Monoprice 38035 Zero-G 35-inch Ultra-Wide Gaming Monitor Review: Solid Gaming Performance For a Low Price

Monoprice 38035 Zero-G 35-inch Ultra-Wide Gaming Monitor Review: Solid Gaming Performance For a Low Price

Monoprice has always been a prolific supplier and manufacturer of value-oriented products that perform above their price point. Its line of Zero-G and Dark Matter gaming monitors always tests well and provides a good play experience for less money than the competition.

I’ve reviewed a few of them in the past and this is the first time I’ve tested one that is an update to an existing model. In 2020, I reviewed the Zero-G 35-inch 38035 and found it to be a great value in the 21:9 ultra-wide class. For 2023, it has been updated to compete with today’s best ultrawide gaming monitors. It now has a faster refresh rate, 120 versus 100 Hz, and it now supports HDR10 content. It keeps Adaptive-Sync and wide gamut color. And the best part is the price is the same $400 that it was more than three years ago. Let’s take a look.

Monoprice Zero-G 38035 Specifications

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Panel Type / Backlight VA / W-LED, edge array
Screen Size / Aspect Ratio 35 inches / 21:9
Row 2 – Cell 0 Curve radius: 1800mm
Max Resolution & Refresh Rate 3440×1440 @ 120 Hz
Row 4 – Cell 0 FreeSync: 48-120 Hz
Row 5 – Cell 0 G-Sync Compatible
Native Color Depth & Gamut 8-bit / DCI-P3
Response Time (GTG) 4ms
Brightness (mfr) 300 nits
Contrast (mfr) 2,500:1
Speakers None
Video Inputs 2x DisplayPort 1.4
Row 12 – Cell 0 2x HDMI 2.0
Audio 3.5mm headphone output
USB 3.0 None
Power Consumption 36.2w, brightness @ 200 nits
Panel Dimensions WxHxD w/base 33 x 19 x 9.8 inches
Row 17 – Cell 0 (837 x 483 x 249mm)
Panel Thickness 4.8 inches (123mm)
Bezel Width Top/sides: 0.4 inch (9mm)
Row 20 – Cell 0 Bottom: 0.6 inch (16mm)
Weight 17.9 pounds (8.1kg)
Warranty 3 years

Monoprice refers to all its products with a five-digit number, so to differentiate the new Zero-G 35-inch from the old, I’ll call it the 38035-2. To reiterate – it is a 35-inch VA panel with an 1800R curve, 3440×1440 resolution, 120 Hz, Adaptive-Sync, HDR10 and wide gamut color. And at this writing, it costs $400 to buy directly from Monoprice.

A VA panel promises, and delivers, solid contrast; not quite as much as some others but at this price, the 38035-2’s honest 2,800:1 is significantly more impactful that what’s available from IPS panels. Only high-end full-array and Mini LED monitors can deliver more dynamic range. With that comes support for HDR10 signals and an automatic picture mode switch once you enable that feature in the OSD. You also get wide gamut color with measured coverage at 89% of DCI-P3. That’s slightly above average for the category, so extra value there. Brightness tops 350 nits so there’s plenty of light output for an impactful image.

The 38035-2 runs at a maximum refresh rate of 120 Hz, up 20 Hz from before. Adaptive-Sync worked flawlessly in my tests

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God of War’s no-cut camera built incorporating ultrawide support incredibly demanding

God of War’s no-cut camera built incorporating ultrawide support incredibly demanding

God of War’s Computer system port is an increased model of a fantastic video game, with a couple of features we adore to see on Personal computer like DLSS upscaling, a versatile FPS limiter, and ultrawide assistance. That past a single was a no-brainer inclusion for God of War’s builders as they started off operate on the Computer variation of the video game, direct UX designer Mila Pavlin informed me. “I consider this is just a remarkable recreation for the widescreen structure,” Pavlin said. “It has all those big vistas, the huge sweeping moments, and the cinematics that participate in to that… So I imagine that was something that was truly crucial to the staff, as we were being searching at how to existing the video game in the ideal probable way.” 

For UI designers, producing a match operate well in ultrawide contains some pretty noticeable duties. You have to ensure that UI features that are ‘pinned’ to the corners of the monitor in 16:9 aren’t uncomfortably out of perspective on a 21:9 monitor. But that’s just a single of the concerns developers have to deal with to make ultrawide work. The industry of look at at that wider facet ratio can be a massive dilemma for online games that ended up initially only constructed to support normal widescreen.

“It truly is not just setting resolution and accomplished. I desire it was that easy,” said Matt DeWald, the senior technical producer on God of War’s Personal computer port. If you widen the component ratio without the need of expanding FOV, it just won’t seem rather right to our brains. But at the time you widen the FOV, you commence viewing items that you had been in no way meant to, like in negative ‘HD remasters’ of aged Tv set displays.

“Now you will find all this stuff that was on the edge and minimize off on 16:9 that now is in the scene,” DeWald said.  “Like ‘Oh no, Atreus is warping by means of the scene because he is finding into posture.'”

“So you had to go back again and animate all all those factors. It demanded enjoying by the whole activity. And not just cinematics because we’re a no-slice camera, correct, it is really the one particular shot the full way. So it’s seriously taking part in via the full game… all these managed camera moments, like when Kratos is making an attempt to kill one thing and he goes into a locked animation, the camera’s controlled to that scene, or you will find some gameplay instant exactly where a little something demonstrates up like the Draugr popping out and Kratos whipping out the axe and it frosting up.

“Those people usually are not cinematics per se, they are just gameplay moments. You’ve acquired to go via all of individuals and check to see: Was there a Draugr on the facet of the display that popped into visibility due to the fact he’s heading to be attacking from

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