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Nothing Phone(1)
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Nothing Phone (1) Display test

This device has been retested in the latest version of our protocol. Overall, sub-scores and attributes are up to date. For detailed information, check the What’s New article
OTHER AVAILABLE TESTS FOR THIS DEVICE

We put the Nothing Phone (1) through our rigorous DXOMARK Display test suite to measure its performance across six criteria. In this test results, we will break down how it fared in a variety of tests and several common use cases.

Overview

Key display specifications:

  • 6.55 inches OLED, (~86.4% screen-to-body ratio)
  • Dimensions: 159.2 x 75.8 x 8.3 mm (6.27 x 2.98 x 0.33 inches)
  • Resolution: 1080 x 2400 pixels, (~402 ppi density)
  • Aspect ratio: none
  • Refresh rate: 120 Hz

Scoring

Sub-scores and attributes included in the calculations of the global score.

Nothing Phone(1) Nothing Phone(1)
122
display
119

164

122

165

114

163

156

164

Pros

  • Fluid and precise touch when browsing, viewing the gallery app, and gaming
  • Good brightness in low-light environments
  • Good color rendering in indoor and outdoor lighting conditions

Cons

  • Lack of  brightness and readability in outdoor lighting conditions
  • Lack of screen uniformity in brightness and color
  • Frequent  and visible image stutter when playing a video game

The Nothing Phone (1)’s display performance was smooth, accurate and responsive, providing a comfortable haptic experience when browsing the web or using social media.

Readability was affected by the display’s lack of uniformity in color and brightness. Under sunlight, in particular, the screen lacked the brightness needed to be readable.

The video-game experience was hindered by the display’s image stutter, which would interrupt the fluidity of play.

Test summary

About DXOMARK Display tests: For scoring and analysis in our smartphone and other display reviews, DXOMARK engineers perform a variety of objective and perceptual tests under controlled lab and real-life conditions. Note that we evaluate display attributes using only the device’s built-in display hardware and its still image (gallery) and video apps at their default settings. (For in-depth information about how we evaluate smartphone and other displays, check out our articles, “How DXOMARK tests display quality” and “A closer look at DXOMARK Display testing.

The following section gathers key elements of our exhaustive tests and analyses performed in DXOMARK laboratories. Detailed performance evaluations under the form of reports are available upon request. Do not hesitate to contact us.

Readability

119

Nothing Phone(1)

164

Samsung Galaxy S24 Ultra
How Display Readability score is composed

Readability evaluates how easily and comfortably users can read still content (photos & web) on the display under different real-life conditions. DXOMARK uses its Display Bench to recreate ambient light conditions ranging from total darkness to bright sunlight. In addition to laboratory tests, perceptual analysis is also made in real-life environments.

Luminance under various lighting conditions
Contrast under various lighting conditions


Readability in an indoor (1000 lux) environment
From left: Nothing Phone (1), Google Pixel 6a, Samsung A53 5G
(Photos for illustration only)


Readability in a sunlight (>90 000 lux) environment
From left: Nothing Phone (1), Google Pixel 6a, Samsung A53 5G
(Photos for illustration only)

Luminance uniformity measurement
This graph shows the uniformity of the display with a 20% gray pattern. The more visible the green color, the more uniform the display.

Color

122

Nothing Phone(1)

165

Google Pixel 8
How Display Color score is composed

The color attribute evaluates the capacity of the device to accurately reproduce colors. The measurements taken are for fidelity, white point color, and gamut coverage. We perform color evaluations for different lighting conditions to see how well the device can manage color in the surrounding environment. Colors are measured using a spectrophotometer in a controlled lighting environment. Perceptual analysis of color rendering is against the reference pattern displayed on a calibrated professional monitor.

White point under D65 illuminant at 1000 lux


Color rendering in sunlight (>90 000 lux)
Clockwise from top left: Nothing Phone (1), Google Pixel 6a, Samsung A53 5G
(Photos for illustration only)
Color fidelity measurements
Nothing Phone(1), color fidelity at 1000 lux in the sRGB color space
Nothing Phone(1), color fidelity at 1000 lux in the Display-P3 color space
Each arrow represents the color difference between a target color pattern (base of the arrow) and its actual measurement (tip of the arrow). The longer the arrow, the more visible the color difference is. If the arrow stays within the circle, the color difference will be visible only to trained eyes.
Color behavior on angle
This graph shows the color shift when the screen is at an angle. Each dot represents a measurement at a particular angle. Dots inside the inner circle exhibit no color shift in angle; those between the inner and outer circle have shifts that only trained experts will see; but those falling outside the outer circle are noticeable.

Video

114

Nothing Phone(1)

163

Samsung Galaxy S23 (Snapdragon)
How Display Video score is composed

Our video attribute evaluates the Standard Dynamic Range (SDR) and High Dynamic Range (HDR10) video handling of each device in indoor and low-light conditions. We measure tone mapping, color gamut, brightness and contrast of the display. We perform perceptual analysis against our professional reference monitor (Sony BVM-HX310) to ensure that the rendering respects the artistic intent.

Video brightness at 10% APL in the dark ( < 5 lux)

Gamut coverage for video content
HDR10 Gamut coverage
SDR Gamut coverage
The primary colors are measured both in HDR10 and SDR. The extracted color gamut shows the extent of the color area that the device can render. To respect the artistic intent, the measured gamut should match the master color space of each video.

Motion

Nothing Phone(1)

How Display Motion score is composed

The motion attribute evaluates the handling of dynamic contents. Frame drops, motion blur, and playback artifacts are scrutinized using games and videos.


Video frame drops
30 fps content
60 fps content
These long exposure photos present the number of frame irregularities in a 30-second video. A good performance shows a regular pattern (either a flat gray image or a pull-down pattern).

Touch

156

Nothing Phone(1)

164

Google Pixel 7 Pro
How Display Touch score is composed

To evaluate touch, DXOMARK uses a touch robot and a high-speed camera to play and record a set of scenarios for smoothness, accuracy and response-time evaluation.

Average Touch Response Time Nothing Phone(1)
87 ms
Fast
Good
Bad
Slow
This response time test precisely evaluates the time elapsed between a single touch of the robot on the screen and the displayed action. This test is applied to activities that require high reactivity, such as gaming.

Artifacts

Nothing Phone(1)

How Display Artifacts score is composed

Evaluating artifacts means checking for the performance, image rendering and motion flaws that can affect the end-user experience. DXOMARK measures precisely the device’s reflectance and the presence of flicker, and assesses the impact of residual aliasing when playing video games, among other characteristics.

Average Reflectance (SCI) Nothing Phone(1)
4.7 %
Low
Good
Bad
High
SCI stands for Specular Component Included, which measures both the diffuse reflection and the specular reflection. Reflection from a simple glass sheet is around 4%, while it reaches about 6% for a plastic sheet. Although smartphones’ first surface is made of glass, their total reflection (without coating) is usually around 5% due to multiple reflections created by the complex optical stack.
Reflectance (SCI)
Measurements above show the reflection of the device within the visible spectrum range (400 nm to 700 nm). It includes both diffuse and specular reflection.
PWM Frequency Nothing Phone(1)
1440 Hz
Bad
Good
Bad
Great
Displays flicker for 2 main reasons: refresh rate and Pulse Width Modulation. Pulse width modulation is a modulation technique that generates variable-width pulses to represent the amplitude of an analog input signal. This measurement is important for comfort because flickering at low frequencies can be perceived by some individuals, and in the most extreme cases, can induce seizures. Some experiments show that discomfort can appear at a higher frequency. A high PWM frequency (>1500 Hz) tends to be less disturbing for users.
Temporal Light Modulation
This graph represents the frequencies of lighting variation; the highest peak gives the main flicker frequency. The combination of a low frequency and a high peak is susceptible to inducing eye fatigue. Displays flicker for 2 main reasons: refresh rate and Pulse Width Modulation. This measurement is important for comfort because flickering at low frequencies can be perceived by some individuals, and in the most extreme cases, can induce seizures. Some experiments show that discomfort can appear at a higher frequency. A high PWM frequency (>1500 Hz) tends to be safer for users.
Aliasing (closeup)
Nothing Phone (1)
(Photos for illustration only)

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