Reviews

LG 32GS95UE

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Introduction

Over the last few months we’ve seen a rapid influx of 32″ 4K OLED monitors to the market, and we’ve already reviewed models from Asus, MSI, Dell and Gigabyte. What all these screens have had in common so far is that they were all built around a Samsung Display QD-OLED panel, offering a 4K resolution and 240Hz refresh rate. LG are offering something different though with their recently released 32GS95UE. It’s still 32″ in size (well, accurately 31.5″ like the other models mentioned) and has a 3840 x 2160 “4K” resolution too. However, this model is built around an LG.Display WOLED technology panel, bringing some different performance characteristics to the table.

It has one particular feature that differentiates it from the rest of the competition too, and that’s support for a “dual mode” refresh rate. You can use the screen at its native 4K 240Hz, but if you want to, you can also drop the resolution down to Full HD (1080p) and then double the refresh rate up to a whopping 480Hz! This gives you the option to prioritise frame rates and speed over image detail if you want for certain gaming situations.

The 32GS95UE offers a good range of extras as well, including proper HDMI 2.1 ports to support consoles, hardware calibration support, and some interesting and pretty power integrated speakers which are situated behind the panel itself. For HDR the OLED panel offers all the usual benefits of per pixel level dimming, true blacks and the LG.Display panel is rated with a 1300 nits peak brightness spec too which on paper surpasses the 1000 nits of the competing QD-OLED models.

We’ve got the 32GS95UE with us now for a full review so let’s see if this can out-perform the 32″ QD-OLED monitors? Is the dual mode 480Hz worth having? Is this the new king of 32″ OLED monitors? Is the WOLED panel better than the QD-OLED panels?

Where to Buy
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Key Specs

  • 31.5″ sized WOLED panel from LG.Display with flat format (LM315AQK-ESG1)
  • Matte anti-glare screen coating
  • 3840 x 2160 “4K” resolution
  • 240Hz native refresh rate
  • ‘Dual-mode’ support, with 1080p @ 480Hz
  • Adaptive-sync for VRR, with NVIDIA ‘G-Sync Compatible’ and AMD ‘FreeSync Premium Pro’ certification
  • Wide colour gamut with 98.5% DCI-P3 coverage
  • Hardware calibration support
  • VESA DisplayHDR 400 True Black certification
  • 2x 10W integrated ‘Pixel Sound’ speakers with DTS Virtual X technology located behind the panel
  • 1x DisplayPort 1.4 (with DSC) and 2x HDMI 2.1 video connections
  • 2x USB data ports and a 4-pole headphone/mic jack
  • Fully adjustable stand with tilt, height, swivel and rotate

Design and Features

The 32GS95UE offers a 4 side borderless design, although there is still a thin black panel border around the image. The total border measures ~8mm along the sides and top of the screen and ~11mm along the bottom. It has a sleek and minimalist appearance for the panel itself. The stand is finished in a matte dark grey plastic and provides a fairly chunky looking foot, and an even chunkier looking arm at the back. There is a cable tidy hole in the arm as you can see from the images here.

The back of the screen is encased in the same matte dark grey plastic and has an overall smooth appearance. There are some simple “wing” RGB lights on the back which look ok from the rear, but aren’t bright enough to offer any real ambient lighting cast behind the screen on to a wall, or below the screen on to your desk.

The stand offers a full range of ergonomic adjustments with tilt, height, swivel and rotate available. The height adjustment is a little stiff but smooth to move, and all other adjustments are easy and smooth. The stand provides a sturdy base for the large panel, although the screen does wobble a bit when you move it around especially due to the rotation function of the stand.

The back underside of the screen houses all the connections. There is 1x DisplayPort 1.4 and 2x HDMI 2.1 connections provided here, along with a USB upstream port and 2x USB downstream data ports. Unlike a lot of competing 32″ OLED monitors there is no USB type-C connection here which is a shame, as that’s becoming more commonly used in the market.

On the bottom of the screen there is a single combined headphone/mic jack which is easy to access and use.

The screen features some pretty decent integrated speakers. These are 2x 10W so a lot more powerful than common 2x 2W or 2x 3W speakers you will see on some monitors. This ‘Pixel Sound’ system is integrated behind the panel itself so provides more directional sound to the user. It also supports DTS Virtual X sound. These worked pretty well and would be a useful option to those who want to use the screen for external devices like games consoles of streaming sticks, where they might not have any other means to output the sound.

The OSD is controlled through a single joystick toggle on the bottom back of the screen which provides quick and intuitive access to the menu and settings. The menu software is a little laggy at first getting you in to the menu, and involves a couple of button presses, but once you’re in the menu it’s easy to move around and change the settings you want. There’s a decent range of settings available to play with here too.

LG provide a fairly simple PC software app called ‘OnScreen Control’ which lets you control some of the screen settings, although it seems to be quite limited in what you can alter here compared with the main OSD.

You can at least use this software though to carry out firmware updates of the screen and it’s good to see those supported.

We installed the latest firmware for this review as shown above.

We should note that this screen includes a small active cooling fan so it is not completely silent, although this never seemed to get too noisy in our testing and unless you have a fully silent system you’re unlikely to hear it.

Brightness and Contrast

Out of the box the screen operates with a uniform brightness in SDR mode with consistent luminance measured (within a few nits variation) regardless of the content being shown or the size of your windows. You thankfully don’t get any annoying ABL dimming like you do on some screens, although all these modern 32″ models we’ve tested so far all have this same uniform brightness behaviour available. The screen can reach up to ~282 nits maximum which is in keeping with the other competing models we’ve tested so far. This brightness remains consistent in Windows desktop as well as with test patterns.

We’ve also provided settings here for achieving common 200, 150 and 120 nits luminance, each of which shows this same uniform brightness behaviour. You can reach down to a luminance of 19 nits minimum too which should afford you a good adjustment range for darker room conditions.

Peak brightness setting

If you change the ‘peak brightness’ setting in the OSD, this triggers some different behaviour for SDR and Windows desktop which we also measured below.

With this set to ‘low’ you can reach higher luminance up to 348 nits now, but only for the smaller APL areas. The Automatic Brightness Limiter (ABL) dimming is then activated as the APL increases, with the luminance dropping down to around 274 nits for a full-screen white image. This means you will experience some fluctuating brightness during usage if you use this mode and it’s probably not recommended for desktop applications. Perhaps it might be ok for SDR gaming and multimedia, where you can then get some brighter highlights (a bit like in HDR where ABL is also active and needed).

If you move up to the ‘high’ setting, the results are even more extreme. The panel reaches up to 438 nits now for the smaller APL areas, but drops down far more significantly for the larger APL than in the ‘low’ mode. The ABL dimming is more aggressive and noticeable as a result. Again, maybe something you want to experiment with for multimedia, but probably not recommended for desktop applications.

Black Depth, Shadow Detail and Contrast

One of the key benefits of an OLED panel is the fact it is capable of generating true blacks and a basically infinite contrast ratio. Each pixel can be fully turned off individually, and there’s no need for backlight local dimming here like there is on LCD’s. As a result, the black depth and contrast ratio can surpass all LCD panel technologies including VA panels by a long way. Blacks look inky and deep, and you get local contrast between different areas of an image.

Your ambient lighting may have some impact on perceived contrast ratio as it does with all screens, although this is far less noticeable on a WOLED panel like this than it is on competing QD-OLED models. On QD-OLED panels in brighter rooms there is a fairly noticeable issue with raised blacks due to the panel structure and the fact that a polarizer is not used. The ambient lighting can cause inadvertent activation of the Quantum Dot layer on those panels, and blacks can start to look more grey or have a purple hue. We studied the impact of this in detail recently, which is linked below if you want to know more. In darker rooms or where you can more carefully control your light sources, it is not a major problem, but competing WOLED panels like this one do fare better in a wide range of viewing conditions.

The matte screen coating used here handles reflections and glare very well, but does cause diffusion of external light sources and impacts perceived black depth more than glossy panel coatings do. This is again discussed and tested in detail in our article below.

The near black shadow detail was moderate out of the box in the default ‘Gamer 1’ mode and it was hard to pick out very dark grey shades in this test image with box 5 being the first that was easy to distinguish before calibration. This is something that can often be an issue on OLED panels. It’s a bit better in ‘Gamer 2’ mode (box 3 just about visible) and you can make some tweaks yourself using the ‘Black Equalizer’ setting. Moving this up a couple of notches makes dark grey details a bit brighter, but you don’t want to move it too high otherwise blacks start to become raised as well. Moving up from the default 50 to 55 or 60 is acceptable and helps a bit with shadow detail. After calibration and profiling this had improved very nicely too.

Flicker

Flicker
Flicker free verified
PWM / flicker frequencyn/a

Like other OLED screens there is a minor fluctuation of the backlight, and in this case it operates in sync with the refresh rate, whatever you have that set at. Above it’s operating at 240Hz so there’s a small fluctuation every ~4.17ms. You can see on the graph above that the 0V would be an “off” state, so the amplitude of this fluctuation is minor, and does not produce any visible flickering or anything like that in practice. It’s not the same as PWM on an LCD monitor where the backlight is rapidly switched fully off and on when trying to dim the brightness level. Obviously being an OLED panel there is no backlight here anyway, and this minor fluctuation didn’t cause us any problems in real use and would be considered flicker free.

Testing Methodology Explained (SDR)

Performance is measured and evaluated with a high degree of accuracy using a range of testing devices and software. The results are carefully selected to provide the most useful and relevant information that can help evaluate the display while filtering out the wide range of information and figures that will be unnecessary. For measurement, we use a UPRtek MK550T spectroradiometer which is particularly accurate for colour gamut and colour spectrum measurements. We also use an X-rite i1 Pro 2 Spectrophotometer and a X-rite i1 Display Pro Plus colorimeter for various measurements. Several other software packages are incorporated including Portrait Displays’ Calman color calibration software – available from Portrait.com.

We measure the screen at default settings (with all ICC profiles deactivated and factory settings used), and any other modes that are of interest such as sRGB emulation presets. We then calibrate and profile the screen before re-measuring the calibrated state.

The results presented can be interpreted as follows:

  • Gamma – we aim for 2.2 gamma which is the default for computer monitors in SDR mode. Testing of some modes might be based on a different gamma but we will state that in the commentary if applicable. A graph is provided tracking the 2.2 gamma across different grey shades and ideally the grey line representing the monitor measurements should be horizontal and flat at the 2.2 level, marked by the yellow line. Depending on where the gamma is too low or too high, it can have an impact on the image in certain ways. You can see our gamma explanation graph to help understand that more. Beneath the gamma graph we include the average overall gamma achieved along with the average for dark shades (0 black to 50 grey) and for lighter shades (50 grey to 100 white).

  • RGB Balance and colour temperature – the RGB balance graph shows the relative balance between red, green and blue primaries at each grey shade, from 0 (black) to 100 (white). Ideally all 3 lines should be flat at the 100% level which would represent a balanced 6500K average colour temperature for all grey shades. This is the target colour temperature for desktop monitors, popular colour spaces like sRGB and ‘Display DCI-P3’ and is also the temperature of daylight. It is the most common colour temperature for displays, also sometimes referred to as D65. Where the RGB lines deviate from this 100% flat level the image may become too warm or cool, or show a tint towards a certain colour visually. Beneath this RGB balance graph we provide the average correlated colour temperature for all grey shades measured, along with its percentage deviance from the 6500K target. We also provide the white point colour temperature and its deviance from 6500K, as this is particularly important when viewing lots of white background and office content.

  • Greyscale dE – this graph tracks the accuracy of each greyscale shade measured from 0 (black) to 100 (white). The accuracy of each grey shade will be impacted by the colour temperature and gamma of the display. The lower the dE the better, with differences of <1 being imperceptible (marked by the green line on the graph), and differences between 1 and 3 being small (below the yellow line). Anything over dE 3 needs correcting and causes more obvious differences in appearance relative to what should be shown. In the table beneath the graph we provide the average dE across all grey shades, as well as the white point dE (important when considering using the screen for lots of white background and office content), and the max greyscale dE as well.

  • Luminance, black depth and contrast ratio (static) – measuring the brightness, black depth and resulting contrast ratio of the mode being tested, whether that is at default settings or later after calibration and profiling. We aim for 120 cd/m2 luminance which is the recommended luminance for LCD/OLED desktop monitors in normal lighting conditions. Black depth should be as low as possible, and contrast ratio should be as high as possible.

  • Gamut coverage – we provide measurements of the screens colour gamut relative to various reference spaces including sRGB, DCI-P3, Adobe RGB and Rec.2020. Coverage is shown in absolute numbers as well as relative, which helps identify where the coverage extends beyond a given reference space. A CIE-1976 chromaticity diagram (which provides improved accuracy compared with older CIE-1931 methods) is included which provides a visual representation of the monitors colour gamut coverage triangle as compared with sRGB, and if appropriate also relative to a wide gamut reference space such as DCI-P3. The reference triangle will be marked on the CIE diagram as well.

  • dE colour accuracy – a wide range of colours are tested and the colour accuracy dE measured. We compare these produced colours to the sRGB reference space, and if applicable when measuring a wide gamut screen we also provide the accuracy relative to a specific wide gamut reference such as DCI-P3. An average dE and maximum dE is provided along with an overall screen rating. The lower the dE the better, with differences of <1 being imperceptible (marked by the green area on the graph), and differences between 1 and 3 being small (yellow areas). Anything over dE 3 needs correcting and causes more obvious differences in appearance relative to what should be shown. dE 2000 is used for improved accuracy and providing a better representation of what you would see as a user, compared with older dE methods like dE 1994, as it takes into account the human eye’s perceptual sensitivity to different colours. 

Default Setup

The screen comes out of the box in the ‘Gamer 1’ mode which we tested first of all. Note that ‘Smart energy saving’ was also turned off by default on our unit.

Gamma tracking was reasonable overall although was a little high in darker grey shades, and a little low in lighter shades. Overall we had a 2.23 average gamma though. The colour temp and RGB balance in the middle section was excellent, with a great balance between the red, green and blue channels. This resulted in a 6452K average greyscale temp and a 6429K white point, both being only a very minor 1% out from our target of 6500K. This left us with a very good greyscale accuracy with a dE average of only 1.1 measured.

The screen has a wide colour gamut which extends a reasonable way beyond the sRGB colour space in red and green shades, and results in a 124.6% relative coverage calculation. This is a bit lower than competing QD-OLED panels (including the 32″ models available) which have a wider colour space of ~138% sRGB thanks to their use of Quantum Dot coating. With the wide colour gamut active, the accuracy of sRGB colours was only moderate, with a dE 3.6 average measured. This is normal for a wide gamut screen though and we will look if we can improve sRGB / SDR accuracy in a moment.

The colour gamut of this panel matches the DCI-P3 reference very closely, and we measured a 97.1% absolute coverage which was a little less than the specified 98.5% from the manufacturer, but very close. With that close match, the accuracy of DCI-P3 colours out of the box was very good, with a dE 1.2 average measured. This provides a nice accurate performance for content which might be mastered in this colour space even out of the box. Overall there was a good default accuracy on this screen in the wide gamut mode.

There is decent coverage of the Adobe RGB gamut as well on this screen with 95.6% measured, although it extends a fair way beyond that space (106.8% relative coverage) and so will need to be profiled to more accurately cover that gamut if you want to use it for professional or photography work which is commonly based on that colour space. There is no provided Adobe RGB emulation mode on this screen like there is on some competing 32″ QD-OLED models, so you would need to be able to calibrate and profile the screen yourself for Adobe RGB content for which you will need a calibration device.

sRGB Emulation Mode

LG provide an sRGB emulation mode in the preset menu which offers an emulation of this smaller colour space. Some setting are locked in this mode, although you still have access to adjust the brightness thankfully, and also the RGB channels if you want. Out of the box, this mode had a pretty accurate gamma again, close to what we’d seen before in the ‘Gamer 1’ mode. The white point remained accurate at 6516K although the RGB balance skewed a little away from green, and we had a slightly cooler average greyscale temp at 6652K (2% deviance). This meant the accuracy of the greyscale was not as good as in the ‘Gamer 1’ mode, with dE 4.1 average measured now.

Note also that in this mode the brightness adjustment range was a little lower, reaching around 248 nits max (with ‘peak luminance’ left off) in this mode compared with the 282 nits we’d measured in the ‘Gamer 1’ mode. It could reach down to 18 nits minimum in this mode too.

There was a pretty decent clamping of the colour gamut back to the sRGB reference here, although there was still a bit of over-coverage which resulted in a 107.9% relative coverage measurement. Colour accuracy of sRGB content was improved thanks to the smaller active colour space, although still not perfect and rated as “reasonable” with a dE 2.4 average, and maximum of 6.2. We would have liked better tuning in this mode out of the factory, but overall it should still provide reasonable accuracy for an average user wanting to work more accurately with the sRGB colour space.

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Calibration

Calibration and profiling can produce some very good overall results and could be useful though if you wanted to operate the screen within its native wide gamut mode, but then map the colour space back to something else like sRGB or Adobe RGB for instance for colour-aware applications (e.g. Photoshop). You would need a suitable calibration device and software.

In this section the screen was profiled to 2.2 gamma, 6500K colour temp and to the sRGB colour space. The screen was left in its native wide gamut mode, but this profile will be used in colour-aware applications to map back to sRGB in this instance. Overall the calibrated results were very good as you’d hope, although it didn’t seem to be possible to fully correct the colour accuracy despite multiple attempts. It remained good overall though. You can find our calibrated settings and ICC profile in our ICC profile database now.

Hardware Calibration

The 32GS95UE like many of LG’s other high-end monitors supports hardware level calibration. This allows you to calibrate 2 separate preset modes at a hardware LUT level. You can use LG’s free ‘Calibration Studio’ software for this, which also supports a wide range of third party calibration devices which are sold separately. This includes loads of the popular devices from X-rite (including i1 Pro, i1 Display Pro, ColorMunki etc), Data Colour (Spyder series) and others.

The software is straight forward to use, and you can define your targets for colour gamut at the top which includes preset options for sRGB and DCI-P3 for example. For some reason there’s no option to choose Adobe RGB here, but you can select the ‘manual’ mode and enter the target RGB coordinates easily enough. You can also define your target brightness, colour temp and gamma here.

The settings menu provides some additional options as shown above. One thing missing from this software that you will find as a feature in high end (and expensive) packages is the ability to profile a meter – so for instance profile a colorimeter against a spectrophotometer for improved accuracy. This is not likely to be a problem for most normal users, who will generally have a single device.

We carried out a hardware calibration using an i1 Display Pro colorimeter which is a widely used and popular consumer-level device. The whole process is automated once you’ve positioned your meter and clicked a few buttons and takes around 15 minutes to complete.

We calibrated to an sRGB gamut, 120 nits brightness, 6500K colour temp and 2.2 gamma and the simple summary at the end suggests these targets have been closely matched. There is an additional ‘validation’ process you can also follow which takes around 3 minutes to complete.

You are presented with some further analysis of the performance here including dE accuracy measurements for greyscale and various colour patches too.

The support for hardware level calibration is great to see included, as it’s a feature usually reserved for professional screens. It provides a quick and easy way to configure the screen to different targets and modes, and is especially useful should you want to configure the screen to anything other than the common D65 / 2.2 gamma setup too. For instance if you wanted to calibrated to DCI-P3 gamut but target the 2.6 gamma associated with that reference. It’s great to see that the software is free to download and easy to use too. We’d like to see more manufacturers offer this feature with their flagship monitors.

General and Office

Resolution and Scaling

The fairly large screen size of 31.5″ provides a decent size upgrade from common 27″ screens, and this combined with the 3840 x 2160 “4K” resolution gives you a higher pixel density at 140 PPI. This 4K resolution is probably still a bit too high to use at native scaling (100%) for some people on a screen even of this pretty large size, although some people may find it ok. Text is small but if you’ve got good eye-sight and are up close then it’s still reasonable and does provide you then with a massive screen real estate and very sharp picture.

Other people will probably want to use operating system scaling to ensure fonts and text are a more sensible and readable size though. 150% is unnecessarily large despite being the “recommended” option detected by Windows, with 125% scaling offering a nice balance on a screen of this size we think. That gives you comfortable text size which is very similar to a 27″ 1440p screen, but does give you the equivalent desktop real-estate area of a 3072 x 1728 resolution. So that’s quite a nice jump up from common 2560 x 1440 resolution screens in this approximate size range. The extra pixel density of the 4K resolution will provide a very sharp and clear image for all uses including office and general applications. Just make sure that your software will support scaling effectively as it can sometimes be a bit difficult to get it right.

Keep in mind that not all Operating Systems and applications handle scaling the same. More recent versions of Windows tend to handle it all better, and recent versions of Mac OS are pretty solid as well. Some applications and games don’t handle scaling correctly and so you can end up with some things with very minute text and fonts and some things which don’t scale completely in every place. Keep this in mind if you’re selecting any super high resolution display as it could be an important factor. You need to ensure you have the necessary operating system and applications to handle scaling effectively for your needs. It does make life a bit more complicated than if you just ran at a native resolution and 100% scaling. If you have the necessary software and operating system then the 4K resolution provides a very sharp and crisp image though.

Sub-pixel Layout and Text Rendering

This is the first WOLED monitor we’ve tested that features the updated sub-pixel layout from LG.Display’s latest generation of panels. Previously their WOLED monitor panels had an unusual RWBG sub-pixel structure, which includes not only an added white sub-pixel (used to boost brightness) but has the RGB out of their usual order. This leads to fairly poor text clarity on their panels, with quite noticeable issues in practice. It causes text to look less clear and more blocky which we commented on in our various reviews of 27″, 34″ and 45″ WOLED-based monitors.

LG.Display are updating this structure on several of their new panels, and our latest update on all OLED panel roadmaps can be found here. This 32″ panel used in the 32GS95UE has this new layout, where the RGB have been put back in the right order, and the white sub-pixel has been moved in to a different place (third in the layout). Combined with the higher 140 PPI pixel density of the 3840 x 2160 resolution, this leads to significant improvements in text clarity. Text looks sharp and crisp now and it’s very hard to spot any issues even for office and productivity uses. We had commented the same thing about the 32″ QD-OLED panels, which had their own issues with sub-pixel layout and shape which were basically eliminated with their high density 32″ panels, and it’s the same here with the WOLED panel. The issues with text clarity are basically resolved now on this panel and we would consider text clarity to be fine for the vast majority of users now.

Screen coating

The panel has the standard matte anti-glare (AG) coating that we’ve seen on pretty much all previous WOLED monitors to date, it’s the same as the wide range of 27″ WOLED panels on the market too. This is a little more grainy in appearance than modern LCD IPS panels, and doesn’t look quite as clean and clear as a result. It does a good job of handling glare and reflections though, better than competing QD-OLED panels in this regard so it more well-suited to brighter room conditions, daytime use and office environments. The coating is different to the other 32″ OLED monitors built around QD-OLED panels which have a semi-glossy screen coating, which shows more reflections and glare but looks cleaner and clearer.

We should also note here that LG.Display have now released a fully glossy 27″ 240Hz WOLED panel which has already been used in the recently launched and tested Asus ROG Strix XG27AQDMG monitor. There are no known plans at this time to release a glossy version of this 32″ panel, although we would not rule this out as LG.Display are likely to consider development if the 27″ module proves popular and ends up being more widely adopted by display manufacturers.

Which is better then at the moment, the 32″ QD-OLED panels or this 32″ WOLED panel? This is going to be very much down to user preference and your individual viewing environment. We personally prefer the semi-glossy coating finish of QD-OLED panels overall at the moment. They look cleaner, clearer and sharper and have more of a “pop” to the image than these AG coatings. The AG coating of the WOLED panel will be more appropriate if you’re viewing the screen in the day time, in well lit rooms or have problems with glare and reflections that you want to mitigate. Each use case will be different so you can select the right coating for your uses.

Screen Brightness

The screens brightness should be adequate for most users, reaching up to around 282 nits maximum in SDR mode with a uniform brightness behaviour (with ‘APL stabilize set to ‘peak brightness’ set to off). As a result that is all without the need for ABL to be used. This is great news as it ensures a consistent and stable brightness no matter the content you view, or no matter your window sizes and we would recommend this mode for desktop applications for sure. The screen can’t reach as bright as LCD panels for desktop use, but 282 nits is still decent, and unless you need to use the screen in a very bright room, it should be more than adequate. It also has a good lower adjustment range down to 19 nits if you need to use the screen in a darker room.

Useful Features

The screen has a few added features which might be useful including the decent 2x 10W Pixel Sound speakers, a couple of USB data ports, hardware calibration support and a headphone/mic connection. Conspicuous by their absence in today’s premium gaming monitor market are USB type-C connectivity, PiP/PbP support and a KVM switch function. You’ll find those on many competing 32″ OLED screens, so if any of them are important to you then you’ll need to look elsewhere. It’s a shame some of these are not provided we felt in their flagship and expensive 32GS95UE display.

We would have also liked to have seen perhaps an ambient light sensor for adjusting the screen brightness automatically depending on your room conditions, and a motion sensor to turn the screen off when it’s not being used.

Warranty and image retention risks

One challenge with OLED panels in general is the inherent risk of image retention and burn-in. It’s a technology more suited to dynamic and changing content, which is why these are largely positioned as gaming and multimedia screens. There is more of a risk of image retention if you are using these screens for lots of static desktop and office use though. Display manufacturers provide a range of measured to help mitigate that risk, and maintain the panel over time and we will talk about the LG OLED Care measures in a moment.

We did want to touch on the warranty for this monitor as well as it’s an often discussed topic. LG list a standard 2 year product warranty on their website for monitors, which in itself is a little shorter than other manufacturers offer. Their website makes absolutely no mention of cover for image retention and burn in, and their support channels continue to tell consumers that burn-in cover is NOT included. This contradicts some reports from sites like the Verge and also some feedback given by LG to Monitors Unboxed after their review of this screen. LG are telling these sites that they DO offer burn-in cover on their OLED monitors now.

LG live chat response to burn-in warranty from 17 July 2024

Our take on this is that if it is truly being offered, why is this not being updated and reflected on the official LG websites? Why are the support teams repeatedly telling consumers that it is not covered? LG need to be more transparent with this, it’s not enough to tell some press and media sources that they offer it, and then not back that up anywhere else. For us, that’s not enough and we would not put any faith in burn-in claims being covered or honoured. Many other manufacturers are now offering warranty for their OLED monitors which includes burn-in cover, so we think LG need to formalise it and step up to match this.

Opinion poll from Monitor Unboxed showing user opinion on this situation

OLED Care

To help mitigate the risks of image retention LG provide some limited OLED care options within the OSD menu. There are options for pixel shift / screen move which moves the image slightly a few pixels at a time periodically. There’s also a screen saver which turns the screen off if there is no change to the image for an extended period of time. There’s also an image cleaning cycle which will run automatically from time to time, or you can run manually in the menu if you want.

The OLED care options felt a little limited compared with some modern screens, like for instance the MSI MPG 321URX and Gigabyte AORUS FO32U2P which had various other options like logo dimming, taskbar detection and border detection. The measures included here are likely to be adequate for most users though, although as usual with any OLED monitor they are aimed mainly at gaming and dynamic content, and should not be used for extended periods of time for static work if possible.

We will briefly mention an additional feature active on this monitor called CPC. This stands for ‘Convex Power Control’ and is basically some sort of peripheral luminance reduction to lower power consumption. This causes the edges of the screen to look slightly darker in some situations and causes a slight vignetting effect. Some users contacted us to alert us to this, although we have to say that during our testing we didn’t spot any adverse issues with this at all. Measurements with a colorimeter revealed no issues with panel uniformity and so we would not consider this to be an issue that should affect users. Apparently for those who had noticed it, switching to the ‘low’ peak brightness mode also helped nicely. We mention it here for completeness.

Blue Light and Eye Care Modes

The native panel spectral distribution is shown above at a calibrated 6500K white point, where the blue peak is at 455 nm. This means it is just on the edge of the Eyesafe certified range of products where there is a supposed harmful range between 415 – 455nm. There are no blue light filters or modes on this screen, but there is a ‘warm’ colour temp mode but this basically has the same 6500K white point as our calibrated state. Some blue light reduction modes could have been useful for those who like a quick and easy way to make the screen a bit warmer for night time viewing or lots of text work.

Spectral distribution at calibrated 6500K white point

Gaming

The 32GS95UE is heavily focused on its gaming capabilities. The screen uses a WOLED technology panel which is well-known for its near-instant response times. As a result it does not need to use overdrive technology in the same way as a desktop LCD panel would, and there aren’t any controls for the response time or overdrive in the OSD menu as they’re not needed. LG, like other OLED display manufacturers quote a very low 0.03ms G2G response time in their spec, and while true <1ms G2G should be expected from this technology this is a little unrealistic.

Refresh Rate
Maximum Refresh Rate DisplayPort240Hz (at native 4K)
480Hz (dual-mode at 1080p)
Maximum Refresh Rate USB type-C
Maximum Refresh Rate HDMI240Hz (at native 4K)
480Hz (dual-mode at 1080p)
VRR range48 – 240Hz (at native 4K)
48 – 480Hz (dual-mode 1080p)
ClearMR certification tier13000 (based on 240Hz operation)

This year is the first time that 4K @ 240Hz has been available in the OLED segment and it’s a very attractive combination for many people. You will of course need a very powerful system and graphics card to get anywhere near 4K @ 240Hz, although you may of course want to play older games or at lower settings where this can be more achievable. There’s also plenty of future-proof room there as other system components are improved and updated over the coming years and new graphics card capabilities are developed. The 4K resolution provides a super sharp and crisp image, with more detail and clarity than lower resolution panels. It also makes the screen well-equipped to handle modern 4K gaming from PC’s and consoles.

The OLED panel provides super-deep blacks and a basically infinite contrast ratio which is of course excellent for gaming too. The per-pixel level dimming and high contrast ratio also make it well suited to HDR gaming, and we will measure HDR performance a bit later. The very wide viewing angles of this technology are also excellent and make the screen suitable for viewing from many different positions if you need. These wide viewing angles importantly include the freedom from things like the pale/white “IPS glow” that you get on darker content on that common LCD technology. There’s none of that here on the OLED panel.

VRR capabilities and Certifications
AMD FreeSync certification
FreeSync Premium Pro
Native NVIDIA G-sync module
NVIDIA ‘G-sync Compatible’ certified
VESA ‘AdaptiveSync’ certification
HDMI-VRR (consoles via HDMI 2.1)

The screen has a native 240Hz refresh rate which is on par with a wide range of other OLED monitors on the market, including all the other 32″ models we’ve tested in recent months. This provides excellent motion clarity (demonstrated later), and can support high frame rates too, reducing overall system latency compared with lower refresh rate screens. Combined with a 4K (3840 x 2160) resolution, it’s a dream spec for many people. There’s also the option to reduce your resolution to FHD / 1080p and increase your refresh rate up to a whopping 480Hz, which we will discuss and measure more in a moment.

To help support 3840 x 2160 @ 240Hz and 1920 x 1080 @ 480Hz the screen features adaptive-sync, giving Variable Refresh Rate (VRR) support for both NVIDIA and AMD systems which is great news. The screen has also been certified under the AMD ‘FreeSync Premium Pro’ scheme as well as the NVIDIA ‘G-sync Compatible’ schemes too.

Other gaming features
NVIDIA DSR / DLDSR support
Only when disabling DSC and at limited refresh rate options
Black Frame Insertion (BFI)
Gaming extras and settings
Black stabilizer, crosshair, FPS counter
Emulated gaming sizes
24″ and 27″ only in dual-mode operation

We tested support for NVIDIA DSR / DLDSR which can sometimes work on monitors with DSC (Display Stream Compression), but not always. We found that these technologies were not available on this screen by default, even if you drop down to a lower refresh rate like 60Hz or a lower resolution.

There is a setting in the OSD menu for “Input compatibility mode” which you can change to ‘DP 1.4’ (i.e. without DSC). With that mode selected you can now enabled DSR/DLDSR if you want to, although you will be significantly limited in the available refresh rate without DSC in use. The maximum you can now run the screen at would be 4K at 120Hz, but that will force you also to use chroma sub-sampling at 4:2:2 which impacts colours and image clarity. You can also set the refresh rate a little lower at 95Hz which then allows 10-bit 4:4:4 chroma at least. So to make use of DSR, you’d need to sacrifice refresh rate a lot which we don’t feel is worthwhile for a lot of users.

DSR/DLDSR is a lot less relevant on this screen anyway as it is already natively 4K, and has a high pixel density. DSR / DLDSR is more commonly aimed at use on lower resolution monitors with 1080p or 1440p resolution, where you can upscale the input image to 4K to improve sharpness and image clarity. In theory you could use it here to push beyond 4K but with the panel already offering a high resolution and density natively, its a lot less relevant. There is no benefit by the way in running the screen at a lower resolution and using DSR to upscale to 4K, you might as well just run at 4K natively which should be equally / less demanding on your system anyway.

One other note is that when you enable ‘dual-mode‘ for the 480Hz refresh rate feature, that forces DSC on in the menu and so you cannot use DSR/DLDSR at all in that mode. There’s no way to disable DSC on the monitor in dual-mode unfortunately.


There is unfortunately no support on this screen for Black Frame Insertion (BFI) which can be useful for reducing perceived motion blur in gaming. We will look at the response time and motion clarity performance in a moment, but BFI is not a widely available feature right now.

Asus have started to add it via the scalers on their recent OLED screens including the competing Asus ROG Swift PG32UCDM, although it’s pretty limited in its operation and support right now. For instance it’s only available at 120Hz maximum, which then delivers you a motion clarity equivalent to 240Hz normal mode anyway. It could be useful if you can’t push 240Hz from your system though, and we would like to see other manufacturers investigate the inclusion of BFI in the future.

Our thanks to the following manufacturers for support in the build of our new test system:

AMD Ryzen 9 7950X | Buy AMD Ryzen 9 CPUs here on Amazon
Asus ProArt B650-Creator | Buy Asus B650 motherboards here on Amazon
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Response Times

As discussed in our detailed article about Response Time Testing – Pitfalls, Improvements and Updating Our Methodology we are using an improved and more accurate method for capturing G2G response times and overshoot, based on figures that are more reflective to what you see visually on the screen in real-World usage. Our article linked above talks through why this is better and how we arrived at this improved method in much more detail.

The above G2G response times are consistent at all refresh rates, including 240Hz, 120Hz and 60Hz and during VRR situations with changing frame rates. They were also consistent using the dual-mode 480Hz option. Thanks to the OLED panel the response times are super-fast and near-instant, with an average of only 0.52ms G2G measured. The best case was an incredibly impressive 0.35ms and the overall response times were as expected from an OLED panel. All transitions can keep up easily with the frame rate demands of even 480Hz, and there was also no visible overshoot evident which is great news too, so overall there was nice and clean pixel transition times.

Dual mode 480Hz

The 32GS95UE is the first screen to be released to use LG.Display’s new “dual-mode” panels, which feature a technology they refer to as “Dynamic Frequency and Resolution”, or DFR. This allows you to sacrifice resolution in favour of refresh rate if you want, allowing you to change from the native 4K @ 240Hz to 1080p @ 480Hz instead. This is a much lower resolution so you will lose a lot of image detail and sharpness, but it allows you to instead prioritise frame rates and motion clarity. This might be useful to some people who play competitive games, and is a similar approach to how you can select resolution/refresh rate priorities on modern games consoles.

Dual-mode can be enabled through the press of a single button on the bottom edge of the screen and it takes around 3 seconds to switch over to the new mode. You can also activate it manually from within the OSD menu, where there are also two settings to simulate smaller screen sizes when this mode is running. The resolution is dropped to 1920 x 1080 in this mode and so on a 32″ sized screen that is a low resolution for sure. These simulated screen sizes give you the ability to reduce that to common 27″ and 24″ sizes if you want a smaller area to focus on, and to make the image sharper as you fit the resolution in to a smaller area. It doesn’t map the resolution 1:1 to pixels unfortunately so you still get some added blurring for text and office applications, but this is less of an issue in actual games and dynamic content.

The 1080p resolution isn’t actually too bad even in the 32″ screen size if you move your viewing position further back than you might normally be, and we found that in dynamic content and gaming it was certainly less obvious than when using Windows desktop. The improvements in motion clarity are very good, which we will look at more in a moment.

Some people might consider this feature a bit gimmicky, but we quite liked the flexibility personally. For older, lower resolution games or competitive titles where you specifically want to push frame rates then this support is very nice to have. There’s no doubting that the added refresh rate provides a decent boost in motion clarity, frame rate support and overall end-to-end latency. Many people will probably just stick with the beautiful 4K 240Hz combination, but if you play competitively and want something that can also handle top-tier refresh rates when you need it to, then it’s a great option. It gives you the best of both worlds.

Motion Clarity – Pursuit Camera Photos

We captured some pursuit camera photos of the screen at a variety of refresh rates, designed to capture real-world perceived motion clarity. This gives you a good indication of how the screen looks in real use, beyond raw measurements. Let’s consider the native 240Hz refresh rate first of all:

Despite the amazing pixel response times you still get large amount of blur at 60Hz due to the sample-and-hold nature of the OLED screen, you can’t expect miracles just because it’s got fast response times. There are major and obvious benefits in motion clarity as you increase to 120Hz high refresh rate mode, and this brings it on par with 120Hz OLED screens such as the popular 42″ sized displays like the LG 42C2 and LG 42C3 TV’s, and the Asus ROG Swift PG42UQ.

Like with other 240Hz OLED screens we’ve tested, moving up to 240Hz offers another significant and noticeable improvement in motion clarity, and the moving image is now sharper and cleaner. Tracking of moving content is now much easier and clearer. This really was excellent motion clarity and very impressive. If you can push the screen up to 240fps in your games, which will be a challenge of course in many situations at 4K, you will benefit from excellent clarity and smoothness as well as improved system latency due to the higher frame rate supported. There is no overshoot or any associated artefacts or trails at any refresh rate like you might get on LCD screens which was excellent.

The motion clarity will be the same as the other 240Hz OLED monitors in the market including all the other 32″ models we’ve tested to date. This is unsurprising given they are all using 240Hz OLED panels. This motion clarity is very similar to a good 360Hz LCD panel so is very impressive.

Here’s some further comparisons of the motion clarity with other common OLED refresh rates, including the latest 360Hz QD-OLED panels which are currently available in 27″ screen size at the moment (e.g. MSI MPG 271QRX and Dell Alienware AW2725DF). We’ve also added in the motion clarity of the 32GS95UE when running in its maximum 480Hz refresh rate via the ‘dual-mode’ function.

The motion clarity is noticeably improved as you move from 240Hz up to 480Hz and we were really impressed with how sharp and clear the image looked. To benefit from this you’re going to have to be able to power very high frame rates from your system of course, but the capability is there as graphics cards and other components improve further over time and you upgrade your system.

We can also compare the motion clarity of the 480Hz dual-mode operation with the fastest LCD monitor panel currently available, which is a 540Hz refresh rate TN Film panel used in monitors like the Asus ROG Swift Pro PG248QP which we’ve reviewed in the past. The refresh rate of the OLED is slightly lower, but in practice the motion clarity was a little better, clearer and sharper we felt thanks to the near-instant response times. Some people may still prefer a small 24″ sized TN Film screen for competitive gaming, for taking to events, focusing on a small screen area etc, but from a visual image quality point of view there’s no contest here – the OLED wins easily.

Lag

Read our detailed article about input lag and the various measurement techniques which are used to evaluate this aspect of a display. The screens tested are split into two measurements which are based on our overall display lag tests and half the average G2G response time, as measured by our oscilloscope. The response time element, part of the lag you can see, is split from the overall display lag and shown on the graph as the green bar. From there, the signal processing (red bar) can be provided as a good estimation of the lag you would feel from the display. We also classify each display as follows:

Lag Classification (updated)

  • Class 1) Less than 4.17ms – the equivalent to 1 frame lag of a display at 240Hz refresh rate – should be fine for gamers, even at high levels
  • Class 2) A lag of 4.17 – 8.33ms – the equivalent of one to two frames at a 240Hz refresh rate – moderate lag but should be fine for many gamers. Caution advised for serious gaming
  • Class 3) A lag of more than 8.33ms – the equivalent of more than 2 frames at a refresh rate of 240Hz, or 1 frame at 120Hz – Some noticeable lag in daily usage, not suitable for high end gaming

There is an extremely low lag on the 32GS95UE measured at 0.33 ms total display lag, and leaving us with only 0.20 ms of estimated signal processing lag. This is perfectly fine for competitive gaming. This is a little higher at 60Hz refresh rate, measured at 4.25ms total display lag but actually very good compared with many screens. Remember that it is the lower number (0.33ms) that will be relevant for VRR gaming as well, even where frame rates drop. The 60Hz figure is only applicable for fixed 60Hz input sources.

Console Gaming

The screen features offers a 4K resolution and support for high refresh rates including 4K @ 120Hz, making it very well suited to modern games consoles like the Xbox Series X and PlayStation 5. LG have included two full-bandwidth HDMI 2.1 ports, delivering 48 Gbps speed and therefore supporting the max bandwidth capabilities of the two consoles.

The support for 4K resolution (natively here) means you can make use of HDR from the Xbox where that mode is only available at 4K, which is of course one of the key capabilities of this screen. The OLED panel with its amazing contrast and blacks comes in to its own here for HDR gaming, providing an excellent image quality and HDR experience. More on HDR in a moment.

Console Gaming
Native panel resolution3840 x 2160 “4K”
Maximum resolution and refresh rate supported4K @ 120Hz
Virtual 4K supportn/a
4K at 24Hz support
4K at 50Hz support
HDMI connection version2.1
HDMI connection bandwidth48 Gbps
HDMI-CEC auto switch
HDMI-VRR (over HDMI 2.1)
Auto Low Latency Mode (ALLM)
HDR10 support
Dolby Vision HDR support
Integrated speakers
Headphone connection
Ultra high speed HDMI 2.1 cable provided

We confirmed via an Xbox Series X that 4K 120Hz works fine which means you have access to HDR gaming from that console, which is great news. There is support for 4K 50Hz and 24Hz content along with VRR which is very useful. We should also note that this screen includes some decent integrated speakers which are likely to be useful when connecting an external device like a console.

The only gap really is that there is no support for Dolby Vision HDR content on this screen, something that is supported from the competing 32″ Dell Alienware AW3225QF, and that was added recently to the 32″ Asus ROG Swift PG32UCDM as well. We would have liked to have seen HDMI-CEC included as well to auto switch to that input when a device is powered on.

HDR

Being an OLED panel, the 32GS95UE is well equipped to handle HDR content with its per-pixel level dimming allowing for true blacks, a basically infinite contrast ratio and the avoidance of all blooming and halos. In these regards it can easily surpass any Mini LED backlit LCD monitor. However, it cannot reach the same luminance levels as Mini LED screens, and carries a “peak brightness” spec of 1000 nits, which will then also lower as the content on your screen changes and the APL increases which is normal on this technology. This is one key area where Mini LED screens can look brighter and deliver a more impactful HDR experience.

Being a WOLED panel it does not suffer from the reduced perceived black depth and contrast that QD-OLED panels do, and so is definitely more suited to viewing in brighter room conditions than those competing models. The AG coating helps mitigate glare and reflections too. The near-black shadow detail was also very good on this model, with the first HDR RGB step visible in tests being RGB 4.

HDR modes

There are a large number of HDR modes and settings available to choose from – Gamer 1, Gamer 2, FPS, RTS and Vivid. You also have access to a fair few OSD settings within HDR mode including the brightness slider, peak brightness mode selection, and colour temp controls. Each defined preset seems to have a pre-configured combination of peak brightness, colour temp and sharpness settings, although you can customise these in each mode as well if you want.

HDR preset modePeak brightness modeColour Temp settingSharpness setting
Gamer 1 (DisplayHDR 400 certified mode)LowWarm50
Gamer 2LowManual 070
FPSLowManual C4n/a (~70?)
RTSLowManual 0n/a (~60?)
VividHighManual C9n/a (~50)

You can see that all these modes by default operate with the ‘peak brightness’ setting on low, except for the vivid mode. This can be manually changed within each mode if you want though. Beyond that, the main difference is in the colour temp and sharpness, with the former having an impact on how warm or cool the image looks. We’ll test each mode to see how they perform.

PQ EOTF Tracking and Greyscale

Click between each tab to see results and analysis for each of the HDR modes

Gamer 1
Gamer 2
FPS
RTS
Vivid
Gamer 1 (peak brightness high)

There’s a fair few modes to consider here but the ‘Gamer 1’ mode provides the most accurate setup in these tests, which is perhaps unsurprising as this is the mode specifically configured for VESA ‘DisplayHDR 400 True Black’. It has the most accurate PQ EOTF tracking, following the target line closely although rolling off quite early to help preserve light grey tonal values. The colour temp and white point were good in this mode, resulting in a decent greyscale accuracy as well (dE 1.1).

The Gamer 2 mode is very similar, although the EOTF graph drops a little below the target line in dark to mid grey shades, meaning they are a little darker than intended. The RTS mode goes the other way, significantly over-brightening the EOTF for dark to mid grey shades which makes them brighter, but less accurate, causing some loss of tonal values visually.

The FPS mode deviates from the target reference measurements even further, with a greyscale that is quite a lot cooler in mid grey shades. The EOTF is again too high and brighter than it should be like it was in the RTS mode, but this mode is now a lot cooler than RTS. Vivid is a similar story to the FPS mode, being even cooler and overly bright for the EOTF tracking.

We’ve also added in measurements for the ‘Gamer 1’ preset but where we have manually changed the peak brightness to ‘high’. This delivers a brighter HDR experience while still maintaining other aspects of the accuracy of this mode. In this configuration you can see that the EOTF tracking is a bit brighter than it should be, but not as drastic as the FPS, RTS or Vivid modes. This is the optimal way to increase the brightness if you want to, without deviating as much from the target PQ EOTF. We will show in a moment as well that this also helps deliver the brightest performance overall, as well as maintaining good colour accuracy.

We’ll provide some recommendations later on once we’ve evaluated the other areas but the summary here is that the Gamer 1 is the most accurate in terms of PQ EOTF tracking and colour temperature. It’s default ‘low’ peak brightness setting is the more accurate, but will not be as bright as if you increase that to ‘high’ within that mode.

Colour Accuracy

Click between each tab to see results and analysis for each of the HDR modes

Gamer 1
Gamer 2
FPS
RTS
Vivid
Gamer 1 (peak brightness high)

Gamer 1 mode is again the most accurate with very good overall colour accuracy, apart from the pure 100% RGB colours in Rec.2020 which the panel cannot fully reach. Switching between the ‘low’ and ‘high’ peak brightness setting has no real impact on colour accuracy in this Gamer 1 mode which is good news. FPS and Vivid modes are the least accurate, as the colour temp is now much cooler than the target 6500K.

HDR Brightness

Peak White Luminance

Gamer 1
Gamer 2
FPS
RTS
Vivid
Gamer 1 (peak brightness high)

The common peak white luminance measurements show a similar brightness behaviour across the four modes which all have ‘peak brightness’ set at low. They all reach up to around 630 – 660 nits maximum, before dropping off a bit as the APL window size increases. The only mode which is set to ‘high’ for peak brightness by default is the vivid mode, and you can see that this can now reach much higher white luminance, up to 1195 nits maximum in fact. This is closer to the 1300 nits peak brightness spec now. If you stick with the ‘Gamer 1’ mode but change the peak brightness setting to ‘high’ you get an even brighter HDR performance, reaching up to 1324 nits peak white luminance now and meeting the spec from LG.

Remember that this is only measuring peak white luminance which is limited, and we need to evaluate the HDR brightness in real-scenes, for greyscale performance and for colours to get a fuller picture. We can at least see that it’s the peak brightness setting in the OSD which influences how bright the screen can reach.

Luminance Accuracy

To consider the “luminance accuracy” further of the HDR modes we need to consider the EOTF and luminance performance at a range of different APL’s. Our recent investigation of OLED HDR brightness has revealed that we can’t just rely on a single 10% APL measurement any more. If you’re unfamiliar with the testing and data in this section, you can expand the section below for more information.

Luminance Accuracy – Testing and Data Explanation

Example EOTF and luminance graphs for HDR measurements

Let’s just explain the EOTF graphs a little further here before we consider the luminance accuracy of this screen further. In the left hand image above you have an EOTF graph tracking the PQ curve for HDR. Along the horizontal X-axis you have the greyscale from 0 (black), through different shades of grey which get progressively lighter, to 100 (white). The vertical Y-axis is the PQ value, but basically you can think of this a bit like luminance. As you move up the value the screen has a higher luminance. This graph is just a logarithmic conversion of what an actual luminance graph would look like, which is included on the right. You can see the same greyscale 0 > 100 along the bottom but the vertical Y-axis is now luminance measurements directly.

The problem with the luminance graph is that the line is very flat until about greyscale 20 when it then starts to rise on the curve, even though visually you can identify differences in the image for those darker grey shades. In fact small differences in dark shades are more discernible by the human eye than the same differences in lighter shades. The curved graph is harder to read and compare which is why it’s converted to the PQ EOTF graph typically instead. Both graphs are measuring the same thing, but they’re presenting the data in a different way. The EOTF graph on the left is easier to identify where there are errors in not only the lighter shades, but also in the darker shades.

One other thing to note it that you will see in both cases when the lines reach greyscale value 70 (light grey) the yellow target line flattens out completely which would mean that if this is followed exactly by the monitor, all those grey shades from 70 to 100 should actually have the same luminance, and would therefore look the same. Those lightest grey shades get clipped and lost and become white basically. This is how it’s defined in the HDR PQ standard but it is down to the display manufacturer to determine the “roll-off” point. Often you will see the luminance drop a little lower and more gradually level off rather than take such a sharp turn at greyscale 70. That can then help preserve lighter grey tonal values. This is especially useful in situations where the peak luminance of white is lower, like for instance on OLED screens where the APL is high.

Think of it this way – for small 1% APL you might have a full luminance range of 0 – 1000 nits to play with on an OLED monitor, and so clipping light grey shades above greyscale 70 isn’t a major problem as they will be very bright at that point (nearing 1000 nits) and it’s going to be very hard to tell them apart anyway. For a large 100% APL the screen might only be able to reach perhaps 250 nits peak white and now you have a much smaller 0 – 250 nits range to play with. The display manufacturer might choose to clip the grey shades later on by rolling off the luminance more gradually since it’s going to be easier to tell the differences between those lighter grey shades when white is reaching only a much lower 250 nits peak.

Example Data Tables and Graphs – NOT from the screen in this review

To consider the “luminance accuracy” further of the HDR modes we need to consider the EOTF and luminance performance at a range of different APL’s. Our investigation of OLED HDR brightness has revealed that we can’t just rely on a single 10% APL measurement any more.

As well as providing some EOTF graphs at a few different APL’s beyond just the typical 10% APL measurement, we’ve been working on a useful way to measure and represent what we call the “luminance accuracy” of the HDR modes. The tables above are a simple approach which tracks the luminance error. Each grey shade being measured is shown across the top of the table starting from 0 for black, and going through the grey shades until you reach 100 for white. Measurements are taken at a range of different APLs shown down the left hand side, from 1% up to 100% and the measured luminance of each grey shade is compared with the target it should be reaching.

The difference in luminance, whether that’s a positive number where it’s brighter than intended, or a negative number where it’s darker than intended is then captured in the table and colour coordinated. The blue areas are where the luminance is higher, and the pink areas are where it is lower. Ideally for a fully accurate greyscale performance all these squares would be white, which would reflect the ability to achieve the intended luminance for all the different grey shades, and at all the different APL areas. Having said that, as we said earlier it is quite common to have a gentler roll-off for luminance on the higher APL situations, as the absolute peak luminance that can be reached is much lower than at small APL levels, and rolling off a bit earlier helps preserve some light grey details. As a result, some pink-coloured error for larger APL’s in the mid to light grey shades is perfectly acceptable which is what is shown in this example. Some example EOTF graphs are also provided at 10%, 50% and 100% APL.

Example Graph – NOT from the screen in this review

Another good way to represent the luminance is on the above graphs. Here we have considered an average of the measurements across the mid to light grey shades between values 45 and 75, and you can see a visual representation of which shades that covers with the gradient bar under the table on the left. This basically excludes the much darker shades, and also those that are near white, and often where clipping then occurs on OLED screens since they can’t get anywhere near the 10,000 nits upper limited defined for the PQ EOTF. These grey shades from 45 – 75 are the interesting area in terms of where problems arise in real-world brightness, and which will make up a significant portion of any brighter real-world HDR content areas.

On the graph itself the dotted grey line shows the average target luminance that should be reached for those grey shades, while the pale blue line tracks the average measured luminance. Ideally these lines would match if there was no error in the luminance and it was completely accurate. You can see here that for the smallest APL’s the lines meet closely and the achieved luminance is as intended for the different grey shades. In this example, it reaffirms what is shown in the pink/blue tables earlier.

Gamer 1 HDR mode

LOW peak brightness
HIGH peak brightness

We’ve identified that the ‘Gamer 1’ HDR mode is the most accurate in terms of colour temp and colour accuracy, and so we wanted to evaluate the two potential peak brightness options within this mode further. You can see that with peak brightness set to ‘low’ (the default), the EOTF tracking is nice and accurate, although the roll-off for light grey shades is fairly significant which results in some loss of brightness.

If you move up to the ‘high’ peak brightness setting the darker grey shades are a little brighter than they should be and you can see that the EOTF tracking is not as good in those areas. The roll-off point is similar to the ‘low’ mode still, although overall the image is brighter now.

This ‘high’ mode is less accurate from an EOTF tracking point of view, but we expect it to be preferable to most users. It offers you access to the full peak brightness of the screen, being able to reach up to twice as high for white luminance at 1324 nits instead of the rather limited 628 nits of the ‘low’ mode. As a result you get more impactful highlights and overall HDR experience. While not strictly accurate, the brighter-than-intended darker grey shades are also likely to be a bit easier to view in normal and lighter room conditions, as HDR is intended to be viewed in a fully dark room and that’s not practical for most users. So the slight raising of the brightness there helps with viewing darker scenes and shadow detail in these situations we felt.

Greyscale Luminance

LOW peak brightness
HIGH peak brightness
Comparison
Other screen comparisons

The easiest view here is to use the ‘comparison’ tab where you can see the average greyscale luminance of both modes compared. The high mode is brighter overall in actual greyscale luminance, especially when you get to lower APL below about 25%, where the full capability of the panel is then realised.

If we compare the greyscale brightness with a couple of other 32″ 4K OLED monitors you can see that the LG reaches a higher luminance than a typical QD-OLED model, represented here by the MSI MPG 321URX. The Gigabyte AORUS FO32U2P reaches higher luminance than the LG in some situations, although this is at the cost of accuracy as the EOTF tracking is further away from the target on that screen.

Colour Brightness

We’ve already measured the peak white luminance of the screen above, and then delved in to the luminance of the greyscale which has a direct impact on mid tones and overall image brightness during real use. We have also included our additional tests below based on our new testing methodology explained in our detailed article here. These tests are designed to include measurements of colour brightness, based on measurements of RGBCMY colours. For colours, the greyscale measurements earlier will also be relevant to account for all those mid-tones and different shades of colours.

As a brief explanation about these measurements this section includes:

  1. A scale and score based on perceived ‘brightness’ of the display instead of a raw ‘luminance’ measurement. This uses the XCR model developed by Samsung Display and accounts for both the luminance of the colours but also the colourfulness which is impacted by the colour gamut. XCR and its importance is explained in a lot more detail in our article.
  2. The scores are now directly related to how you would perceive and feel the brightness of the display. Where a score is twice as high as another score, it means it should appear approximately twice as bright. You can’t treat luminance measurements in the same way as our article explains.
  3. We will include measurements and brightness scores for colours, not just for white. More important for real-world HDR experience and content.
  4. Evaluation of the performance and brightness of these colours as the APL changes, including for “peak brightness” capabilities at the smallest APL. This shows where colours remain bright as well as just white measurements, or where you can sometimes get washout issues, or colours which cannot reach as bright as you might expect.
  5. Comparisons between different displays and panel technologies where applicable
LG 32GS95UE (Peak brightness High)
MSI MPG 321URX (QD-OLED example)
Comparison

One limitation with WOLED panels for HDR is that the brightness of colours reaches a limit and the panel can only get brighter by using the additional white sub-pixel. This is particularly evident at smaller APL where the colour brightness reaches its limit but peak white luminance can reach much higher. You can see by comparison that a QD-OLED panel can maintain high colour brightness even at the smaller APLs. If you consider the direct comparison graph the MSI, which represents a typical modern QD-OLED panel, is round 4% brighter for colours across the APL range, and reaches up to 28% brighter for the smaller APL.

We do need to keep in mind that these measurements are based on RGBCMY measurements and there is another level of complexity on top of this when we consider the earlier luminance accuracy, EOTF tracking and greyscale luminance. It’s a very complicated area to measure and interpret and we are working on further ways to represent this data in a clear way to compare and analyse modern HDR monitors.

For now, we can say that the WOLED panel’s white sub-pixel allows for higher white luminance than competing QD-OLED monitors but colours do not always look as bright or vivid due to the differences in colour luminance, and also differences in colour gamut available. The use of the “white boost” also causes some colour washout relative to QD-OLED panels. Real-world scene brightness as a whole is however more impacted by the earlier measurements for greyscale luminance so overall the QD-OLED models end up looking darker in practice either way.

Comparison vs. Asus ROG Swift PG32UCDP

We directly compare the two available “dual-mode” 32” WOLED monitors, the LG 32GS95UE and the new Asus ROG Swift PG32UCDP. How do they differ in performance and features and which is the right screen for you?

Conclusion

The LG 32GS95UE is an impressive 32″ OLED monitor and it was very interesting to test the first WOLED offering in this segment. We were impressed by the motion clarity and smoothness of the dual-mode 480Hz mode, and while it might be a bit gimmicky to some users, we can see others who might enjoy gaming situations where they can really push frame rates instead of image detail, or want to simulate smaller screen sizes for competitive games. In those occasions where you’re going to play on a smaller screen size area at a lower resolution anyway, it’s nice to be able to push the refresh rate higher than the panel’s standard 240Hz.

A 32″ screen with 4K 240Hz was as ever an excellent combination and provided great image quality for gaming. There was very low input lag, very good support for consoles and a decent range of gaming extras available. HDR performance was also very good with an impactful image, better ambient contrast ratio and black depth than QD-OLED panels and a brighter overall experience than most of those models too. The screen is missing BFI and Dolby Vision support that some competing 32″ models offer, but on the whole it’s an excellent screen for gaming.

The default setup was good too and we really welcomed the support for hardware calibration, that’s a nice feature you don’t find on any other 32″ model at the moment. The sRGB emulation mode could have been a little more accurate, and some users may miss the option for Adobe RGB emulation too. Text clarity was very good now and it was great to see the problems from previous WOLED panels basically eliminated with the new sub-pixel layout and increased pixel density. We’d like to see some improvements with the screen coating on these WOLED panels though as it’s still a little grainer than modern IPS panels, and it would be great if LG.Display could offer glossy options as well for fans of that finish.

The screen has a few nice extra features like the aforementioned hardware calibration support and also the pretty decent integrated speakers, which users of external devices and consoles will find useful. It felt a little lacking in connectivity with USB type-C, KVM switch and PiP/PbP all absent, but available on competing screens. One final thing which is disappointing is LG’s lack of transparency around their warranty support and burn-in cover. If they’re really offering this like they are telling some media outlets, there’s an easy fix to our concerns – update your website and support teams and offer the same level of support that many other manufacturers are now offering.

Where to Buy
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The 32GS95UE is available now in most regions from a range of retailers including LG direct, Amazon and Newegg. You can check pricing and availability for your region using our affiliate links above. In the US it retails for ~$1200 USD at the time of writing which makes it around $100 USD less than the Asus and Gigabyte models at the moment, but around $200 – 250 more than Dell and MSI’s models. It’s in the same kind of ball park price range though and definitely worth a look if you are after any of the specific features this model offers, or are after a WOLED panel instead of QD-OLED.

ProsCons
Dual-mode provides excellent motion clarity and very high frame rate support for competitive gamingLacking some connectivity options other 32″ OLED monitors offer
Text clarity issue basically eliminated thanks to new pixel layout and increased pixel densitysRGB mode could have been a bit more accurate
Some nice extra features like hardware calibration and decent speakersConfusion around warranty and burn-in cover

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