largest pixel pitches return a sharp images and a reasonable text size. Some people do still prefer the larger-resolution-crammed-into-smaller-screen option though, giving a smaller pixel pitch and smaller text. It’s down to choice and ultimately eye-sight.

For instance you might see a 35″ ultra-wide screen with only a 2560 x 1080 resolution which would have a 0.3200 mm pixel pitch. Compare this to a 25″ screen with 2560 x 1400 resolution and 0.2162 mm pixel pitch and you can see there will be a significant different in font size and image sharpness. There are further considerations when it comes to the pixel pitch of ultra-high resolution displays like Ultra HD and 4K. See the section on PPI for more information.

Resolution is typically thought as a factor which determines the screen area or screen “real estate” you will have available. In years gone by as panel sizes increased, resolutions were increased as well and so bigger screens could offer you more desktop space to work with. Split-screen working and high resolution image work become more and more possible. This is fine up to a point, but pushing resolution for the purposes of delivering more desktop real-estate reaches a point where it becomes somewhat impractical for desktop monitors. For instance, a 40″ 3840 x 2160 resolution delivers a comfortable pixel pitch and font size natively (very similar to a 27″ at 2560 x 1440), so if you wanted a higher resolution than this you would have to increase the screen size again probably. You start to reach the point where sitting close to a screen so large becomes impractical.

Instead manufacturers are now focusing on delivering higher resolutions in to existing panel sizes, not for the purpose of providing more desktop real-estate, but for the purpose of improving image sharpness and picture quality. Apple started this trend with their “Retina Displays” used in iPads and iPhones, improving image sharpness and clarity massively. It is common now to see smaller screens such as 24″ and 27″ for instance, but with high resolutions like 3840 x 2160 (Ultra HD) or even 5120 x 2880 (5K). By packing more pixels in to the same screen size which would typically offer a 2560 x 1440 resolution, panel manufacturers are able to provide much smaller pixel pitches and improve picture sharpness and clarity. To measure this new way of looking at resolution you will commonly see the spec of ‘Pixels Per Inch’ (PPI) being used.

Of course the problem with this is that if you run a screen as small as 27″ with a 5K resolution, the font size is absolutely tiny by default. You get a massive boost of desktop real-estate, just like when moving from 1920 x 1080 to 2560 x 1440, but that’s not the purpose of these higher resolutions now. To overcome this you need to use the scaling options in your Operating System software to scale the image and make it more usable. Windows provides for instance scaling options like 125% and 150% within the control panel. On a 3840 x 2160 Ultra HD resolution if you use a 150% scaling option for example you will in effect reduce the desktop area by a third, resulting in the same desktop area as a 2560 x 1440 display (i.e. 2560 x 150% = 3840). The OS scaling makes font sizes more comfortable and reasonable, but you maintain the sharp picture quality and small pixel pitch of the higher resolution panel. A 3840 x 2160 res panel scaled at 150% in Windows will look sharper and crisper than a 2560 x 1440 native panel without scaling, despite the fact both would have the same effective desktop area available.

Scaling via your OS is not the same as scaling from your monitor. If you just simply ran the screen at a lower resolution like 2560 x 1440 within the resolution section of your graphics card, the image gets interpolated by the monitor scaler instead. You get the same end result of a 2560 x 1440 sized desktop area size, but the image clarity is lost and you lose a lot of sharpness. The monitor is doing the interpolation for you here. Instead you run the screen at the full 3840 x 2160 resolution in the graphics card settings and allow the OS scaling control to increase font size and make the image useable.

While this aspect is not always discussed by display manufacturers it is a very important area to consider when selecting a TFT monitor. The LCD panels producing the image are manufactured by many different panel vendors and most importantly, the technology of those panels varies. Different panel technologies will offer different performance characteristics which you need to be aware of. Their implementation is dependent on the panel size mostly as they vary in production costs and in target markets. The four main types of panel technology used in the desktop monitor market are:

TN Film was the first panel technology to be widely used in the desktop monitor market and is still regularly implemented in screens of all sizes thanks to its comparatively low production costs. TN Film is generally characterized by good pixel responsiveness making it a popular choice for gamer-orientated screens. Where overdrive technologies are also applied the responsiveness is improved further. TN Film panels are also available supporting 120Hz+ refresh rates making them a popular choice for stereoscopic 3D compatible screens. While older TN Film panels were criticized for their poor black depth and contrast ratios, modern panels are actually very good in this regard, often producing a static contrast ratio of up to 1000:1. Perhaps the main limitation with TN Film technology is its restrictive viewing angles, particularly in the vertical field. While specs on paper might look promising, in reality the viewing angles are restrictive and there are noticeable contrast and gamma shifts as you change your line of sight. TN Film panels are normally based around a 6-bit colour depth as well, with a Frame Rate Control (FRC) stage added to boost the colour palette. They are often excluded from higher end screens or by colour enthusiasts due to this lower colour depth and for their viewing angle limitations. TN Film panels are regularly used in general lower end and office screens due to cost, and are very popular in gaming screens thanks to their low response times and high refresh rate support. Pretty much all of the main panel manufacturers produce TN Film panels and all are widely used (and often interchanged) by the screen manufacturers.

Nowadays IPS panels are produced and developed by several leading panel manufacturers. LG.Display technically own the IPS name and continue to invest in this popular technology. Samsung began production of their very similar PLS (Plane to Line Switching) technology, as did AU Optronics with their AHVA (Advanced Hyper Viewing Angle). These are all so similar in performance and features that they can be simply referred to now as “IPS-type”. Indeed monitor manufacturers will normally stick to the common IPS name but the underlying panel may be produced by any number of different manufacturers investing in this type of panel tech. AU Optronics have done a good job with finally increasing the refresh rate of their IPS panels, and making them a more viable option for gamers. Native 144Hz IPS-type panels are now available and response times continue to be reduced as well. Modern IPS panels are characterized by decent response times, if not quite as fast as TN Film they are certainly more fluid than older panels. Contrast ratios are typically around 1000:1 and viewing angles continue to be the widest and most stable of any panel technology. You will find varying colour depths including 6-bit+FRC and 8-bit commonly being used, although this makes little difference in practice. One of the remaining limitations with IPS-type technologies are the so-called “IPS glow”, where darker content introduces a pale glow when viewed from an angle. It’s a characteristic of the panel technology and pretty hard to avoid without additional filters being added to the panels. On larger and wider screens some people find this glow distracting and problematic.

This technology was developed by Sharp for use in some of their TFT displays. It consists of several improvements that Sharp claim to have made, mainly to counter the drawbacks of the popular TN Film technology. They have introduced an Anti-Glare / Anti-Reflection (AGAR) screen coating which forms a quarter-wavelength filter. Incident light is reflected back from front and rear surfaces 180° out of phase, thus canceling reflection rather diffusing it as others do. As well as reducing glare and reflection from the screen, this is marketed as being able to offer deeper black levels. Sharp also claim to offer better contrast ratios than any competing technology (VA and IPS); but with more emphasis on improving these other technologies, this is probably not the case with more modern panels. There are very few ASV monitors around really, with the majority of the market being dominated by TN, VA and IPS panels.

This panel technology was developed by NEC LCD, and is reported to offer wide viewing angles, fast response times, high luminance, wide colour gamut and high definition resolutions. Of course, there is a lot of marketing speak in there, and the technology is not widely employed in the mainstream monitor market. Wide viewing angles are possible thanks to the horizontal alignment of liquid crystals when electrically charged. This alignment also helps keep response times low, particularly in grey to grey transitions. Their SFT range also offers high definition resolutions and are commonly used in medical displays where extra fine detail is required.

NEC’s SFT technology was first developed to be labelled as Advanced-SFT (A-SFT) which offered enhanced luminance figures. This then developed further to Super Advanced-SFT (SA-SFT) where colour gamut reached 72% of the NTSC colour space, and then to Ultra Advanced-SFT (UA-SFT) where the gamut was still at 72% or higher, but with a further enhancement of the luminance as compared with SA-SFT. These changes were all made possible thanks to the improved transmissivity of the SFT technology. More information is available from NEC LCD

Do not rely entirely on response time specs quoted by manufacturers as a be all and end all to the monitor’s performance. Different manufacturers have different ways of measuring their response time, and one 5ms panel might not be the same in real use to another 5ms panel for instance. Panel technology also plays a part here, and don’t get confused with standard response times and grey to grey (G2G) figures. However, response times can be treated a guide to the performance of the screen, and as a rule of thumb, the lower the better.

The traditional response time standard (ISO response time) is measured as the rise time (tR) and fall time (tF) of a pixel as it changes black > white > black. The total ‘response time’ is quoted as the total of the tR + tF. On older screens users needed to be wary of the figures manufacturers quote, as sometimes the ‘response time’ can be quoted as just the rise time, and not the total response time. This measurement of the black > white > black transition was defined as the ISO standard for response time measurements before the days of ‘overdrive’ being used (discussed in a moment). The reason this particular transition was selected as the response time figure was that it was always the fastest change possible, and manufacturers therefore quoted their best measurement. The reason this was the fastest was because at the time the highest voltage was applied to the pixels to make that change (since it was the most drastic difference from black to white).

On these older panels where overdrive was not being used, in reality the response time of the pixels will vary depending on the colour change they are making. In practice, a full black > white change is not common, and instead the pixel transitions are in shades of grey, and are then passed through the RGB colour filters. The speed of change will depend on the darkness of the transition, and traditionally (before overdrive) the transitions to lighter greys will be faster. Therefore, a manufacturers quoted response time does not necessarily mean that the speed of the pixels is the same for all the transitions. It is always a good idea to see if there are any third party measurements of response time for any given screen before considering how fast a panel really is in practice. Also take into account perceived response time measurements and comparisons between screens as we carry out in our reviews.

Take for instance this example response time graph (rise times from 0 > x) I have put together. The X-axis defines the grey scale ranging from code 0 to code 255, and the Y-axis shows the response time across this range. As you progress to the right of the graph, the transitions are getting progressively lighter. So for instance at code 100 the transition is from black > dark grey, but at code 200 the transition is from black > light grey. At code 255, this is the change from black > white and is traditionally the fastest transition. It is the fastest because this is the widest change and therefore the largest voltage is applied to the liquid crystals. For many years, manufacturers have quoted the fastest transition of the panel as the figure for ‘response time’. This was always at the black > white > black transition and so this became accepted as the ISO standard norm for measuring response time. If this graph were a real panel, it would very likely be quoted as a 10ms screen and shows a characteristic curve for a traditional, non-overdriven, TN Film panel.

As you can see from the graph, the actual response time can vary quite considerably across the whole grey range, with some changes being much slower. This is the reason you cannot always rely on quoted specs to give an accurate representation of a screens actual pixel response performance. The quoted figures from manufacturers should be treated as a rough guide however to a panels response time, as generally there has been some improvements in the overall latency with the changes from 25ms > 16ms > 12ms > 8ms > 5ms panel generations for instance. The shape of the graph is likely to remain quite similar, but overall, the curve will probably be a little lower when comparing an 8ms to a 16ms for instance. Overall it won’t be twice as fast though.

One thing to note regarding pixel response time is that the overall performance of the TFT will also depend on the technology of the panel used. TN film panels offer response time graphs similar to that above, but screens based on traditional VA / IPSvariant panels can show response time graphs more like this (we are assuming for now non-overdriven panels):

This is again a mock up, but shows a typical curve shape you may expect from a VA / IPS panel (not using overdrive) when compared with TN film. Although a VA/IPS screen might be quoted as perhaps 12ms for instance, this might not mean it is as reactive as a 12ms TN film panel. Again, it is a good idea to check for reviews which measure the response time across the whole range as well as to consider real-life responsiveness tests such as those we carry out in our reviews.

We use this software to test the monitors we review, capturing images using a camera and comparing the best case and worst case examples. This gives us a good way to compare screens side by side and evaluate a screens responsiveness in practice. We then combine those visual tests with the more advanced oscilloscope measurements to give a comprehensive understanding of a panels response times and gaming performance.

In addition to pixel response time measurements and visual tests described above, it is also possible to capture the levels of blurring and smearing the human eye will experience on a display. This is achieved using a pursuit camera setup. They are simply cameras which follow the on-screen motion and are extremely accurate at measuring motion blur, ghosting and overdrive artefacts of moving images. Since they simulate the eye tracking motion of moving eyes, they can be useful in giving an idea of how a moving image appears to the end user. It is the blurring caused by eye tracking on continuously-displayed refreshes (sample-and-hold) that we are keen to analyse with this new approach. This is not pixel persistence caused by response times; but a different cause of display motion blur which cannot be captured using static camera tests. Low response times do have a positive impact on motion blur, and higher refresh rates also help reduce blurring to a degree. It does not matter how low response times are, or how high refresh rates are, you will still see motion blur from LCD displays under normal operation to some extent and that is what this section is designed to measure. Further technologies specifically designed to reduce perceived motion blur are required to eliminate the blur seen on these type of sample-and-hold displays which we will also look at.

These tests capture the kind of blurring you would see with the naked eye when tracking moving objects across the screen (example from the Asus ROG Swift PG279Q). As you increase the refresh rate the perceived blurring is reduced, as refresh rate has a direct impact on motion blur. It is not eliminated entirely due to the nature of the sample-and-hold LCD display and the tracking of your eyes. No matter how fast the refresh rate and pixel response times are, you cannot eliminate the perceived motion blur without other methods.Tests like the above would give you an idea of the kind of perceived motion blur range when using the particular screen without any bur reduction mode active.

On screens with blur reduction backlights it is possible to greatly reduce the perceived motion blur. With these blur reduction features enabled the backlight is strobed briefly, once per refresh, for low persistence.The brief backlight flash prevents tracking-based motion blur and the moving object is far easier to see when tracking it across the screen with your eyes (or by the pursuit camera). Normally these blur reduction modes lead to extremely little leftover ghosting caused by pixel transitions (virtually invisible to the human eye), since nearly all (>99%+) pixel transitions, including overdrive artefacts, are now kept unseen by the human eye, while the backlight is turned off between refreshes.

The clarity of the moving image is improved significantly and tracking across the screen with your eye is much easier and clearer. These kind of tests give you a good visual indication of the improvements which blur reduction backlights can bring in perceived motion blur.

Some technologies boast the ability to dynamically control contrast (Dynamic Contrast Ratio – DCR) and offer much higher contrast ratios which are incredibly high (millions:1 for instance!). Be wary of these specs as they are dynamic only, and the technology is not always very useful in practice. Traditionally, TFT monitors were said to offer poor black depth, but with the extended use of VA panels, the improvements from IPS and TN Film technology, and new Dynamic Contrast Control technologies, we are seeing good improvements in this area. Black point is also tied in to contrast ratio. The lower the black point, the better, as this will ensure detail is not lost in dark image when trying to distinguish between different shades.

Brightness as a specification is a measure of the brightest white the TFT can display, and is more accurately referred to as its luminance. Typically TFT’s are far too bright for comfortable use, and the On Screen Display (OSD) is used to turn the brightness setting down. Brightness is measure in cd/m2 (candella per metre squared). Note that the recommended brightness setting for a TFT screen in normal lighting conditions is 120 cd/m2. Default brightness of screens out of the box is regularly much higher so you need to consider whether the monitor controls afford you a decent adjustment range and the ability to reduce the luminance to a comfortable level based on your ambient lighting conditions. Different uses may require different brightness settings as well so it is handy when reviews record the luminance range possible from the screen as you adjust the brightness control from 100 to 0%.

10-bit colour depth is typically only used for very high end graphics uses and in professional grade monitors. There are three main ways of implementing 10-bit colour depth support. Most screens which are advertised as having 10-bit support are actually using true 8-bit panels. There is an additional FRC stage added to extend the colour palette. This FRC can be applied either on the panel side (8-bit + FRC panels) or on the monitor LUT/electronics side. Either way, the screen simulates a larger colour depth and does not offer a ‘true’ 10-bit support. You can also only make use of this 10-bit support if you have a full end-to-end 10-bit workflow, including a supporting software, graphics card and operating system. There are a few ‘true’ 10-bit panels available but these are prohibitively expensive and rarely used at the moment. See our panel parts database for more information about different panels.

Colour gamut in TFT monitors refers to the range of colours the screen is capable of displaying, and how much of a given reference colour space it might be able to display. It is ultimately linked to backlight technology and not to the panel itself.

Laser Displays are capable of producing the biggest colour gamut for a system with three basic colours, but even a laser display cannot reproduce all the colours the human eye can see, although it is quite close to doing that. However, in today’s monitors, both CRT and LCD (except for some models I’ll discuss below), the spectrum of each of the basic colours is far from monochromatic. In the terms of the CIE diagram it means that the vertexes of the triangle are shifted from the border of the diagram towards its centre.

Traditionally, LCD monitors were capable of giving approximate coverage of the sRGB reference colour space as shown in the diagram above. This is defined by the backlighting used in these displays – Cold-cathode fluorescent lamps (CCFL) that are employed which emit radiation in the ultraviolet range which is transformed into white colour with the phosphors on the lamp’s walls. These backlight lamps shine through the LCD panel, and through the RGB sub-pixels which act as filters for each of the colours. Each filter cuts a portion of spectrum, corresponding to its pass-band, out of the lamp’s light. This portion must be as narrow as possible to achieve the largest colour gamut.

Traditional CCFL backlighting offers a gamut pretty much covering the sRGB colour space. However, the sRGB space is a little small to use as a reference in specifications for colour gamuts and so the larger NTSC colour space reference is also sometimes used. The sRGB space corresponds to approximately 72% of the NTSC colour space, which is a figure commonly used in specifications for standard CCFL backlit monitors. If you read the reviews here, you will see that analysis with colorimeter devices allows us to measure the colour gamut, and you can easily spot those screens utilising regular CCFL backlighting by the fact their gamut triangle is pretty much mapped to the reference sRGB triangle. The sRGB colour space is lacking most in green hues as compared with the gamut of the human eye. It should be noted that most content is produced based on the sRGB colour space, including Windows, many popular applications and internet content.

To help develop and improve on the colour space a screen is capable of displaying a new generation CCFL backlighting was introduced. These so-called “wide gamut” backlights allow a gamut coverage of typically 92 – 102% of the NTSC colour space. There is a difference in practice which all users should be able to detect. The colour space available is extended mainly in green shades as you can see from the image above. Red coverage is also extended in some cases. This extended colour space sounds appealing on face value since the screens featuring WCG-CCFL backlighting can offer a broader range of colours. Manufacturers will often promote the colour space coverage of their screens with these high figures. In practice you need to consider what impact this would have on your use.

It’s important to consider what colour space your content is based around. sRGB has long been the preferred colour space of all monitors, and is in fact the reference for the Windows operating system and the internet. As such, most content an average user would ever use is based on sRGB. If you view sRGB content on a wide gamut screen then this can lead to some colours looking incorrect as they are not mapped correctly to the output device. In practice this can lead to oversaturation, and greens and reds can often appear false, oversaturated or neon-like. Colour managed applications and a colour managed workflow can prevent this but for the average user the cross-compatibility of widely used sRGB content and a wide gamut screen may present problems and prove troublesome. Some users don’t object to the over saturated and ‘cartoony’ colours for their use, but to many, it is an issue.

Of course the opposite is true if in fact you are working with content which is based on a wider colour space. In photography, the Adobe RGB colour space is often used and is wider than the sRGB reference. If you are working with wide gamut content, with wide gamut supported applications, you would want a screen that can correctly display the full range of colours. This could not be achieved using a traditional CCFL backlit display with only sRGB coverage, and so a wide gamut screen would be needed. Wide gamut displays are often aimed at colour enthusiasts and professional uses as a result.

A compromise is sometimes available in the form of a screen which can support a range of colour spaces accurately. Some higher end screens come with a wide gamut backlight unit. Natively these offer a gamut covering 92 – 102% of the NTSC colour space. However, they also feature emulation modes which can simulate a smaller colour space. These emulation modes are normally available through the OSD menu and offer varying options with varying degrees of reliability. In the best cases the screens can emulate the smaller Adobe RGB colour space, and also the sRGB colour space. This allows the user to work in whichever colour space they prefer but gives them compatibility with a wider range of content if they have the need. The success of these colour space emulations will vary from one screen to another however and are not always accurate. Obviously you are still paying additional money for the wide gamut support, so if you’re only really interested in using sRGB mode then you’d probably be better looking for a standard gamut backlit screen.

LED backlighting has now become the norm for desktop monitors and is available in a few variations. The most common is White-LED (W-LED), which is a replacement for standard CCFL backlighting. The LED’s are placed in a line along the edge of the matrix, and the uniform brightness of the screen is ensured by a special design of the diffuser. The colour gamut is limited to sRGB as standard (around 68 – 72% NTSC) but the units are cheaper to manufacturer and so are being utilised in more and more screens, even in the more budget range. They do have their environmental benefits as they can be recycled, and they have a thinner profile making them popular in super-slim range models and notebook PC’s. It is possible to extend the colour gamut of W-LED displays using “Quantum Dot” technologies which are fairly new.

There are also wide gamut LED backlights available and more commonly used nowadays as they are cheaper to manufacturer than older RGB LED versions. GB-r-LED for instance is provided by LG.Display and can offer wide gamut support from an LED backlight. Other panel manufacturers have their equivalents as well. Modern LED screens with wide gamut support tend to have a percentage coverage of the Adobe RGB reference space listed in the display spec, with 99% Adobe RGB being pretty standard for wide gamut LED technologies.

Viewing angles are quoted in horizontal and vertical fields and often look like this in listed specifications: 170/160 (170° in horizontal viewing field, 160° in vertical). The angles are related to how the image looks as you move away from the central point of view, as it can become darker or lighter, and colours can become distorted as you move away from your central field of view. Because of the pixel orientation, the screen may not be viewable as clearly when looking at the screen from an angle, but viewing angles of TFT’s vary depending on the panel technology used.

As a general rule, the viewing angles are IPS-type > VA-type > TN Film. The viewing angles are often over exaggerated in manufacturers specs, especially with TN Film panels where quoted specs of 160 / 160 and even 170 / 170 are based on overly loose measuring techniques. Be wary of 176/176 figures as these are sometimes used as over-exaggerated specs for a TN Film panel and are based on more lapse measurement techniques as well.

On a CRT monitor, the refresh rate relates to how often the whole screen is refreshed by a cathode ray gun. This is fired down the screen at a certain speed which is determined by the vertical frequency set in your graphics card. If the refresh rate is too low, this can result in flickering of the screen and is often reported to lead to head aches and eye strain. On a CRT, a refresh rate of 72Hz is deemed to be “flicker free”, but generally, the higher the refresh rate the better.

TFT screens do not refresh in the same way as a CRT screen does, where the image is redrawn at a certain rate. As a TFT is a static image, and each pixel refreshes independently, setting the TFT at a common 60Hz native refresh rate does not cause the same problems as it would on a CRT. There is no cathode ray gun redrawing the image as a whole on a TFT. You will not get flicker, which is the main reason for having a high refresh rate on a CRT in the first place. Standard TFT monitors operate with a 60Hz recommended refresh rate, but can sometimes support up to 75Hz maximum (within the spec) or sometimes even further using ‘overclocking’ methods. The reason that 60Hz is recommended by all the manufacturers is that it is related to the vertical frequency that TFT panels run at. Some more detailed data sheets for the panels themselves clearly show that the operating vertical frequency is between about 56 and 64Hz, and that the panels ‘typically’ run at 60Hz (see the LG.Philips LM230W02 datasheet for instance – page 11). If you decide to run your refresh rate from your graphics card above the recommended 60Hz it will work fine, but the interface chip on the monitor will be in charge of scaling the frequency down to 60Hz anyway. Some screens will allow you to run at the maximum 75Hz as well for an additional boost in frame rates and some minor improvements in motion clarity. The support of this will really depend on the screen, your graphics card and the video connection being used. You may find the screen operates fine at the higher refresh rate setting but in reality the screen will often drop frames to meet the 60Hz recommended setting (or spec of the panel) anyway. Generally we would suggest sticking to 60Hz on standard TFT monitors.

One thing which some people are concerned about is the frames per second (fps) which their games can display. This is one of the key reasons users will look to boost their screen beyond 60Hz. This is related to the refresh rate of your screen and graphics card. There is an option for your graphics card to enable a feature called Vsync which synchronizes the frame rate of your graphics card with the operating frequency of your graphics card (i.e. the refresh rate). Without vsync on, the graphics card is not limited in it’s frame rate output and so will just output as many frames as it can. This can often result in graphical anomalies including ‘tearing’ of the image where the screen and graphics card are out of sync and the picture appears mixed as the monitor tries to keep up with the demanding frame rate from the card. To avoid this annoying symptom, vsync needs to be enabled. With vsync on, the frame rate that your graphics card is determined by the refresh rate you have set in Windows. Capping the refresh rate at 60hz in your display settings limits your graphics card to only output 60fps. If you set the refresh at 75hz then the card is outputting 75fps. What is actually displayed on the monitor might be a different matter though as we explained above.

You will see more mention of higher refresh rates from both LCD televisions and now desktop monitors. It’s important to understand the different technologies being used though and what constitutes a ‘real’ 120Hz and what is ‘interpolated’:

Interpolated 120Hz+– These technologies are the ones commonly used in LCD TV’s where TV signal input is limited to 50 / 60 Hz anyway (depending on PAL vs NTSC). To help overcome the issues relating to motion blur on such sets, manufacturers began to introduce a technology to artificially boost the frame rate of the screen. This is done by an internal processing within the hardware which adds an intermediate and interpolated (guessed / calculated) frame between each real frame, boosting from 50 / 60fps to 100 / 120 fps. This technology can offer a noticeable improvement in practice when it is controlled very well. Some sets even have 240 and 480Hz technologies which operate in the same way, but with further interpolation and inserted frames. See here for further information.

True 120HZ technology– to have a true 120Hz screen, it must be capable of accepting a full 120Hz signal output from a device (e.g. a graphics card). Because TV’s are limited at the moment by their input sources they tend to use the above interpolation technology, but with the advent of 3D TV and higher frequency input sources, this will change. Desktop monitors are a different matter though as graphics cards can obviously output a true 120Hz if you have a decent enough card. Some models can accept a 120Hz signal but need different interfaces to cope (e.g. dual-link DVI or DisplayPort).

Manufacturer specifications will usually list power consumption levels for the monitor which tell you the typical power usage you can expect from their model. This can help give you an idea of running costs, carbon footprint and electricity demands which are particularly important when you’re talking about multiple monitors or a large office environment. Power consumption of an LCD monitor is typically impacted by 3 areas:

Specs will often list a typical usage for the screen, normally related to whatever the default factory brightness control / luminance is. They may also list a maximum usage, when brightness is turned up to full and sometimes also an additional maximum when USB ports are in use. A standby power usage is often also included indicating the power draw when the screen is in standby mode. Some screens also feature various presets or modes designed to help limit power consumption, often just involving preset brightness settings. Again these can be useful in multi-monitor environments.

This relates to the connection type from the TFT to your PC or other external device. Older screens nearly all came with an analogue connection, commonly referred to as D-sub or VGA. This allows a connection from the VGA port on your graphics card, where the signal being produced from the graphics card is converted from a pure digital to an analogue signal. There are a number of algorithms implemented in TFT’s which have varying effectiveness in improving the image quality over a VGA connection. Some TFT’s with then offer a DVI input as well to allow you to make use of the DVI output from your graphics card which you might have. This will allow a pure digital connection which can sometimes offer an improved image quality. It is possible to get DVI – VGA converters. These will not offer any improvements over a standard analogue connection, as you are still going through a conversion from digital to analogue somewhere along the line. Dual-Link DVI is also sometimes used which is a single DVI connection but with more pins, allowing for higher resolution/refresh rate support than a single-link DVI.

Some screens also offer other interfaces designed for external devices such as games consoles and DVD players. HDMI, S-Video, Composite and Component are available on some models if this functionality is appealing and are widely implemented to allow connection of other external devices. Some of these interfaces are also capable of carrying sound as well as video (e.g. HDMI). With many modern graphics cards also offering HDMI connections, the availability of these on a monitor is very useful.

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For screen sizes (typically in inches, measured on the diagonal), see Display size. For a list of particular display resolutions, see Graphics display resolution.

One use of the term display resolution applies to fixed-pixel-array displays such as plasma display panels (PDP), liquid-crystal displays (LCD), Digital Light Processing (DLP) projectors, OLED displays, and similar technologies, and is simply the physical number of columns and rows of pixels creating the display (e.g. 1920 × 1080). A consequence of having a fixed-grid display is that, for multi-format video inputs, all displays need a "scaling engine" (a digital video processor that includes a memory array) to match the incoming picture format to the display.

For device displays such as phones, tablets, monitors and televisions, the use of the term display resolution as defined above is a misnomer, though common. The term display resolution is usually used to mean pixel dimensions, the maximum number of pixels in each dimension (e.g. 1920 × 1080), which does not tell anything about the pixel density of the display on which the image is actually formed: resolution properly refers to the pixel density, the number of pixels per unit distance or area, not the total number of pixels. In digital measurement, the display resolution would be given in pixels per inch (PPI). In analog measurement, if the screen is 10 inches high, then the horizontal resolution is measured across a square 10 inches wide.NTSC TVs can typically display about 340 lines of "per picture height" horizontal resolution from over-the-air sources, which is equivalent to about 440 total lines of actual picture information from left edge to right edge.

Some commentators also use display resolution to indicate a range of input formats that the display"s input electronics will accept and often include formats greater than the screen"s native grid size even though they have to be down-scaled to match the screen"s parameters (e.g. accepting a 1920 × 1080 input on a display with a native 1366 × 768 pixel array). In the case of television inputs, many manufacturers will take the input and zoom it out to "overscan" the display by as much as 5% so input resolution is not necessarily display resolution.

The eye"s perception of display resolution can be affected by a number of factors – see image resolution and optical resolution. One factor is the display screen"s rectangular shape, which is expressed as the ratio of the physical picture width to the physical picture height. This is known as the aspect ratio. A screen"s physical aspect ratio and the individual pixels" aspect ratio may not necessarily be the same. An array of 1280 × 720 on a 16:9 display has square pixels, but an array of 1024 × 768 on a 16:9 display has oblong pixels.

An example of pixel shape affecting "resolution" or perceived sharpness: displaying more information in a smaller area using a higher resolution makes the image much clearer or "sharper". However, most recent screen technologies are fixed at a certain resolution; making the resolution lower on these kinds of screens will greatly decrease sharpness, as an interpolation process is used to "fix" the non-native resolution input into the display"s native resolution output.

Most television display manufacturers "overscan" the pictures on their displays (CRTs and PDPs, LCDs etc.), so that the effective on-screen picture may be reduced from 720 × 576 (480) to 680 × 550 (450), for example. The size of the invisible area somewhat depends on the display device. Some HD televisions do this as well, to a similar extent.

Many personal computers introduced in the late 1970s and the 1980s were designed to use television receivers as their display devices, making the resolutions dependent on the television standards in use, including PAL and NTSC. Picture sizes were usually limited to ensure the visibility of all the pixels in the major television standards and the broad range of television sets with varying amounts of over scan. The actual drawable picture area was, therefore, somewhat smaller than the whole screen, and was usually surrounded by a static-colored border (see image to right). Also, the interlace scanning was usually omitted in order to provide more stability to the picture, effectively halving the vertical resolution in progress. 160 × 200, 320 × 200 and 640 × 200 on NTSC were relatively common resolutions in the era (224, 240 or 256 scanlines were also common). In the IBM PC world, these resolutions came to be used by 16-color EGA video cards.

The availability of inexpensive LCD monitors made the 5∶4 aspect ratio resolution of 1280 × 1024 more popular for desktop usage during the first decade of the 21st century. Many computer users including CAD users, graphic artists and video game players ran their computers at 1600 × 1200 resolution (UXGA) or higher such as 2048 × 1536 QXGA if they had the necessary equipment. Other available resolutions included oversize aspects like 1400 × 1050 SXGA+ and wide aspects like 1280 × 800 WXGA, 1440 × 900 WXGA+, 1680 × 1050 WSXGA+, and 1920 × 1200 WUXGA; monitors built to the 720p and 1080p standard were also not unusual among home media and video game players, due to the perfect screen compatibility with movie and video game releases. A new more-than-HD resolution of 2560 × 1600 WQXGA was released in 30-inch LCD monitors in 2007.

In 2010, 27-inch LCD monitors with the 2560 × 1440 resolution were released by multiple manufacturers, and in 2012, Apple introduced a 2880 × 1800 display on the MacBook Pro. Panels for professional environments, such as medical use and air traffic control, support resolutions up to 4096 × 21602048 × 2048 pixels).

In this image of a Commodore 64 startup screen, the overscan region (the lighter-coloured border) would have been barely visible when shown on a normal television.

When a computer display resolution is set higher than the physical screen resolution (native resolution), some video drivers make the virtual screen scrollable over the physical screen thus realizing a two dimensional virtual desktop with its viewport. Most LCD manufacturers do make note of the panel"s native resolution as working in a non-native resolution on LCDs will result in a poorer image, due to dropping of pixels to make the image fit (when using DVI) or insufficient sampling of the analog signal (when using VGA connector). Few CRT manufacturers will quote the true native resolution, because CRTs are analog in nature and can vary their display from as low as 320 × 200 (emulation of older computers or game consoles) to as high as the internal board will allow, or the image becomes too detailed for the vacuum tube to recreate (i.e., analog blur). Thus, CRTs provide a variability in resolution that fixed resolution LCDs cannot provide.

As far as digital cinematography is concerned, video resolution standards depend first on the frames" aspect ratio in the film stock (which is usually scanned for digital intermediate post-production) and then on the actual points" count. Although there is not a unique set of standardized sizes, it is commonplace within the motion picture industry to refer to "nK" image "quality", where n is a (small, usually even) integer number which translates into a set of actual resolutions, depending on the film format. As a reference consider that, for a 4:3 (around 1.33:1) aspect ratio which a film frame (no matter what is its format) is expected to horizontally fit in, n is the multiplier of 1024 such that the horizontal resolution is exactly 1024•n points.2048 × 1536 pixels, whereas 4K reference resolution is 4096 × 3072 pixels. Nevertheless, 2K may also refer to resolutions like 2048 × 1556 (full-aperture), 2048 × 1152 (HDTV, 16:9 aspect ratio) or 2048 × 872 pixels (Cinemascope, 2.35:1 aspect ratio). It is also worth noting that while a frame resolution may be, for example, 3:2 (720 × 480 NTSC), that is not what you will see on-screen (i.e. 4:3 or 16:9 depending on the intended aspect ratio of the original material).

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We have a large selection so you can find the perfect monitor for your needs. And no matter what screen size or image quality you prefer – or even where you intend to use it – Lenovo has all the most popular display sizes, and resolutions. Even if you are on the go Lenovo has portable monitors that attach to your laptop or plug into your laptop and give you a second screen to keep your productivity up.

Home monitors need to be versatile enough for a wide range of activities. When watching Netflix, you’ll want a widescreen monitor with powerful color quality and crisp resolution. When surfing the web at different times of day, the display should have adjustable brightness controls that match your lighting conditions.

The best home monitors maximize their real estate, with space-saving designs that don"t clutter your bedroom or home office. OurNear-Edgelessinfinity screens make the most of your viewing area, so you can take full advantage of the tremendous screen size. We pride ourselves on superb picture quality, with 99% sRGB color gamut on several models. When all these features are available at a competitive price, you simply can’t beat it.

LenovoThinkVision monitorsoffer incredible resolution, large screen sizes, and multiple ports so you can work more efficiently. Ourbusiness monitorsalso have handy features like touch screens, ergonomic stands, and quality cameras. Don’t let your monitor stand in the way of great work.

Sometimes traveling for work is necessary and you can only bring your laptop but not your second screen. With a high-quality portable monitor you can take your second screen with you in a car, on a bus, or on plane. Theseportable monitorsmake sure that you keep your productivity even when you are away from you home office set up. You can have portable monitors that are stand alone or ones that connect to your device to make transport easier and ensure a seamless work space limiting your distractions and making sure you get everything you need done.

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The Displaytech 204G series is a lineup of 20x4 character LCD modules. These modules have a 98x60 mm outer dimension with 77x25.2 mm viewing area on the display. The 204G 20x4 LCD displays are available in STN or FSTN LCD modes with or without an LED backlight. The backlight color options include yellow green, white, blue, pure green, or amber color. Get a free quote direct from Displaytech for a 20x4 character LCD display from the 204G series.

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The HTC 15.6″ portable monitor is a high-resolution Full HD LCD display ideal for work environments and for having fun whilst gaming or watching films and videos. It’s a multi-purpose portable monitor that supports USB-C and HDMI connectivity, allowing you to easily connect the monitor to your smartphone, laptop, Desktop PC and even gaming consoles. You can easily use the monitor as a second screen while working from home or the office and boost your productivity.

This HTC portable monitor is perfect for working from home and office thanks to its 3in1 Display Mode capability. It allows you to extend, duplicate your screen, or even use it as a second monitor.

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We offer character LCDs and graphic LCDs as modules or COG (Chip On Glass) displays in a wide array of character and pixel configuration sizes. From yellow/green, red, orange, green, blue, amber, white, and RGB backlight colors to displays without a backlight, we have the perfect LCD for your application.

lcd screen specs quotation

1. In the Control Panel (Press the Win+R keys to open Run, type Control, click/tap on OK) -> Appearance and Personalization -> Display -> Screen Resolution, here can adjust the resolution; then click Advanced settings to confirm screen frequency.

lcd screen specs quotation

It is such a waste to only use the LCD for desktop computers. Connecting it up with a laptop PC has many merits for the user and can also bring out the latent power of the laptop.

Most laptops have a handy "external display output" port. It can be used in the home to transmit videos played on the laptop to a large screen TV or, in the office, to connect up with a projector for presentations. In fact, there must be many users who already use it like this. However, people tend to use just the laptop in their daily routine and there are probably not so many cases where they use the external display output.

A laptop can be put to more effective use if it is connected to an external LCD. The photograph shows an EIZO 23-inch wide-screen LCD connected by HDMI to a Sony VAIO C laptop (VPCCW28FJ/R).

This time we would like to suggest a style that can be used in both the home and the office, where a laptop and stand-alone LCD remain connected. A laptop already has an LCD, but using it with an additional stand-alone LCD offers various merits. Not only does it make the laptop environment more pleasant and convenient, it also expands the potential of the computer itself, for example by making it possible to use it for new purposes.

Even if the LCD is already connected to a desktop computer and being used for something other than the laptop, most monitors nowadays have two or more video inputs and they tend not to use this capability to the full. It is such a waste to let the laptop"s external display output function and the monitor"s video input function remain dormant, so we would like them to be put to effective use. Of course, we would also recommend the introduction of a new LCD to connect to your laptop.

The biggest merit of connecting a laptop with a stand-alone LCD is that it gives you a large screen and high resolution dual display environment. Standard laptop models usually come with a built-in 13-inch to 15-inch wide-screen LCD with a 1280 × 800 dot or 1366 × 768 dot resolution.

This level of resolution is good enough for basic Windows operations, but it goes without saying that a large, high-resolution computer screen is much more user-friendly. Combining a laptop with one of the latest wide-screen monitors enables you to easily construct a large-screen, high-resolution dual display environment. It is a real boon to dramatically boost the screen size and resolution while continuing to use your familiar laptop.

Another plus is that you can create the luxury of a "watching while" environment where you run the web browser, for instance, on the laptop"s built-in LCD and watch the video content on the large screen of the external monitor. This can be really useful for hobbies too. For example, while playing a game on the large external LCD screen you can check out strategies on websites, post information on a BBS or communicate with other users.

You can smoothly use multiple applications at the same time in the large workspace provided by a dual display. The photograph shows an EIZO 24.1-inch wide-screen LCD, the FlexScan SX2462W connected to a VAIO C. By supplementing the laptop"s built-in 1366 × 768 dot 14-inch wide-screen LCD with a 1920 × 1200 dot 24.1-inch wide-screen, it is possible to show more data at a time, a huge boost to work efficiency.

With two screens it"s easy to have full-screen display of the video content on one screen while you operate the computer on the other. The photograph shows an EIZO 23-inch wide-screen LCD monitor connected to a VAIO C. The VAIO C has HDMI output and the LCD monitor has HDMI input so visuals and sound can be transmitted by a single HDMI cable. The LCD monitor has full HD screen resolution (1920 × 1080 dot), making it the perfect match for HD video content.

At the office, it is very helpful for presentations to use "clone view" for the laptop"s built-in LCD and the external LCD screen. Clone view means showing exactly the same content on two display screens. It is normally set by a graphics driver function.

When holding small meetings it is certainly very convenient to be able to offer simple explanations of the presentation materials displayed on the external LCD, rather than having to ready a projector. Being able to explain about what is displayed on the screen means fewer documents to distribute, helping your office to "go paperless", which can only be a good thing.

Even if the upper limit is 1680 × 1050 dots, the LCD can still display the data if its own resolution is 1680 × 1050 dots or higher. In such cases, it is better to use a monitor that offers dot-by-dot display, which displays the input resolution as it is, or enlarged display, which maintains the screen"s aspect ratio as it is. You do not need to worry because EIZO wide-screen LCDs can handle such display methods (although in some cases they do not function properly depending on the laptop computer or input resolution).

This is an example of a low-resolution display on the 1920 × 1200 dot display SX2462W. Since dot-by-dot display outputs the physical "1 dot" of the LCD and the input resolution "1 dot" without enlargement or reduction, it is shown small in the center of the screen (photo on the left). The display is a little blurred if it is enlarged while maintaining the aspect ratio, but this method is suitable for displaying images as they are shown large with low resolution to make the most of the screen size (photo on the right). Many monitors that cannot handle such display methods enlarge the display to full screen regardless of the input resolution. In such cases you have to be careful as the aspect ratio of the image is altered (for example, people appear to be thinner or fatter).

It is easy to set up a dual display in Windows 7. A menu is displayed when you right-click on the desktop. From "Screen resolution" it is possible to detect and align the external LCD, and set details such as resolution, display method and which will be the main display screen.

The "Screen resolution" menu. If the external LCD is not automatically recognized, click on "Detect". After the monitor has been recognized, you can select the display mode from the "Multiple displays" drop-down menu. Select "Extend display screen" to make the laptop screen and the external LCD into a single display screen (dual display).

Select "Duplicate display screen" from the "Multiple displays" drop-down menu to display the same content on the laptop screen and the external LCD screen (clone view). With this drop-down menu you can also set it to display video on one of the LCDs.

It is also worth noting that Windows 7 has added functions so that dual display can be used more effectively. An active window can be moved to the screen of another LCD by simultaneously pushing "Windows" + "Shift" + "→" (or "←"). It is also possible to maximize the window by pressing "Windows" + "↑", minimize it by pressing "Windows" + "↓", and shift it to the left or right of each screen by pressing "Windows" + "→" (or "←"). Making good use of these shortcuts should enable the efficient placing of windows in the two screens.

In Windows 7, pressing "Windows" + "Shift" + "→" instantly moves the active window from the left-hand screen (photo on the left) to the right-hand screen (photo on the right). Conversely, you can move the active window from the right-hand