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The C Ternary Operator ?: is for (lisp) lovers

 The C/C++/JAVA Ternary Operator (or inline if as I like to call it): 

(test) ? do-if-true : do-if-false 

as in:

printf("x is %s than y", (x > y) ? "larger" : "smaller");

Also legal is to place the parentheses around the whole thing:

(test ? if-true : if-false)

All the hits on google start with half a page of blather before they get to a complete example like the one above. Which is probably how they get traffic, but what a waste. I'm putting the blather here where it's easy to skip!

I love this operator because of that short LISP detour I took in my 20s (after the Smalltalk detour of my teens, and before my main path of being a Matlab hacker in my 30s). Like an s-expression it allows you to do things that would otherwise require temporary variables, or lots of duplicate code. People criticize the ternary operator because it's confusing, which is fair. So is Lisp if you don't use it often (and goodness knows I haven't written Lisp in more than a decade so I can really sympathize with that one).

And yes there's a bug in my example. Consider x = y = 1; 

You could do this, however:

(x > y ? "larger" : (x == y ? "equal" : "smaller")) 

but I have to admit at that point I start to agree with the detractors that it's too hard to read. On the other hand, the equivalent if statement either has 3 printfs or a temporary variable, which isn't that great either. 

Bonus chatter:

lisp syntax (from memory, untested):

(if (> x y) "larger" (if (= y x) "equal" "smaller" ))

and the equivalent if-based solution in c:

if (x > y)
  printf("x is larger than y");
else if (x == y)
  printf("x equals y");
else
  printf("x is smaller than y");


Fake TI ADS1115 ADC sold as ADS1015 - BOGI vs BRPI marking

These days it's getting almost impossible to get a functioning ADS1015, a great high-speed ADC (analog to digital converter) made by TI. AdaFruit makes a very nice board featuring it that I've used in a lot of projects. Or rather, I've used their board design, but ordered it from Chinese manufactures on aliexpress and ebay, who used the open source schematics to make much cheaper boards. For the first 20-30 I purchased there was no problem, but lately all the boards that are supposed to be ADS1015s have actually had the ADS1115. This might seem like an upgrade, because the ADS 1015 only has 12 bit resolution, and the ADS1115 offers 16 bits. But higher resolution has to come at a cost, and in this case the cost is speed - the ADS1115 maxes out at 860 samples per second, whereas the 1015 can take measurements 3300 times a second - almost 4 times faster. 

Since the 1015 and 1115 and electrically compatible, the same board design works with both, meaning that you can't tell at a glance which you have. The chip has microscopic markings on it that identify which version it is; reading the datasheets around page 40 you can determine that the ADS 1115 is marked BOGI, and the ADS1015 is marked BRPI.


I've seen several boards marked "12-bit ADS1015" that actually had the BOGI chip on it. Sadly, more recently, I've even seen a chip marked BRPI that turned out to be a ADS1115 - or more likely a cheap clone of the ADS1115 that is not only slow like the 1115, but doesn't really have the 16 bit resolution either. Worst of both worlds. 

So to conclude: check the chip, if it's marked BOGI it's definitely not a ADS1015. And if it's marked BRPI you may have a real ADS 1015, but you'll need to check that it can actually support the full 3300hz sampling rate by connecting to an i2c bus and setting it to the max sample rate. 





Samsung UN65TU7000 TV Review for gamers: input lag from 480i to 4kp60

Summary: This 4k TV (3840x2160) has very low lag but makes up for it with long response times, making the overall speed just ok.

Image quality? 

This is a capsule review since the unit I tested had a significant crack, lowering my acquisition cost to zero but preventing any in depth tests of image quality. I did check the upscaling performance on 480i content and was very unimpressed; everything was very blurry and there seemed to be some kind of post processing filter applied to smooth the edges and curves with an effect much like 2xSaI.  Heavy blur plus post-processing is a bad combo; though I'd be happy enough if these were toggleable options. They are not, however; indeed there seem to be almost no picture processing options (and what there are, are disabled in gaming mode).

Input Lag

I used a piLagTesterPRO to measure input lag. This device sends a frame of video over HDMI and measures how long it takes to display it.

All tests were in game mode. For progressive content the input lag and response time was the same across all resolutions, from 4k, to 480p. The brightness level, however, had a noticeable effect on apparent lag. For higher brightness levels (around 50 and above), the display is illuminated constantly. With this configuration a displayed image starts to appear at the top of the screen around 6ms after it is sent to the TV over HDMI (aka input lag). But that image takes a full 15ms to reach full brightness (aka response time), which more than undoes any perceptual advantage from the low input lag.

The numbers are rather different when the brightness level is lower; in order to reduce the brightness the TV strobes the backlight to reduce the total light and in doing so they cleverly time the dark part to coincide with the start of the input lag, thus hiding the slow change. Now input lag is roughly 10ms (at the top of the screen) but after just 3 additional MS the brightness level is maybe 70% of the way to full brightness. While this this is a little below the standard I use for measuring response time (I usually use 80% of full brightness) it's close enough perceptually, and the result is a much clearer moving image. Of course the TV is rather dark at this point, so using it in this mode is best for dark rooms. As a bonus, the TV's backlights will last longer with the brightness turned down.

Of course this is all measured at the top of a screen. At 60hz it should take about 16ms for the image to be drawn all the way to the bottom of the screen, if the TV draws at the rate pixels are received. However, lag is only about 14ms longer at the bottom of the screen than the top, suggesting that the input is buffered some and then when drawing commences it goes somewhat faster to catch up, but the effect is small. The TV does accept signals at up to 75hz (depending on the resolution) but just drops frames, still showing only 60 frames per second, so there's no advantage and definite disadvantage to going above 60hz.

As you might expect the TV is slower for interlaced content, such as 480i: take everything above and add 17ms (yes, slightly more than a frame length). Worryingly, several times when I switched on a 480i input (in game mode!) an additional 16ms was added on top of this (for a total of 33ms for deinterlacing). I found that toggling game mode on and off would return it to the "faster" 17ms, and when I tried to reproduce the problem I could not, suggesting it might have to do with the first time a new device outputs a new resolution, but that's entirely a guess based on too little data.

Full input lag results

I report two kinds of values. 1st response measures how long it takes for the TV to start responding (I use a 5% change in display brightness). This overly optimistic value doesn't tell how long it takes to see anything useful, but matches what other reviewers call input lag. full response is a more realistic measure of lag, and requires the display to reach 80% of full brightness. This combines both input lag and response time, and is closer to what you would actually experience in a game. I'm using the values from full brightness when the TV isn't strobing here, and I'm assuming the variable 480i result was just a configuration glitch that wouldn't be seen once everything was set up properly.

topbottom
1st (average)full response1st responsefull response
23.038.037.052.0
6.021.020.035.0
6.021.020.035.0
6.021.020.035.0
6.021.020.035.0

Results compared to other displays

To allow quick comparison between many displays I've summarized the results across all the displays I've personally tested with the piLagTester Pro. Min lag is the time to the first response, measured where the screen starts drawing (typically, the top); real lag is the time to the full response, measured where drawing finishes (usually the screen bottom), i.e. input lag + scan out + response time. Numbers in red denote average values that can vary by up to 8ms between power cycles.

DisplayYear made (TV?)Native Resnative min lagnative real lag480i real lag480p real lag720p real lag1080p real lagnative response timenative scan out
Vizio VO370M20101080p2.523.683.049.047.024.35.4715.67
TCL 40S32520211080p6.527.360.629.027.927.76.0014.83
TCL 49s40320184k6.130.276.830.930.330.78.0016.13
Panasonic TH-58PE75U2008720p28.034.034.034.034.034.06.000.00
Panasonic TH-42PX75U2008720p28.034.034.034.034.034.06.000.00
Panasonic TH-50PZ80U2008720p28.034.034.034.034.034.06.000.00
Corprit D157 (hdmi)20211080p3.134.534.934.834.633.916.2515.13
Samsung UN65TU700020214k6.035.052.035.035.035.015.0014.00
Samsung S27C23020141080p2.936.036.636.136.118.1014.97
Vizio E470VL (vga)20111080p22.039.039.039.039.09.008.00
Samsung LN32D4032012720p20.941.258.942.440.740.75.5014.83
TCL50s42320214k14.042.075.042.042.042.013.0015.00
Dell U2410 (sRGB)20101080p20.542.862.445.043.143.16.1316.13
ACER AT326520121080p19.543.862.745.343.843.88.0016.27
sony XBR 43X800D20174k24.544.346.546.044.644.75.0014.83
Element elst5016s20171080p21.445.163.546.445.145.38.0015.73
Sony 32L50002010720p21.145.780.147.346.145.69.0015.63
RCA L40FHD4120101080p20.346.665.048.047.046.09.6816.63
Sony 40VL130 (game)20081080p22.847.366.349.047.347.39.0815.43
Polaroid FLM-373B2007720p28.049.082.049.049.049.07.0014.00
Philips 42PFL3603D/F720091080p29.050.084.050.050.050.05.0016.00
Sony KDL-40V300020081080p22.250.168.450.650.549.811.0016.93
LG 42LC2D2006720p28.350.654.650.850.46.3015.95
GPX TDE3245W2016720p28.051.0102.051.051.051.08.0015.00
Sony KDL-46EX40020101080p28.052.087.052.052.052.08.0016.00
Toshiba 40L2200U20141080p30.056.074.056.056.056.010.0016.00
Vizio E261VA2012720p19.359.061.160.459.258.925.0014.67
LG 32DL655H2012720p35.059.0105.859.059.059.09.0015.00
Emprex HD 32022007720p27.066.0126.051.050.062.024.0015.00
Samsung LN32B3602010720p37.660.062.161.860.560.18.0014.40
Vizio VO22L FHDTV10A2008720p28.061.094.061.061.061.018.0015.00
Vizio E261VA2007720p28.062.095.062.062.062.018.0016.00
Samsung P2570HD20101080p37.062.062.062.062.062.010.0015.00
Sharp LC-C3234U2009720p33.064.683.666.664.615.0016.60
Samsung LN46B61020121080p53.066.082.066.066.066.05.008.00
LG 42PT35020121080p63.567.785.968.967.767.74.200.00
Mitsubishi LT-4614420081080p51.068.075.068.068.068.09.008.00
Toshiba 46L5200U20131080p55.071.089.076.071.074.08.008.00
Sony 40S20L12007720p48.472.090.172.973.49.6014.00
Samsung LN46C63020121080p54.572.190.790.388.572.310.007.63
SANYO DP507492010720p67.075.0103.094.079.075.07.001.00
Samsung HP-T425420111080p69.775.794.176.075.75.001.00
LG 47LW6500-UA20121080p66.680.7149.7149.081.780.92.2711.83
Vizio E470VL (hdmi)20111080p69.086.0128.095.095.086.09.008.00
Vizio xvt4735v20111080p67.688.688.889.288.688.69.0012.00


This list is sorted by real lag for each display's native resolution and max refresh rate (usually 1080p60 but some sets are 720p60, and other monitors support > 60hz). This is important - if you sorted instead by input lag alone, this would be nearly the fastest TV I've ever tested. But when response time is included, it's merely average for a 4k/high end TV.  That's why you have to test both input lag and response time.


Other sizes, same speeds?

This TV comes in a ton of sizes, from the 43" UN43TU7000FXZA to the really obscenely large 85"  UN85TU7000FXZA:

Size US Model
43"UN43TU7000FXZA
50"UN50TU7000FXZA 
55"UN55TU7000FXZA
58"UN58TU7000FXZA
60"UN60TU7000FXZA
65"UN65TU7000FXZA
70"UN70TU7000FXZA
75"UN75TU7000FXZA
82"UN82TU7000FXZA
85"UN85TU7000FXZA

 

 I tested the 65" version, which was also larger than I'd ever want to use personally. As to whether the same lag results would be found across all these models, I don't know. RTings tested the 55" UN55TU7000FXZA and got results about 2ms slower than I report here, however their methods are rather different than mine so that's within the level of difference I would expect caused by sensor location, backlight levels, etc, and not actually hardware differences. In fact I'm amazed we agree as well as we do, given the flickering backlight on this model, which can cause the estimated lag to differ by as much as 5ms between frames depending on where the dark section falls with respect to the drawing of a new input. 

 

 

SAMSUNG S22F350 review: input lag, deinterlacing and upscaling using the piLagTesterPRO

This is a 1080p75 TN monitor from 2020. It does not have an adjustable stand; the default height and angle are fixed. It does offer a VESA mount if you need more flexibility. Power is supplied via an external 14w DC supply. Like most TN monitors it has little lag, but it does suffer from somewhat high response time.

Image quality and upscaling

Good upscaling is critical for retro gaming. Ideally, all pixels should appear equally sharp and bright (no aliasing), and angled lines should appear smooth, with no jagged, irregular steps. On computer monitors this is less of an issue than TVs, but it's still worth testing.

resolution quality
480p/i A+ Minimal but detectable blur. Could only display progressive input, interlaced was not supported.
720p A- Sharp, almost as good as 1080p. Some very slight jaggedness and pixel re-arranging that only really shows up on diagonal lines and 1-pixel wide checkerboards.
1080p 100% of pixels displayed, all sharp

Unfortunately this is a TN display which means limited viewing angles - from above everything is washed out and from below it's all too dark. Side to side is actually pretty uniform, with minimal color shifts.

The display has 1 HDMI and 1 VGA input. I only tested HDMI.

Input Lag

I used a piLagTesterPRO to measure input lag. This device sends a frame of video over HDMI and measures how long it takes to display it. This display has a game mode, and with it off input lag was about 4ms  at the top of the screen. Turning game mode on did not change input lag any, but did improve response time. I toggled all the other display quality settings as well, but did not see any further improvements, however the tests reported below with every "enhancement" set to off, except for game mode which was on.

Input Lag Test Results

I report two kinds of values. 1st response measures how long it takes for the TV to start responding (I use a 5% change in display brightness). This overly optimistic value doesn't tell how long it takes to see anything useful, but matches what other reviewers call input lag. full response is a more realistic measure of lag, and requires the display to reach 80% of full brightness. This combines both input lag and response time, and is closer to what you would actually experience in a game.

top bottom
Resolution 1st (average) full response 1st response full response scan out
480i 4.4 14.4 19.3 29.3 14.9
480p 4.4 14.4 19.3 29.3 14.9
720p 3.6 13.6 19.3 29.3 15.7
1080p60 3.6 13.6 19.2 29.2 15.6
1080p75 3.4 13.4 16.2 26.2 12.8

The input lag is about 4ms across all resolutions and refreshrates. Scan out is about 15ms for 60hz, and about 13ms for 75hz.

Interestingly, the display supports refresh rates above the recommended 60hz, even at 1080p. This is with proper sync: that is to say the monitor doesn't drop frames, but actually increases the redraw rate to keep up with the rate that data is sent to it. If you "overclock" the display it can handle 75hz at 1080p; this is really a misapplication of the term overclocking; what I really mean is if you force your videocard to output 1080p75, the screen will sync with it just fine. You can also go slower, down to 50hz.

One issue is the response time is quite variable depending on the transition the LCD has to make. Black to white is fast (5ms) and fairly clean, whereas other transitions often happen in 2-steps, where the LCD gets close to the desired brightness, pauses for half a frame, and then steps the rest of the way. This made the typical response time 15ms in normal mode, and 10ms in game mode. I'm sure this two-step process causes some motion artifacts when viewed on a high speed camera, and probably results in moving stimuli looking more muddy to the human eye than they would otherwise, so my chart uses the slower 10ms transistions rather than the 5ms from the fastest. I'm not going to be too hard on the display, however, as this is a common issue.

Results compared to other displays

To allow quick comparison between many displays I've summarized the results across all the displays I've personally tested with the piLagTester Pro. Min lag is the time to the first response, measured where the screen starts drawing (typically, the top); real lag is the time to the full response, measured where drawing finishes (usually the screen bottom), i.e. input lag + scan out + response time. Numbers in red denote average values that can vary by up to 8ms between power cycles.

This list is sorted by real lag for each display's native resolution and max refresh rate (usually 1080p60 but some sets are 720p60, and other monitors, like this one, support > 60hz). It is a subset of the screens I've tested, mostly monitors, but a few TVs thrown in for comparison.

DisplayYear made (TV?)Native Resnative min lagnative real lag480i real lag480p real lag720p real lag1080p real lagnative response timenative scan out
Dell E198FPb20081024p2.720.439.035.05.0012.70
Planar PLN220020211080p2.422.624.123.322.922.85.0015.17
Samsung 2494sw20111080p2.822.726.526.526.58.0013.30
Vizio VO370M20101080p2.523.683.049.047.024.35.4715.67
Dell S199WFP2009900p3.624.228.527.827.327.18.0012.60
Dell E228WFP20101050p3.024.226.526.75.0016.90
LG W1953T2010768p2.625.628.728.710.0013.00
Samsung S22F35020201080p3.626.229.329.329.210.0012.80
Dell U2410 (game)20101080p4.026.262.228.326.526.56.0016.20
TCL 40S32520211080p6.527.360.629.027.927.76.0014.83
TCL 49s40320184k6.130.276.830.930.330.78.0016.13
AOC/Envision G19LWK2010900p3.131.239.538.738.437.815.5012.60
Dell E2211H20141080p3.033.634.734.534.133.815.0015.57
Panasonic TH-58PE75U2008720p28.034.034.034.034.034.06.000.00
Dell 1907FPc20081024p3.034.035.934.815.0016.00
Panasonic TH-42PX75U2008720p28.034.034.034.034.034.06.000.00
Panasonic TH-50PZ80U2008720p28.034.034.034.034.034.06.000.00
Corprit D157 (hdmi)20211080p3.134.534.934.834.633.916.2515.13
Samsung S27C23020141080p2.936.036.636.136.118.1014.97
Vizio E470VL (vga)20111080p22.039.039.039.039.09.008.00
Samsung LN32D4032012720p20.941.258.942.440.740.75.5014.83
TCL50s42320214k14.042.075.042.042.042.013.0015.00
Dell U2410 (sRGB)20101080p20.542.862.445.043.143.16.1316.13
ACER AT326520121080p19.543.862.745.343.843.88.0016.27
sony XBR 43X800D20174k24.544.346.546.044.644.75.0014.83
Element elst5016s20171080p21.445.163.546.445.145.38.0015.73
Sony 32L50002010720p21.145.780.147.346.145.69.0015.63
RCA L40FHD4120101080p20.346.665.048.047.046.09.6816.63
Sony 40VL130 (game)20081080p22.847.366.349.047.347.39.0815.43

You can see that this display is quite competitive, like all TNs But stepping back for a moment: pretty much every screen on this list has acceptable lag. The difference between starting to respond 2.7ms vs 6ms after receiving the signal is meaningless. What's more meaningful is the response time, where lower values mean less blurry visuals. The spread is larger there, with this display being decidedly average. But certainly good enough.

Conclusion

Like most computer monitors this display is fast, much faster than most TVs. For most gamers it is plenty fast enough. It is kind of small, and the lack of adjustable stand is a real downer. At least it is VESA mountable, making it a good choice for a second monitor. If you like to share your monitor with a 2nd person the poor viewing angles could be a issue.

Other models 

I tested the smallest model, the S22F350. There are several more sizes: S24F350, S27F350, and even a huge S32F351. I don't expect them to perform identically to this model as the larger ones have freesync which probably means entirely different electronics. Indeed, the spec sheets do differ significantly. Given the large space of possible model numbers available to them I don't think they should have used the F350 postfix for all these models.

Sony KDL-32L5000 review: input lag, deinterlacing and upscaling using the piLagTesterPRO

This 720p TV from 2010 is fast at least in progressive mode, but struggles to display images other than at 480i/p wihtout artifacts.

Image quality

Good upscaling is critical for retro gaming. Ideally, all pixels should appear equally sharp and bright (no aliasing), and angled lines should appear smooth, with no jagged, irregular steps. Also important is that the display shows most or all of the pixels it is sent. Often, this is not the case, with some number of pixels cropped from the bottom or top edges. Shockingly, these tests are relevant for modern gaming as well, because even at their native resolution many TVs have aliasing and cropping.

I attempted to adjust the set to minimize cropping and aliasing, but for many modes the only option was some cropping, or even more cropping.

resolution aliasing/image quality cropping (side, top)
480p/i none, just mild blur A- 20,20
720p noticeable aliasing B- 30,20
1080p blur, mild aliasing 20,20
1360x786 pixel perfect native resolution 0
960p nearly pixel perfect 0


It's disappointing that even by 2010 these TV panels are made with 786p  resolution rather than the 720p that they are actually going to display for 99.9% of their life, resulting in blur, aliasing, etc that's definitely visible whenever any kind of pixel art is shown. This set actually looks better at 1080p because the downscaling seems to be somewhat more effective at that resolution, with noticeable blur but less aliasing than 720p.

 

The display has 3 HDMI, 1 VGA, and 2 yPbPr input. I only tested HDMI.

This TV supports 24hz at 1080p; and it really draws at 24hz with no dropped frames or temporal distortion, so it should be good for movies.

Input Lag

I used a piLagTesterPRO to measure input lag. This device sends a frame of video over HDMI and measures how long it takes to display it. This display does not have a game mode; not even a game 'color' preset.  I toggled all the display quality settings and did not see a consistent effect on lag, however the tests reported are with every "enhancement" set to off.

 

Input Lag Test Results

I report two kinds of values. 1st response measures how long it takes for the TV to start responding (I use a 5% change in display brightness). This overly optimistic value doesn't tell how long it takes to see anything useful, but matches what other reviewers call input lag. full response is a more realistic measure of lag, and requires the display to reach 80% of full brightness. This combines both input lag and response time, and is closer to what you would actually experience in a game.

top bottom
Resolution 1st (average) full response 1st response full response scan out response time
480i 55.9 64.9 71.1 80.1 15.2 9.0
480p 22.8 31.8 38.3 47.3 15.5
720p 21.1 30.1 37.1 46.1 16.0
1080p 21.2 30.2 36.6 45.6 15.4

The set is pretty quick to start making it's first response, so long as the input is progressive, taking just ~22ms at the top of the screen. The response time is also relatively quick, at just 9ms, which makes it faster than average for Sony, even today. When interlaced content is used, however, it becomes much slower, adding two frames of extra lag (33ms).

This TV supports 960p with the same amount of lag as 720p. This is particularly interesting to retro gamers since that mode is used by the OSSC upscaler to display 480i/p with zero added artifacts. The OSSC can use this mode to display 480i with alternating scan lines and bob deinterlacing, which does a very good job of matching the visual experience of 480i on a CRT. This is the ideal way to use this screen for retro content, though if you don't mind the lag the 480i the set does a good job visually, at least.

Results compared to other displays

To allow quick comparison between many displays I've summarized the results across all the displays I've personally tested with the piLagTester Pro. Min lag is the time to the first response, measured where the screen starts drawing (typically, the top); real lag is the time to the full response, measured where drawing finishes (usually the screen bottom), i.e. input lag + scan out + response time. Numbers in red denote average values that can vary by up to 8ms between power cycles.

DisplayYear made (TV?)Native Resnative min lagnative real lag480i real lag480p real lag720p real lag1080p real lagnative response timenative scan out
Vizio VO370M20101080p2.523.683.049.047.024.35.4715.67
TCL 40S32520211080p6.527.360.629.027.927.76.0014.83
TCL 49s40320184k6.130.276.830.930.330.78.0016.13
AOC/Envision G19LWK2010900p3.131.239.538.738.437.815.5012.60
Dell E2211H20141080p3.033.634.734.534.133.815.0015.57
Panasonic TH-58PE75U2008720p28.034.034.034.034.034.06.000.00
Dell 1907FPc20081024p3.034.035.934.815.0016.00
Panasonic TH-42PX75U2008720p28.034.034.034.034.034.06.000.00
Panasonic TH-50PZ80U2008720p28.034.034.034.034.034.06.000.00
Corprit D157 (hdmi)20211080p3.134.534.934.834.633.916.2515.13
Samsung S27C23020141080p2.936.036.636.136.118.1014.97
Vizio E470VL (vga)20111080p22.039.039.039.039.09.008.00
Samsung LN32D4032012720p20.941.258.942.440.740.75.5014.83
TCL50s42320214k14.042.075.042.042.042.013.0015.00
Dell U2410 (sRGB)20101080p20.542.862.445.043.143.16.1316.13
ACER AT326520121080p19.543.862.745.343.843.88.0016.27
sony XBR 43X800D20174k24.544.346.546.044.644.75.0014.83
Element elst5016s20171080p21.445.163.546.445.145.38.0015.73
Sony 32L50002010720p21.145.780.147.346.145.69.0015.63
RCA L40FHD4120101080p20.346.665.048.047.046.09.6816.63
Sony 40VL130 (game)20081080p22.847.366.349.047.347.39.0815.43
Polaroid FLM-373B2007720p28.049.082.049.049.049.07.0014.00
Philips 42PFL3603D/F720091080p29.050.084.050.050.050.05.0016.00
Sony KDL-40V300020081080p22.250.168.450.650.549.811.0016.93
LG 42LC2D2006720p28.350.654.650.850.46.3015.95
GPX TDE3245W2016720p28.051.0102.051.051.051.08.0015.00
Sony KDL-46EX40020101080p28.052.087.052.052.052.08.0016.00
Toshiba 40L2200U20141080p30.056.074.056.056.056.010.0016.00
Vizio E261VA2012720p19.359.061.160.459.258.925.0014.67
LG 32DL655H2012720p35.059.0105.859.059.059.09.0015.00
Emprex HD 32022007720p27.066.0126.051.050.062.024.0015.00
Samsung LN32B3602010720p37.660.062.161.860.560.18.0014.40
Vizio VO22L FHDTV10A2008720p28.061.094.061.061.061.018.0015.00
Vizio E261VA2007720p28.062.095.062.062.062.018.0016.00
Samsung P2570HD20101080p37.062.062.062.062.062.010.0015.00
Sharp LC-C3234U2009720p33.064.683.666.664.615.0016.60
Samsung LN46B61020121080p53.066.082.066.066.066.05.008.00
LG 42PT35020121080p63.567.785.968.967.767.74.200.00
Mitsubishi LT-4614420081080p51.068.075.068.068.068.09.008.00
Toshiba 46L5200U20131080p55.071.089.076.071.074.08.008.00
Sony 40S20L12007720p48.472.090.172.973.49.6014.00
Samsung LN46C63020121080p54.572.190.790.388.572.310.007.63
SANYO DP507492010720p67.075.0103.094.079.075.07.001.00
Samsung HP-T425420111080p69.775.794.176.075.75.001.00
LG 47LW6500-UA20121080p66.680.7149.7149.081.780.92.2711.83
Vizio E470VL (hdmi)20111080p69.086.0128.095.095.086.09.008.00
Vizio xvt4735v20111080p67.688.688.889.288.688.69.0012.00

This list is sorted by real lag for each display's native resolution and max refresh rate (usually 1080p60 but some sets are 720p60, and other monitors support > 60hz). Thus sorted this TV does pretty well, being in the upper 3rd of models I've tested, and about as fast as commonly available options today, like Sony's XBR line, but not as fast as stand-out models like the TCL S325 range or the Panasonic Plasma's that are so hard to find in good condition today.

 

Conclusion

This is a middle of the line TV with disappointing image quality at 720p and 1080p, and lots of lag for interlaced content. So I would not seek it out, for sure. But if you happen to have it already, it will do the job for Xbox 360/ps4 games just fine, and is at least pretty fast for progressive content.

Other models

I tested the 32L5000 which is the 32" version. There seems to be a 26" version: KDL26L5000.  I think the larger sets in this "line" were 1080p, and have a different model number series all together.

The best open-world 3D platform/adventure games of all time (2022 edition)

At the middle of 2022 I'm looking back (hindsight, all that) at the best open world platformers I've played since I started video gaming. This list represents the "efforts" of many years, but is also incredibly dated since my newest console is a Wii. I do try to take a more modern perspective on these older games rather than just letting nostalgia guide me.

I'm a big fan of Zelda, Mario, and Ratchet & Clank. Though each are very different, they all share a heavy emphasis on exploration, world building, and puzzle solving. Combat plays an important role, but not the primary role, unlike a beat-em-up. If that description is too nebulous, just look at the list below. I'm not trying to stake a philosophical claim that category exists, just to help folks find games they may not have played and would enjoy. I will acknowledge that nostalgia plays a role in some selections, I try to rank these according to modern sensibilities, at least in terms of gameplay (the graphics of older games is of minimal concern to me as long as it doesn't hamper gameplay).

These are ranked from all-time-favorite to still-worth-playing but-only-if-you-really-like-these-kind-of-games, plus a quick list of avoidables at the end.

Legend of Zelda, Ocarina of time (N64)

Nostalgia plays a role here, but this game is still amazing. The world is huge and exploring it feels like a real adventure where you get to decide where to go next. The slow evolution of your character's abilities, though trite today, makes it feel like you are growing with the game. Combat is only moderately challenging, but never devolves into a button masher. The dungeons are full of puzzles, and are at least moderately varied. The controls are perfect. Graphically, this game is extremely dated, but the game play is not. And the graphics are not so bad as to get in the way of the game, though it probably helps that I first played this when it was relatively new. There are many remakes on recent Nintendo platforms, or you can easily play with a free emulator on a PC. Though the N64 controller was pretty different from the dualshock design that's pretty much swept the console/pc world, so it can be hard to find a elegant control scheme. 

Ratchet & Clank (PS2)

This is a great series, but the first game is arguably the best.  It's a "puzzle shooter", in that there are a huge number of weapons that each behave in distinct ways. Half the challenge is deciding which would be best for the current situation. It's also a first-class platformer with lots of running, jumping, and exploring. Each level typically has several paths to explore, though to finish the game you will have to play them all. While not as open as a zelda game, their design does a good job of hiding any linearity. Much like zelda your character gets more and more powerful, meaning that you can go back to earlier levels to complete challenges that were impossible before. There is a tiny bit of hidden stuff, but for the most part there are no secrets. Just blast your way through the levels and when everything is dead you win. Graphically, the game still shines with a cartoon sci fi aesthetic. The game play is also up to modern standards, though you will find yourself repeating parts of levels more than you might like because you didn't get far enough to reach the continue point.

Mario 64 (N64)

Nostalgia may also play a role in this pick, given its age. Certainty, as the first open-world 3D platformer, it deserves to be on this list for historical reasons. And frankly, it's hard to imagine that you haven't played it, so maybe I shouldn't belabor the point much. But part of the reason to go into so much detail on the first few games is to help define what this list is about so I will spill at least a few characters. Mario 64 succeeds for several reasons. Unlike the earlier Mario games, each level has a series of challenges to complete, keeping gameplay more varied; there's a level select stage, so it's ease to jump (heh) around to different levels when you get stuck; most of the levels are fairly open and exploration oriented, rather than linear. Keeping with the Mario tradition, there's lots of secrets to discover and all kinds of tricky jumps to execute, and combat plays very little role except for bosses. It really sets the standard for pretty much all mario games that have followed. I find the controls just slightly less smooth than in later games, but perhaps that's because I played on an emulator, using a dual-shock style controller. The graphics are very crude by any standard, but don't hold the game back much. If you haven't played it, at least give it a once over for historical interest - you'll be shocked how much of the mario style was established so long ago.

The rest...

Having established the pattern of what I'm going for here, I'll try to be more short and sweet from here on; as always google for further details.

Jak and Daxter: the precursor legacy (PS2)

A really pretty "gather the magic orbs" kind of game, ala Spyro. Lots of platforming, and good level design. Amazing that this was an early PS2 game; visually it looks nearly as good as Jak 3, the final game in the series released near the end of the PS2 lifecycle. 

Mario Sunshine (GameCube)

What if Mario was a FPS? Would he have a gun, OR a power-washer backpack that is as good at cleaning away black sludge as it is giving short hover assists on tricky jumps? Of course you know it's the latter, but I do think the FPS craze influenced the game design. That sounds like a weird mashup, but the game is actually quite fun. There aren't that many open worlds to explore; instead each "overworld" also has a bunch of fairly linear "challenge" levels which are kind of like 3D versions of NES mario. I feel like it was kind of short.

Zelda: The Windwaker (GameCube)

Ever felt like Zelda was too epic and didn't feature enough watersports? This one is for you. I've heard that it's only got about 10 hours of traditional zelda gaming, but I haven't played it recently so that might be an exaggeration. I do recall a lot of sailing between islands that was only fun the first 200 times. The islands themselves are traditional zelda overworlds with traditional dungeons. Since there aren't that many zelda's it's still worth playing but the bang for your buck is pitiful. 

Sly 2: Band of Thieves (PS2)

This sequel far exceeds the original (which is barely mentioned, way down below). It has 8 large worlds(levels) to progress through with various missions that require a wide range of tasks, usually relating to stealth and collecting things, but also platforming and some mild combat. There are upgrades to the three playable character obtained by carefully exploring each level. A great combination of collect all the thingies and structured missions, and it looks amazing (in general, but specifically by PS2 standards). Surprisingly fun story for a "kids" game, too.

Grow Home (PC, 2015)

A really fantastic game + physics simulation. At its heart it's a collect the gems game, but also a grow (and stear!) giant vines into the sky, rock climbing, paragliding, and puzzle out how to achieve your goals (and what those goals even are) by experimentation and observation game. I love it. Unfortunately it is kind of short, maybe 10 hours. Lots to explore and see for those 10 hours though. Very open ended other than the final goal of getting from ground level up into the clouds (I'm not giving anything away there).

Mario Galaxy 2 (Wii)

Subtitled: Some More Levels for Mario Galaxy. Seriously, this game feels like an expansion pack for the original. Except, I'm starting to think I actually enjoyed this one more than the original - there's some neat new powerups, but mostly I think the level design is just better.  The gravity gimmick (described below) plays a much smaller roll here. 

Mario Galaxy (Wii)

The gimmick here is that some levels are tiny planets that you can circumnavigate in a minute or two. It's large, it's fairly open ended, and it's the mario you know and love from 64. For some strange reason I have fonder memories of the shooter mario (aka sunshine), though. But it's very solid.

Spyro the dragon (PS1)

I'm not sure of the history of the "collect all the thingies" genre, but this is one of the best early examples. Every level has 400 gems. There are weak monsters wandering around that make it slightly harder to get all the gems, but mostly this game is about exploration, tricky jumps, and figuring out the path to platforms that cannot be reached directly. It makes the most of a few very simple gameplay mechanics. I found it surprisingly sublime, and was tempted to put it higher on the list, but it is such a basic looking game with such repetitive gameplay that it found its way down here. It looks much better on a PS2 with texture smoothing on.

Human Fall Flat (PC, 2016+)

How much fun can you have with a good physics simulation? Quite a bit, actually. This a 3D platformer puzzle game where you can grab objects with your two arms and wave them around wildly using your gamepad. Simple things like rowing a boat turn into a full-on puzzle when you have to control the paddles individually by grabbing them and manipulating them with your in-game arms. About half the puzzles consist of this kind of problem, eg: given the game's flexible controls, how do you do something like load and fire a catapult. Many of the puzzles also allow alternate solutions, some of which are probably not intended by the designers. The graphics are simple but it still takes a decent computer, probably to run the physics engine.

Ratchet & Clank Going Commando (PS2)

More Ratchet & Clank. Slightly heavier emphasis on the run and gun 3rd-person shooter aspect of the game, and less on the platforming and exploration, but not really enough to change the flavor of the game. A great looking game and a solid choice if you liked the original.

Tak and the power of the JuJu (PS2)

A collect all the thingies game, but with more interesting puzzles than most, and pretty good graphics. Sort of a Jak and Daxter + Spyro + something with puzzles + "humor".  Sometimes frustrating. Combat has a very strange place in this game - it can be hard, but you come back to life after dying without losing any progress at all. I think they could have skipped combat altogether or made it easier, but given death some actual consequences. Sometimes I get lost in the levels because they are a bit visually repetitive. The occasional clever puzzle really saves this game from being lower on the list.

Jak II (PS2)

Jak and Daxter made over to be a lot more like Ratchet and Clank. The guns are much fewer and less interesting than R&C. The collect the thingies bit from the first game is almost entirely gone; instead you just have to get to the end of each level (many of which are rather linear, but well disguised) . Way, way, too hard for its own good, with lots and lots of replaying each level because you died.  I'm sure I died over 100 times on some levels. I would rate this one much higher if it didn't have that going on. It looks fantastic, and is a lot of fun until the difficulty level gets ramped up. I don't care too much about plot line typically, but man this one is hard to follow and there's a lot of it. Playing Jak and Daxter first helps, but I kind of think they meant for it to be confusing.

Zelda Twilight princess (GameCube/wii)

Felt pretty linear for a Zelda. Otherwise sold, typical zelda style game that cribs a lot from Ocarina
of time, but somehow less magical for all that (is this nostalgia?).

Spyro: Legend of the Dragon (PS1)

This game is third in the series, and looks so much better than the first Spyro. Some of the levels approach PS2 level complexity, though certainly not ps2 level graphics. It might be worth seeing just as a testament to what a well-programed PS1 can do; I think it's easily one of the best looking 3D games for the system, esp. with PS2 texture smoothing turned on. Sadly, the sublime simplicity of "collect all the thingies" has been somewhat diminished here, though not as badly as in #2 (Ripto's Rage, below). Though there are still secrets and tricky to reach areas, they are much less significant than in #1. While the boring challenges of #2 have been dropped, in their place are sub-levels with different playable characters, such as a monkey with raygun, or a kangaroo that can triple jump. None are as smooth playing or as well-thought out as spyro, but they are moderately fun to play.

Ratchet & Clank up your arsenal (PS2)

The continued evolution of R&C away from its platforming roots and towards being a 3rd person shooter. Still has a ton of interestingly different weapons, and still has plenty of platforming, so I still recommend it, but not as much as the 1st or even the 2nd of the series.

Jak 3 (PS2)

This game looks fantastic - a solid upgrade on Jak II's engine which was already near best in system. And the gameplay, while similar to Jak II, is somewhat better because it's not so freakin hard that you have to restart all the time. There's a lot of driving/racing in the game, which is pretty well done but certainly outside the normal genre definition. The platforming is pretty linear, but so pretty I don't mind (much). But the highly linear nature of the platforming and the large amount of driving in the game is why I put it down here. Jak II was more fun, or would have been if it wasn't insanely hard. Meanwhile the storyline less impossible to follow than jak 2 - though it's still not a strong-point.

Muppet Monster Adventure (PS1)

This game is a very sincere attempt to copy everything about Sypro, but change things up just enough that it doesn't play as well. For a tie-in game it's actually amazingly good, and really fills the bill when you are jonesing for a Spyro 4. An excellent soundtrack and reasonably good sense of humor elevates it over Spyro 2, though Spyro 2 probably plays better. The level design tends to be a bit too linear and the controls just aren't as smooth. And it adds absolutely nothing to the gameplay that spyro didn't have already. Still, they don't make them like spyro anymore (remakes excluded, obviously) so this is a game that now fills a hole that we didn't know was going to exist when it was first released.

Sly cooper: honor among thieves (PS2)

 The 3rd game in the series use the same engine as #2, but takes it in a decidedly less fun direction. It feels a little like GTA in that you get a bunch of varied assignments played out over about 8 large levels. But the assignments are not that much fun and there's no incentive to explore (no collectables, no treasure), and they pretty much hand feed you how to do each assignment, nothing to figure out.  Plus they added a bunch of minigames that are just not that fun. The storyline is strong, however, and it's nice to see how the PS2 series comes to an end. Don't get me wrong, it's a fun game, but it's a different genre from #2.

Starfox Adventure (GameCube)

Much more Zelda than Starfox. An odd game that got it's Starfox branding late in life. Somewhat linear, and a too much emphasis on combat, but still a fun Zelda-alike.

Legend of Kay (PS2+)

Legend of Zelda with Cats (and Rats, frogs, etc). Starts out very very linear, but after about 8 hours it opens up, though there's a flip side to that: it's surprisingly easy to get lost. Even though the levels become more open, you still visit them in sequence, no "living world" like zelda. It looks great, but plays just ok. It just doesn't feel as clever as OoT, and the puzzles are not really much to speak of. Plus there's fairly frequent racing bits that you have to complete to progress in the story and they just aren't that fun. Interestingly, for a game starting a little-puddy-cat the dialog suggests it is more intended for teens/adults; there's nothing cute about the storyline.  I got stuck 2/3rds of the way thru due to a bug that prevented further progress and I wasn't tempted to figure out how to fix it.

Spyro: Ripto's Rage (PS1)

#2 in the series, uses the same engine as #3 reviewed above. Gameplay is disappointing though.  The sublime simplicity of "collect all the thingies" has been traded in for a bunch of varied challenges like animal herding or killing all the monsters. Though challenging they don't tend to be fun. Reminds me of how Mario 64 introduced reusing each level 8 times, but requiring different tasks each time you return. The tasks here are less fun but at least there are only 3-4 per level. You can still collect all the gems, but there is no real in-game motivation plus they are not hidden very cleverly.

Ty the Tasmanian Tiger (ps2)

I've seen better looking PS1 games (not to mention more fun). This is a collect the thingies platform game and some of the levels are quite wide open, but are exceedingly dull and monotonous. It's hard to pin down exactly what's so lacking about this game as it checks a lot of boxes. But it's just not fun most of the time. Only intermittent reward drove me to finish this.

Games I haven't played but should probably be on this list

For being written in 2020 this list is horribly dated. Even I know of many games that should be on this list (and even own some of them), but haven't played them personally yet. Some are listed below. I'd be eager for suggestions for more in the comments section.

Zelda Skyward Sword
Zelda Majora's mask

Games not really worth playing


Monsters Inc Scream team (PS1) open nonlinear collect all the things, with platforming elements. This would be a reasonable game but the levels are just uninspired, and the the game engine is just average for a PS1 game.

Shrek treasure hunt (PS1) Open, nonlinear collect all the things. Overly simplistic, all you can do is jump and run to avoid the randomly moving farm animals and other creatures. The camera is almost top down, probably to hide the laughably short draw distance, and cannot be adjusted at all.

Spyro: Enter the Dragonfly (ps2) A sad end for such a find series of collectathon games. Feels like bad fanfic - it has all the aspects of the original games but without any idea of what actually made those design choices fun. It is an open world game with lots to "collect", but it turns out that randomly strewn items in slap-dash levels makes for a very dull game. Plus it looks like crap. Seriously, the PS1 games looked better than this. I mean, ok there are more polys in the PS2 version, but oh such poorly chosen ones, plus an atrocious frame rate. 

Adventure/platform games that are overly linear to be on this list

Sly Cooper and the Thievius Raccoonus (ps2) A fun platformer with heavy emphasis on timing and stealth. But OMG it's so linear. Even when you can double back on your path through a level it's only by progressing forward along the predefined path. Good graphics and style give it a bump, but only check out if you like being led by the nose.

Tak 2 staff of dreams (ps2).  Looks a lot like the first game but is very linear and has nothing clever, humorous (or even "humorous") going for it. The combat is overly hard and in the end I gave up 2/3rds thru, wishing I had just skipped it all together, though the first 3rd of the game was perhaps "fun".

All crash bandicoot games (PS1 and PS2) Actually, I haven't tried them all, but the 3 I loaded up were tiresome and very linear. almost "2.5D" games.

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