Gigabyte G34WQC Gaming Monitor Review

4K gaming monitors are just starting to find their footing in the PC gaming space, and still require some pretty insane graphics horsepower to run at decent framerates. That’s why many gamers – including myself – find 1440p at 144Hz to be the “sweet spot” of monitor specs right now. Gigabyte, a relative newcomer to the display space, has hit this sweet spot beautifully, offering a high-refresh 34″ ultrawide curved gaming monitor at a rather affordable price. But does it stand up to scrutiny? I tested one to find out.

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Design and Features

When it comes to basic specs, the G34WQC checks the right boxes right off the bat: a sizeable 34-inch screen size, 3440×1440 ultrawide resolution, and smooth FreeSync-capable 144Hz refresh rate (with HDR400 as a mediocre but still-welcome cherry on top). That’s a pretty impressive spec sheet, but it becomes a lot more wow-worthy when you see the $449 price tag. That’s similar to other affordable competitors like the Acer Nitro XV340CK, and a lot less than higher-end 1440p ultrawides like the LG 34GN850-B. It does come with some sacrifices, but depending on your usage, you may find them worth the savings.

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For example, Gigabyte’s design is basic but attractive, with no RGB lighting or flashy accents – just a mostly frameless bezel atop a flat, two-legged stand that keeps wobble to a minimum. And while that stand offers all-important height and tilt adjustments, you don’t have the ability to swivel or pivot the display. This won’t be a problem for most people looking at the monitor straight on, but it may not work for less conventional setups (not that you’d probably want to use it in less conventional setups anyway, given its slight 1500R curve.) The display is VESA-compatible, so you could use it with a third-party arm if you wanted, but that cuts into the cost savings you’re getting from this monitor.

In addition, the IO is limited to two DisplayPort 1.4 and two HDMI 2.0 jacks – no USB pass-through at all. It does have some weak speakers and a headphone jack, if that’s your thing, but again – it should serve most users well enough. The power supply is built-in, so you don’t have any power bricks cluttering up your workspace, and the on-screen settings are navigable with a joystick button on the rear of the monitor. I’d go so far as to call this a masterclass in effective cost-cutting, hitting the important parts while skipping the less-used bells and whistles – at least, in terms of design and build.

Gigabyte G34WQC Review

Testing

That brings us to the panel itself – the most important component of a gaming monitor, where cost cutting is less than ideal. And while Gigabyte has gone with a VA panel instead of a better-performing (and more expensive) IPS model, it actually performed quite well in our testing. As with all monitors I review, I evaluated the G34WQC’s capabilities using an X-Rite i1Display Pro in conjunction with a copy of CalMAN Ultimate, as well as some by-eye tests using test patterns from Lagom and Blur Busters.

Brightness was decent on the G34WQC, hitting a maximum of 338 nits in SDR. It also covered 100% of the sRGB color space and 87.3% of the DCI-P3 color space, which is solid for a monitor at this price – though color accuracy was less exciting. When measuring color accuracy, a deltaE value describes how closely a color matches the target a monitor is trying to display, with a deltaE value of 3 being good, and under 1 being considered indistinguishable to the human eye.

Out of the box, the G34WQC had an average deltaE of 3.73 with a maximum of 8.37 – that’s not ideal, and there’s a noticeable blue tint to the color temperature overall. Note also that as a wide gamut monitor, typical sRGB content will show colors in a slightly boosted, more saturated manner, though this is common with all wide gamut monitors (and due more to Windows’ color handling than flaws in the monitors themselves). There is an sRGB mode, but it was even worse in my tests, so it’s not really worth using.

Gigabyte G34WQC Review

Color accuracy isn’t crucial unless you’re doing content creation, and kicking the blue down a few notches in the OSD produced what I’d call “good enough” color to most gamers who don’t have a colorimeter to perform a full calibration. The deeper contrast ratio provided by the VA panel is worth that tradeoff, measuring at 3252:1 in my tests – much better for gaming in a dark room than more washed-out IPS panels. Black and white levels looked good, and gamma was okay – it kept an average of 2.2, but dark shades were a bit over-brightened and light shades were a bit too dark.

Response time is the other weakness of VA panels, which are slower than their TN and IPS competitors. Lagom’s response time test uses an animated GIF to flip between two shades rapidly – if you see flickering in the transitions, that indicates a slow response time which will manifest as ghosting or smearing during motion in games. The G34WQC did show flickering in the three darkest transitions, as well as some noticeable ghosting in Blur Busters’ UFO test, even with Overdrive at its highest setting. That said, it’s far from the worst ghosting I’ve seen on a VA panel like this. Just note that the ideal Overdrive setting may depend on the framerate of the game you’re playing – Speed mode provides the best performance at 144Hz, for example, but at 60Hz produces more noticeable overshoot artifacts, so you may want to back down to Balanced during slower-paced games. Try both to see which you prefer.

Finally, the FreeSync Premium implementation worked as advertised in my tests, and while the display isn’t officially G-Sync certified, G-Sync worked just fine with my NVIDIA card in NVIDIA’s G-Sync Pendulum Demo.

Gigabyte G34WQC Review

Gaming

If you’re coming from a 24″ or 27″ monitor with a typical 16:9 aspect ratio, gaming in ultrawide will blow you away. I find it especially jaw-dropping in cinematic games like Shadow of the Tomb Raider, where the expansive views can really stretch their legs across your field of vision. That said, larger 16:9 monitors can do this as well, perhaps even a bit better. But a 34″ ultrawide offers most of the gaming benefits of a 32″ monitor while also being much better for desktop work with multiple windows. In other words, I’d call 32″ monitors ideal for pure gaming, but ultrawide monitors are perfect for pulling double-duty as gaming and productivity displays.

The 1440p resolution and 144Hz refresh rate hit that perfect sweet spot too, with the higher pixel density creating beautifully sharp images with smooth motion. FreeSync, as always, is a crucial ingredient to this: running games like Shadow of the Tomb Raider at high refresh rates is a lot harder than other titles, so FreeSync allows you to play slower-paced games with high details and fast-paced games like Overwatch at 144 frames per second, without having to manually change the refresh rate or deal with screen tearing.

Gigabyte G34WQC Review

You may, however, have to change the Overdrive setting between these two types of gaming, as I mentioned above. That’s a small price to pay for a monitor this affordable, though. And with Overdrive set properly, motion is pretty good for a VA panel – not as good as the Samsung Odyssey G7, which also uses a VA panel – but again, I’d easily call it “good enough.” There is some minor smearing in dark scenes, but most gamers probably won’t notice – if you’re the kind of person who would, you probably know who you are. (For what it’s worth, I consider myself pickier than most gamers when it comes to motion, and I didn’t find the G34WQC’s motion performance distracting in actual games).

HDR performance is, as you’d expect, mediocre at best, with enough downsides that it’s really only a minor improvement. While it does allow for a bit more “pop” to highlights, especially in games like Doom Eternal that allow fine-tuned HDR configuration, it’s low brightness and lack of local dimming means it’s nowhere near what a high-end HDR1000 monitor (or even a midrange TV) could display. HDR also allows for more accurate colors in supported games (since wide gamut monitors oversaturate SDR content), but I found I needed to change bit depth to 10-bit in the NVIDIA Control Panel to avoid banding in HDR mode. Most annoyingly, the monitor seems to go back to the “Standard” color setting every time it switches out of HDR mode, rather than the custom setting I dialed in. As such, it’s not a huge draw of the display, but if you want it, it’s there.

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Purchasing Guide

The Gigabyte G34WQC retails for $449 at Amazon and Newegg.

Atomic Heart Shows Off Insane New Photo Mode in Gameplay Video

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Developer Mundfish has released a new gameplay trailer for their upcoming first-person shooter/action-RPG Atomic Heart. In it, we get our first look at the game’s insanely detailed Photo Mode, as well as another look at its creepy, dystopian game world. You can check out that trailer above.

In addition, Mundfish has relaunched the studio’s official website with a ton more Atomic Heart lore. And the team also sent along a pile of new screenshots, which you can see in the gallery viewer below.

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Atomic Heart does not yet have a release date, but we’ve been covering it extensively at every opportunity. Don’t miss the raytracing trailer, Plyush mini-boss-fight gameplay trailer, 2020 gameplay teaser, in-engine cinematic trailer, 10 minutes of gameplay from a 2019 build, the Facility 3826 teaser, the Clown Trap trailer, the second trailer, and the original gameplay trailer. Stay tuned for much more coverage of this one on IGN.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

 

Is Xbox Live Changing Names? New “Xbox Network” Branding Pops Up

Xbox Live is now being referred to as “Xbox network,” at least on some consoles, in a change that Microsoft has yet to respond to or acknowledge.

Microsoft reporter Tom Warren was among the first to notice the change. The dashboard on Xbox now refers to Xbox Live as the “Xbox network,” prompting speculation that Microsoft might be considering a name change for its online service. GameSpot can confirm having seen this name change as well, though it’s worth noting our system–an Xbox Series X–is enrolled in the Xbox Insider program that receives updates early before they roll out publicly.

It’s immediately noticeable and odd that word “network” is not capitalized. If “Xbox Network” was the new name for Xbox Live, one would imagine the n in network would be capitalized.

Lending further fuel to the speculation that Xbox Live branding is going away is the fact that Microsoft spokesperson Larry Hryb has changed his YouTube channel name from “Larry Hryb, Xbox Live’s Major Nelson” to “Larry Hryb, Xbox’s Major Nelson.”

Microsoft caught a lot of heat earlier this year when it announced a price hike for Xbox Live Gold–a move that the company swiftly reversed. Not only that, but Microsoft announced it was dropping the Xbox Live Gold requirement for free-to-play games. Some people believe Microsoft is looking to phase out Xbox Live entirely, as the company focuses on its future with Xbox Game Pass.

Whether or not that comes to be is another story. We’ve contacted Microsoft in an attempt to get more details, and we’ll report back with anything we hear.

For more on Xbox, check out GameSpot’s list of the best Xbox Series X games you can play right now and the full list of Xbox Game Pass titles.

Control Dev On The Challenges Of Cross-Gen Development

According to Control developer Remedy Entertainment’s communications director Thomas Puha, making a cross-generational video game is a tricky challenge, especially when developers have fewer resources to work with on older hardware.

“Whenever you’re in this cross-generational point, to be blunt, it sucks,” Puha said on IGN’sNext-Gen Console Watch. “You have to support the previous gen, make sure that sings, and then whatever you bring to next-gen is still limited by the choices you made years ago for the previous generation. It’s not a very realistic thing, that this old game, we’re just going to remake everything and then bring it to next-gen. It’s just not like that. It’s not a reality for us, because you’re literally taking away resources that are building the future games and improving the engine for the future.”

Puha also explained that getting a game with a new engine to run smoothly on new console hardware is a process that takes several months to get right. As an example, he mentioned how Control’s game engine from August 2019 was updated so that it could offer more next-gen visuals, but this effectively broke everything that Remedy had created up to that point.

“When you get to the point where you have to get [a game] running on next-gen systems, on a new engine it takes several months just to get everything working,” Puha said. “Nothing works at first. The content looks wrong, the textures look wrong, the lighting is busted, because we’ve made all these improvements but then they’re incompatible with what we had in 2019. It took months–the game is running, we had it running back in summer of last year, but it didn’t have any of the nice things. It just took quite a while to get to the level where we had everything working that we had in the previous-gen version. Now we can actually start doing all that cool next-gen stuff.”

Puha is still optimistic for what future video games will look like on the PS5 and Xbox Series X, as developers have begun “scratching the surface” of what that hardware is capable of. Remedy recently recorded its best year ever in terms of the money it made despite releasing no games, making €41.1 million in revenue thanks in part to royalty income from Control and money it received from Epic to develop two new games exclusively for the Epic Games Store.

The Finnish studio has also increased its staff numbers by 11% to 275 employees and will release CrossFireX on Xbox later this year.

Now Playing: Control Ultimate PS5 Vs PS4 – Loading Times And Gameplay Comparison

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Fall Guys’ Godzilla Costume Is Coming Back

If you missed out on getting Fall Guys: Ultimate Knockout‘s adorable Godzilla skin when it was in rotation last November, you’ll be happy to discover he’s coming back on March 24. The skin isn’t exactly the same, however, with the new version of Godzilla sporting a spicy new look inspired by Burning Godzilla from the 1995 Godzilla vs. Destoroyah.

Just like the last Godzilla skin, this one will cost you a hefty 10 Crowns, so you’d better get those wins up between now and March 24.

Though not mentioned in the announcement tweet, the new Godzilla skin is likely related to Godzilla Vs. Kong, which will release in theaters and on HBO Max on March 31. Mediatonic hasn’t said whether they plan to release a Kong skin as well, but we can only hope they’ll cater for Kong fans as well at some point.

Fall Guys is currently counting down towards its fourth season, which is due to start on March 22. The new future-themed season, called 4041, will bring new stages and modes to the game, as well as a set of futuristic outfits that include Among Us costumes.

Fall Guys studio Mediatonic was recently acquired by gaming giant Epic Games, though for now the acquisition hasn’t caused any major changes for the cutesy battle royale game–it’s still available on Steam, for one. Mediatonic is now working on releasing Fall Guys on Nintendo Switch and Xbox consoles, with the ports due out this summer.

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Resident Evil Village PC System Requirements Are Here

Capcom has now announced the PC system requirements for Resident Evil Village on PC. The list has been released on the game’s Steam page, while a page on Capcom’s Japanese website goes into more detail about requirements for ray tracing.

The requirements were announced in a tweet on the game’s Japanese Twitter account, and picked up on the Resetera forums. Capcom has released three sets of system requirements, listing the minimum, recommended, and recommended for those who want to enable ray tracing.

As with past Resident Evil games, Village should run pretty well on lower-powered machines if you’re selective with your graphics settings, though players wanting to push the game to its max (especially now that ray tracing is an option) will need a solid rig.

The posts reveal that Resident Evil Village includes a “Prioritize Performance” mode for those with PCs at the lower end of the spectrum, which will run the game at 1080p/60fps on PCs that reach the minimum benchmark. “Framerate might drop in graphics-intensive scenes,” a note on the Steam system requirements reads.

The system requirements on the Japanese page also mention a graphics-focused game mode, which will run the game at 1080p/60fps on PCs that reach the recommended specs. The Japanese post includes an extra column for ray tracing-specific specs not found on the English Steam page, so we’ve included those details below.

Resident Evil: Village PC System Requirements

Minimum:

  • OS: 64-bit Windows 10
  • DirectX Version: DirectX 12
  • Processor: Intel Core i5-7500 or AMD Ryzen 3 1200
  • Memory: 8 GB
  • Graphics Card: Nvidia GeForce GTX 1050 Ti 4 GB or AMD Radeon RX 560 4 GB
  • Storage: TBD

Recommended, No Ray Tracing:

  • OS: 64-bit Windows 10
  • DirectX Version: DirectX 12
  • Processor: Intel Core i7-8700 or AMD Ryzen 5 3600
  • Memory: 16 GB
  • Graphics Card: Nvidia GeForce GTX 1070 or AMD Radeon RX 5700
  • Storage: TBD

Recommended, With Ray Tracing:

  • OS: 64-bit Windows 10 version 2004 or later
  • DirectX Version: DirectX 12
  • Processor: Intel Core i7-8700 or AMD Ryzen 5 3600
  • Memory: 16 GB
  • Graphics Card:
    • Nvidia GeForce GTX 2070 (4K/45fps)
    • Nvidia GeForce GTX 2070 (4K/60fps)
    • AMD Radeon RX 6700 XT (4K/45fps)
    • AMD Radeon RX 6800 (4K/45fps)
    • AMD Radeon RX 6900 XT (4K/60fps)
  • Storage: TBD

Now Playing: Resident Evil Village: Everything You Need to Know

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HBO Developing A Time To Kill Sequel As Limited Series

It’s only been a few months since John Grisham published A Time For Mercy, the follow-up to his 1989 classic A Time To Kill, but it’s looking like it’ll get a screen adaptation soon. According to sources cited by Deadline, HBO has acquired rights to 2020’s A Time For Mercy in order to adapt it as a limited series, and Matthew McConaughey is in final negotiations to reprise his role from the 1996 film.

While not confirmed at this point by HBO, Deadline’s sources claim the plan is to adapt the book as an eight-to-ten episode limited series. HBO has apparently tapped Lorenzo di Bonaventura to produce, who was an executive at Warner Bros in the 90s when A Time To Kill was made.

While Grisham has written three books in the A Time To Kill series, with each following McConaughey’s character attorney Jake Brigance, the second book, Sycamore Row, has never been adapted. When McConaughey promoted the release of A Time For Mercy on his Instagram last year it gave fans hope that he would return to the iconic role, and now it’s looking like that chance will become a reality.

In the latest book, A Time For Mercy, Brigance returns as the main character, this time taking on the case of Drew Gamble, a shy 16-year-old boy on trial for the murder of a local deputy. With the townsfolk calling for the death penalty, Brigance finds there is more to the case than meets the eye.

With sources saying HBO is still looking for writers and a director, the sequel adaptation is likely to be a while off yet.

Now Playing: 18 Biggest Movies To Watch in 2021: Dune, Top Gun Maverick, Snyder’s Justice League

Game Devs Of Color Expo Returns This September

Following the success of the all-online Game Devs Of Color Expo last September, the event will be returning in its online-only format in 2021. GDoCExpo has announced that it will take place on September 23-27 this year, with submissions now open for both games and speakers.

GDoCExpo is now in its sixth year, with the Expo normally taking place at the Schomburg Center in Harlem, New York. Last year’s online-only event saw over 1500 virtual attendees enjoy content that included developer talks, interviews, panels, and a number of featured video games and tabletop games.

Last year’s event also included a Steam tie-in called Gradient Convergence, which featured interviews with participating developers on the front page of Steam, as well as demos and discounts on related games.

“Creators of color make great games but are often pushed to the margins,” GDoCExpo’s mission statement reads. “We fight to create a better games industry that is intersectional and equitable by organizing revolutionary events, uniting our vibrant community, and building access to knowledge, funding, and opportunities.”

For developers who would like to speak or have their games (either tabletop or digital) featured at Game Devs of Color Expo, submissions are now open for the 2021 event.

Batwoman: Wallis Day Takes Over Ruby Rose’s Kate Kane Role

CW’s Batwoman has cast Krypton’s Wallis Day to take over the role of Kate Kane, the original Batwoman for the series that was played by Ruby Rose.

Spoilers ahead for the latest episode of Batwoman!

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Image Credit: Stuart C. Wilson/Getty Images

As reported by THR, this casting news was revealed during the latest episode of Batwoman, as Day’s Kate Kane was shown bandaged and being held hostage. She was shown alive yet unrecognizable due to the injuries from the plane crash that occurred at the start of season two.

It’s important to note that Kane is no longer Batwoman, and that Javicia Leslie – the first black actress to play the character in live-action role – will continue to be the series lead as Ryan Wilder.

Rose left Batwoman in 2020, and reports stated that her decision may have been due to her dislike of the long working hours demanded by being the lead of a 20-episode season.

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The decision was made initially to not recast the character, but showrunner Caroline Dries had been telegraphing her return and very much had no intention of her story simply disappearing. Furthermore, she wanted her to return to avoid the “bury the gays” TV trope that sees shows killing off gay and lesbian characters.

“As a lesbian who’s been working as a writer for the past 15 years, I’m well aware of the ‘Bury Your Gays’ trope and I have no interest in participating in it,” said Dries in June, 2020. “That’s why it’s important to me as the showrunner to clarify any misinformation out there about Kate Kane and recasting Batwoman. Like you, I love Kate Kane — she’s the reason I wanted to do the show. We’ll never erase her. In fact, her disappearance will be one of the mysteries of season two. I don’t want to give away any of our surprises, but to all our devoted fans, please know that LGBTQ+ justice is at the very core of what Batwoman is and we have no intention of abandoning that.”

The rest of the season looks to explore where Kane has been and how this experience has changed her.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.