Yes, the maximal lag savings at 60Hz is (1/60sec - 1/240sec) = (4/240sec - 1/240sec) = 3/240sec lag reduction for the laggiest pixels. About 12ms less lag.Angel Soler wrote: ↑02 Apr 2023, 16:39Hello everyone!!
I am a lifelong console gamer, but in the end I have decided to buy a powerful PC.
I have the XG 2431, and I think it's the best way to get its full potential.
Measured with the Leo Bodnar Test, the XG 2431 has 16.8 ms at 60 hz, in the custom configuration more in favor of low input lag.
My question is, in case anyone knows: How many milliseconds can I download using the Quick Frame Transport?
Because I understand that with QFT, I would have less lag at 60hz, right?
Since the screen is a latency gradient of [0..1/60sec] at normal 60Hz but comes a [0..1/240sec] at QFT 60Hz (DisplayPort ~VT4500 via ToastyX CRU Vertical Total Calculator).
So halftime lag, aka screen center, would be (3/240sec) divided by 2 = Approximately 6ms lag reduction for screen center, assuming you keep the strobe phase tight against the beginning of VBI (for quickest visibility of pixels). A slight adjustment to reduce bottom-edge crosstalk may reduce lag savings somewhat, but will not zero it out.
Also you can't test QFT with Leo Bodnar, as Leo Bodnar doesn't support QFT lag testing;