EDIT: according to comments on the youtube page, these will not officially support backlight strobing!!! What a disappointment. The rumor is/was that a superior to lightboost backlight strobing mode will be supported in upcoming lightboost monitors by some manufacturers, aka ultra low motion blur mode (ULMB mode).
As noted in the description the monitor supports both 3D VISION and LIGHTBOOST. In regards to the usage there is no dedicated mode for attempting to use LIGHTBOOST in its "hack "form. We are evaluating options for the future but as of now if you want to utilize LIGHTBOOST in this way you will need to continue to "hack" it.
These are capable of either
1.. g-sync dynamic hz in order to
eliminate more obvious screen abberations seen during lower fps/fps fluctuations, by matching (low/sinking down to 40 - >30fps??) framerate roller-coaster fluctuations when a game's graphics settings are set much higher than a gpu setup is capable of rendering at high fps,
2.. superior to lightboost backlight strobing function which
eliminates FoV movement blur throughout your 1st/3rd person gaming sessions, where you are regularly panning and rotating your FoV, (FoV flow pathing between movement keys and mouse looking).
.
Backlight strobing realistically needs 100hz or higher, so even if you could use g-sync's dynamic hz at the same time (you can't), the backlight strobing would look bad once you sank under 100hz anyway. Backlight strobing at high hz essentially eliminates FoV blur of the entire viewport (sample and hold blur).
A 30hz~30fps and 40hz~40fps dynamic period would blur horribly during FoV movement.
A 60hz monitor blurs the entire viewport "outside of the lines", smearing out all high detail objects, architectures, "geography", and high detail textures including depth via bump-mapping, etc. A 120hz tn reduces this blur by 50%, more within the "shadow mask" of onscreen objects, "geography", and architectures but still loses all detail and texture definition. A 120hz ips, yields lightly worse than 50% blur reduction. A 144hz non-strobed, 60% blur reduction.
.
Besides that, low fps basically "freeze-frames" your current game world action slice longer. At 30fps, you are seeing the same frame while the 120hz+120fps user has 4 unique newer frames shown (your 1 plus 3 more newer ones while you are "freeze-framed"). At 40fps, you are seeing the same frame of action while the 120hz+120fps user see's 3 frames (your 1 plus 2 newer). At 60fps, you see half the frames, etc. Running 120hz + 120fps provides more recent action shown more often, and gives you more opportunities to initiate actions/alter movement paths (more "dots per dotted line length" per se). Greater motion definition and animation definition via a greater number of world action state slices displayed is not only functionally better but aesthetically better visually and control feel wise.
.
A 120hz ips does have benefits like (slightly worse than) 50% blur reduction and the ability to show the very high 120hz of motion definition at very high fps, but it would not be able to eliminate FoV movement blur like a backlight strobing monitor can, and as of yet there are no gsync equipped "120hz" Korean monitors for the variable hz option either.