2mg wrote: ↑05 Jul 2025, 06:17
Regarding QFT:
1. Is it HDMI only?
For the official "quick frame transport" brand name, yes.
For the actual technique, no.
You can do the QFT technique on any video cable, even VGA, SVGA, XGA, HDMI, DP, USB-C, etc.
It's just merely simply speeding up the raster scanning (more pixel rows per second) and adding a longer pause between refresh cycles (longer blanking interval).
2mg wrote: ↑05 Jul 2025, 06:17
2. It's known that ie 60FPS @ 60Hz is more laggy than 60FPS @ highest_refresh_rate_hz, but you mention the "40fps / 40 Hz" so I'm confused if QFT is working at delivering frames at panel's max speed if you use your example or 60FPS @ 60Hz?
Remember, not all pixels transmit simultaneously.
Remember, it takes time between first and last pixels.
60Hz is not always the same signal.
60Hz signals may take 1/60sec between first and last pixel
60Hz signals may take 1/120sec between first and last pixel
60Hz signals may take 1/240sec between first and last pixel
60Hz signals may take 1/77.5423sec between first and last pixel
60Hz has infinite methods of transmitting 60Hz
"60Hz" does not always mean the latency between first/last pixels is the same.
"60Hz" does not give enough information about the signal.
See Custom Resolution Glossary
2mg wrote: ↑05 Jul 2025, 06:17
3. Does QFT work when not using VRR?
QFT is for non-VRR.
VRR already includes QFT built into VRR. All refresh cycles are transmitted over the cable at max-Hz velocity, so a "60fps 60Hz" frame on a 240Hz VRR display (when display settings is Hz=240 VRR=ON) will transmit in 1/240sec, instead of the usual 1/60sec. It looks like 60Hz, but is lower latency than 60Hz.
2mg wrote: ↑05 Jul 2025, 06:17
4. Does capping FPS for example to put less stress on the GPU (heat/noise) when using max refresh rate (with or without VRR) introduce noticeable input lag (and which cap limiter is the best for low lag, RTSS, RTSS's Reflex, NVIDIA driver...)?
Yes, capping can reduce GPU load, but most people (>99%) here do not use it for that purpose.
The usual method of capping is to improve motion fluidity and/or to reduce latency, or to solve a different problem.
One exception: Mobile gaming. However, using a laptop + capping, can allow you to play games for longer on battery, if you cap at a low frame rate, so it can be used as a battery management method. Some smartphone games have a reduce-power option that acts as a defacto 20-30fps cap, so it's more of a power management method of capping.