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How CNET Tests Monitors

The method behind our monitor-review madness.

Monitor testing and evaluation consists of formal and subjective quality tests and hands-on assessment of the display’s design and features — connection selection and location, menus and options and overall behavior. As part of the process we use the monitor for tasks specific to its mission, such as everyday productivity, video streaming, image and video editing or different types of gaming (such as FPS or RPG). Note that we only report a fraction of our results, usually what’s necessary to adequately convey a monitor’s strengths and weaknesses for particular uses.

The process begins with unboxing and setup; it’s connected to our Windows-based desktop testbed (or a relatively high-end Mac in cases that require it) equipped with a current-generation Intel Core i9 and high-end Nvidia GeForce graphics card. Both the computer and monitor are plugged directly into a wall outlet to prevent any power issues that might impact performance.

We generally prefer to use our cables rather than the manufacturer-supplied ones since they’re a known quantity and tend to be higher quality; if we run into any issues, we double check using the manufacturer’s cables. DisplayPort is our primary connection for testing. If the monitor specifies any console-specific capabilities, we connect it to the relevant console(s), Xbox Series X and/or PS5 via HDMI.

Before any testing begins, we photograph the default settings and all menu options for reference and to determine the complete set of tests we’ll need to run on that particular monitor given its specific capabilities; how extensively we test depends on the capabilities of the monitor, the screen and backlight technology used, and the judgment of the reviewer. We disable power-saving measures where relevant, which can affect brightness and related measures (the option is mandatory per California law). We use a subset of these tests to evaluation laptop displays and run them both plugged into a wall outlet and on battery using the default profile but with screen timeouts disabled.

We also record any relevant information about the panel — manufacturer specs for resolution, color gamut and profiles, refresh rates and so on — that may impact our evaluation against manufacturer’s claims. While we review a display with the company’s publicly expressed target market in mind, we also consider the monitor’s suitability for other uses that might apply.Wherever possible, we download drivers and color profiles specific to the monitor.

What we measure

All measurements are performed using the most recent version of Portrait Display’s Calman Ultimate software using an X-Rite i1Display Pro Plus (rebranded as Calibrite ColorChecker Display Plus) and a variety of included patch sets, with additional HDR testing using a Murideo Six-G pattern generator and or the Client3 HDR patterns within Calman. We periodically spot check the colorimeter’s accuracy against the Konica Minolta CS-2000 spectroradiometer used for our TV testing.

Our test lab is equipped with blackout curtains to fully block ambient light, though complete darkness isn’t essential since the colorimeter sits directly on the screen and isn’t affected by dim lighting. The room has natural light and various artificial sources for normal usage evaluation.

Color accuracy results are reported in units of Delta E 2000. We perform most of the tests (where we know results vary) at both 100% and default hardware brightness levels.

Core tests — those we run on every display, regardless of intent or price — include:

  • White point, brightness (peak and minimum), contrast and gamma for sRGB and the native color space measured across 21 gray patches (0-100%), reported rounded down to the nearest 50K as long as there are no big variations. A variation of plus or minus 200K around the target color temperature is considered acceptable for all but the most color-critical displays.
  • Color gamut coverage and accuracy for sRGB and the native color space using Calman’s standard Pantone patch set plus grayscale and skin tone patches.
  • We add Blur Bustersmotion tests for gaming monitors to judge motion artifacts (such as ghosting) or refresh rate-related problems.

If a monitor has menu options beyond the basics, we run the same core tests for the following settings when available:

  • All color presets
  • All gaming presets (such as FPS). We also test brightness for pixel overdrive and motion-blur reduction modes (which tend to lower brightness considerably).
  • Gamma for at least 1.8, 2.2 and 2.6
  • Color temperatures for at least 5000K, 6300K, 6500K and 9300K

For HDR, we add testing for HDR-specific presets (such as Game HDR or Cinema HDR) and brightness for window sizes of 1%, 5%, 10% and 100% of the screen.

Finally, there are tests we only run when needed to understand the measurements we’ve gotten or to confirm that artifacts we’re seeing — notably nonuniformity — aren’t imaginary.

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WWE 2K25 Jumps From the Top Rope Onto PlayStation Plus in September

Subscribers will also be able to play a turn-based strategy Persona game.

«The American Nightmare» Cody Rhodes, son of one of the greatest pro wrestlers of all time, «The American Dream» Dusty Rhodes, is the current undisputed WWE champion. And PlayStation Plus subscribers can bring Rhodes down a peg or help establish a new wrestling dynasty with the champion beginning on Sept. 16 in WWE 2K25.

PlayStation Plus is Sony’s version of Xbox Game Pass, and it offers subscribers a large and constantly expanding library of games. There are three PlayStation Plus tiers — Essential ($10 a month), Extra ($15 a month) and Premium ($18 a month) — and each gives subscribers access to games. However, only Extra and Premium tier subscribers can access the PlayStation Plus Game Catalog. 

Here are all the games PS Plus Extra and Premium subscribers can access starting on Sept. 16. You can also check out the games all PS Plus subscribers can play in September, including Psychonauts 2.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


WWE 2K25

Take control of your favorite superstar from the men’s and women’s divisions in this knockdown, dragout wrestling game. Become one of over 300 wrestlers from today and years past, like Rhea Ripley and Andre the Giant. This entry in the series also introduces intergender wrestling matches, barricade diving and new brawl environments where you can get over or turn heel.

Persona 5 Tactica

Join the Phantom Thieves in this real-time strategy game set in the Persona universe. You and the group wander into a bizarre realm where people are living under tyrannical oppression, and you cross paths with a revolutionary named Erina. Now you’re in cahoots with the rebels as you try to free an oppressed people and find your way back home.

Other games on PS Plus

Those are a few of the games Sony is bringing to PlayStation Plus, and subscribers can play these games as well starting on Sept. 16.

*Premium subscribers only.

For more on PlayStation Plus, here’s what to know about the service and a rundown of PS Plus Extra and Premium games added in August. You can also check out the latest and upcoming games on Xbox Game Pass and Apple Arcade.

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Technologies

Little Nightmares 3 Hands-On: a Creepy Co-Op Game Arriving Just in Time for Halloween

The sequel adds cooperative play with all the haunting hallmarks of the earlier games.

After about an hour playing Little Nightmares 3, I’d used a person’s bisected halves to solve a puzzle, gotten a high score in a carnival shooting game and escaped the murderous claws of a deranged baby. As a 2-foot-tall youth trying to survive the morbid dangers of one demented area after another with my co-player, I was terrified and delighted.

I’ve only sampled the first two Little Nightmares games, but in my brief preview of Little Nightmares 3, it felt like a refined version of the series’ premise: small protagonists endangered by a large, grim world filled with traps to evade, puzzles to solve and horrid, lethal enemies to outwit. Take the scale of the animated horror movie 9, mix it with the darkest of stop-motion director Henry Selick’s maudlin settings and let players enjoy the haunting ride, room by perilous room.

This time, players aren’t alone. In Little Nightmares 3, developed by Supermassive Games, two players (or one and an AI companion) choose between characters Low (a bird-masked boy with a bow) and Alone (a girl with a jumpsuit and a wrench), who rely on each other and get out of rooms using their unique tools or just good ol’ fashioned teamwork. Sometimes this means pushing a box for the other to jump on, but other obstacles require rather complex puzzle-solving. 

In the game, Low and Alone seek to escape the bleak Nowhere and its roulette of dystopian lands. My preview was limited to one of these areas — Carnevale, a demented circus where our small characters had to sneak under the feet of grotesque, ambling workers (or their corpses, tied up or swinging for the sport of their fellows). When we thought we were safe, possessed puppets sprinted after us until we could team up to knock their wooden heads off and crush them. Being noticed by anyone meant our demise, requiring frantic cooperation amid the anxious stakes of rather gruesome deaths. 

It’s this tension and the dour setting that sets Little Nightmares 3 apart from other co-op games like the more excitable and dynamic Split Fiction released earlier this year, a rollercoaster flipbook of game genres that made for a breathless if not terribly coherent experience. In contrast, the section of Little Nightmares 3 I played unfolded like a series of grim vignettes that rely on its pleasingly goth trappings as much as working together with your friend (or computer teammate) to progress. 

Surviving your little nightmares

While I got only an hour with the game, Little Nightmares 3 seems to iterate on rather than innovate away from its predecessors: Expect more of the same in new, grotesque settings, just with the welcome addition of tightly designed teamwork dynamics. For fans of the series, this is likely a good thing. There’s not much else like Little Nightmares.

The Carnevale stage I played through opened up with rain pelting red-and-white circus tent tops, which I as the masked Low (and someone from Bandai Namco who kindly played as the jumpsuit-wearing Alone) skittered between. Lumbering above us were brutish factory workers seeking escape at the funfair, which very quickly turned sinister as we very shortly saw some hanging tied-up as others took turns beating them like a piñata. We entered one room to find one worker in connected boxes as the subject of a magician’s saw-in-half trick…which was no trick, as we had to separate the halves to climb out of a window. I tried, and failed, to ignore the viscera slopping out of the boxes.

While we hid from the human-size enemies, we had to fight the wooden puppets. Like Geppeto’s most horrid creations, they ambushed us in several rooms, requiring me to knock their heads off with Low’s bow and run away from their decapitated bodies while my teammate rushed forward to crush their heads with Alone’s wrench. 

But most of the rooms are about solving puzzles, which could be as simple as moving a box for my teammate to jump up and pull a switch or figure out how a radio plays into a complex solution. While these quiet moments are a nice break from the tense combat or pursuit, they also give time to appreciate the macabre backgrounds: I ran past one room with a circle of empty tall chairs only to come back a few seconds later to find them filled with puppets, unmoving but watching.

And then there are the really, really tense moments. We moved from the carnival to the adjoining candy factory (apparently where all those brutes work) and up to the offices where the boss works, to find him asleep with the TV droning on in the darkness…and his frankly hideous baby nestled next to him. Naturally, we had to make noise, cranking open a grate, awakening the terrifying spawn who ran after us. After many, many failed escapes, my teammate and I discovered we had to scramble for a hiding place after making it past the grate. 

This was perhaps the most frustrating part of the preview as we panicked looking for a solution to our deadly woes (as opposed to the slow, methodical gameplay earlier) — but that’s part of the tension, especially when adding a teammate to the mix. Ultimately, it was a hard-won lesson in patience. In the next room, a kitchen, the nightmarish baby banged a bowl on the table until the father walked over to a corpse (presumably his worker) and cut out some meat for his ghoulish child to eat.

In my short time with it, Little Nightmares 3 seems like a cooperative spooky storybook for players and their friends (but not couch buddies, sadly — it’s online co-op only) to experience. How much it lives up to previous games in the series, especially as developer Supermassive Games takes more of the reins from the franchise’s original creators Tarsier Games, is anyone’s guess. (Tarsier’s similar spiritual sequel to Little Nightmares, Reanimal, is coming in 2026.) 

But as the air turns crisp and Halloween beckons, it’s the best time of the year for a creepy co-op game like Little Nightmares 3 to land.

Little Nightmares 3 comes out Oct.10, 2025, for PC, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch and Nintendo Switch 2.

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