Acer's 24-Inch Predator XB1 Overclocks to 165Hz With G-Sync

Acer announced the 24-inch XB241YU, which will also be known as the Predator XB1, as the latest addition to its continuously updated Predator line of gaming displays.

The TN panel in this monitor has a 2560x1440 resolution, which on a 24-inch format will mean razor-sharp images. From the factory it supports a refresh rate of 144Hz, but if that’s not enough for you, Acer said that you can overclock the monitor to reach 165Hz. On top of that, it also comes with integrated Nvidia G-Sync support for buttery smooth and tear-free gaming.

Further specs include 1ms response times, a 1000:1 static contrast ratio, 16.7-million color support, 100% sRGB color coverage, and 350Nit brightness. In use, the monitor will consume 27W.

Display inputs consist of DisplayPort and HDMI, and Acer will include a cable for each of those connectors right in the box. The Predator XB1 also has a built-in four-port USB 3.0 hub and two 2W speakers. The display’s stand supports tilting from -5° through 35°, can swivel 30°, has a height adjustment range of 5.91 inches, and allows you to flip the monitor into portrait mode.

Overall, the Predator XB1 promises a sharp and clean gaming image without reaching an uncomfortable size. Because it’s a 1440p monitor, it also won’t bog your system down as much as 4K displays will, so you’ll be much more capable of making the best of its 144Hz refresh rate.

Acer set pricing at $499, with immediate availability.

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  • sillynilly
    Not to be the first to poo poo this, but 24"? Sorry, are we not getting beyond that screen size? I suppose not all of us are, but YAWN! So sleepy. Not for me and check the price tag - it probably won't be for many others either.
  • pixelpusher220
    Ehh for a multiple monitor setup, a flat 28 can be too big. Perhaps a curved would be better but more smaller monitors is better than one huge flat one
  • Jan_26
    The trouble with that is you get perspective error... since computer renders the scene for flat presentation. When you rotate your screens the are off by the angle they hold. For some games it's hardly noticable. For some, you notice it quite easily, likely depending on Field of view the game renders at. Curved screen would be better if the scene could be rendered for "curved camera"... which afaic is not done anywhere so far. This 'angle' problem is first addressed by nV with Pascal cards, which can actually render for multiple cameras. Haven't seen how well that works though so...