HDMI 2.1 also helps reduce display input lag (latency)
The first monitors came in 2020, prices are still a bit silly; Cheapest being like £400 from AOC.
https://www.hdmi.org/blog/detail/124:
https://www.hdmi.org/spec/hdmi2_1:HDMI 2.1 also helps reduce display input lag (latency) and power consumption with its Auto Low Latency Mode (ALLM) and Quick Frame Transport (QFT) features.
I've not looked into VRR, not sure if that effects input lag or just screen tearing?Enhanced gaming features ensure an added level of smooth and seamless motion and transitions for gaming, movies and video.More Info... They include:
Variable Refresh Rate (VRR) reduces or eliminates lag, stutter and frame tearing for more fluid and better detailed gameplay.More Info...
Auto Low Latency Mode (ALLM) allows the ideal latency setting to automatically be set allowing for smooth, lag-free and uninterrupted viewing and interactivity.More Info...
Quick Frame Transport (QFT) reduces latency for smoother no-lag gaming, and real-time interactive virtual reality.More Info...
(This is the link from "More info...",) Auto Low Latency Mode (ALLM): https://www.hdmi.org/spec21sub/autolowlatencymode :
Auto Low Latency Mode (ALLM)
Auto Low Latency Mode enables the ideal latency setting to automatically be set allowing for smooth, lag-free and uninterrupted viewing and interactivity. In many cases this is referred to as game mode, and it usually has to be set manually which involves going through menus and settings and then switching back again for normal viewing.
ALLM lets a game console, PC or other device send a signal to the display which will cause it to automatically switch to a low-latency, low-lag mode for gaming. This could benefit other uses, such as karaoke and video conferencing too.
ALLM
But a low latency setting may not be ideal for other types of viewing since some processing features on a TV may be stopped in order to reduce latency. So with ALLM when the source no longer requires this mode—for example, when switching to a movie stream—the source disables the signal and the display reverts back to its previous mode for optimal picture.
For additional Enhanced Gaming Features check out: Variable Refresh Rate and Quick Frame Transport
(This is the link from "More info..." HDMI® Quick Frame Transport (QFT): https://www.hdmi.org/spec21sub/quickframetransport :
I'll add the VRR one too:HDMI® Quick Frame Transport (QFT)
Another highlight from the HDMI 2.1b specification’s multiple gaming and media features is Quick Frame Transport. QFT reduces latency for smoother no-lag gaming, and real-time interactive virtual reality.
QFT transports each frame at a higher rate to decrease “display latency”, which is the amount of time between a frame being ready for transport in the GPU and that frame being completely displayed. This latency is the sum of the transport time through the source’s output circuits, the transport time across the interface, the processing of the video data in the display, and the painting of the screen with the new data. This overall latency affects the responsiveness of games, such as how long between a button is pressed to the time at which the resultant action is observed on the screen.
While there are a lot of variables in this equation, not many are adjustable from an HDMI specification perspective. QFT operates on the transport portion of this equation by reducing the time it takes to send only the active video across the cable. This results in reduced display latency and increased responsiveness.
For additional Enhanced Gaming Features check out: Variable Refresh Rate and Auto Low Latency Mode
I reckon others are better at understanding this. Does this help reduce input lag? Or just make things look smoother?HDMI® Variable Refresh Rate (VRR)
One of the highlights from the HDMI 2.1b specification’s multiple gaming and media features is Variable Refresh Rate. VRR reduces or eliminates lag, judder and frame tearing for more fluid and better detailed gameplay. VRR enables a gaming source such as a console or computer to deliver video frames as fast as it can, which in many cases is slower than the normal static refresh rate.
VRR 3
Graphics processors require different absolute periods to render each frame, and this time is dependent upon the complexity of the scene, the horsepower of the GPU, the resolution selected and the frame rate. When the GPU is taxed by the other three factors and does not finish rendering the next frame by the time it needs to be displayed, the source must either repeat the current frame or display the partially-rendered next frame, which causes judder and tearing.
By waiting until the next frame is ready to transport it, a smoother gaming experience can be provided to the user.
For additional Enhanced Gaming Features check out: Auto Low Latency Mode and Quick Frame Transport
Thanks.
