<sigh> I never said 60hz didn't cause head aches.
The fact is though when you are locked at 60hz you are also locked at 60fps. I.e. motorcycle goes at 60fps instead of 200fps.
Uhm... no it doesn't. Setting/locking the screen refresh rate doesn't affect the actual FPS of the game, unless it's a REALLY simple engine which always waits for vsyncs (which I don't believe FF7's does). If in doubt, consider Quake III running at 140fps. That doesn't mean 140 frames are pushed to the screen every second, merely to the graphics memory. Besides, locking DirectX's framerate is quite a ...uhm, crude way to fix a single game. No offsense.
No one said locking the screens refresh rate effects the actual FPS. Obviously you can run at 60hz and get 80FPS frames. You, of course, will get some tearing as a result.
However, we are locking the hz of the DD API *not* the monitor. This WILL cause the FPS to be equal to or less than the hz specified. This is identical to enabling Vsync in your Quake 3 example. At that point the game will NOT exceed the specified hz (FPS).
"Crude way to fix a single game". You realize this effects DD don't you? Not D3d. How many games do you play that use DD? (I'm not even sure if FF7 is using any kind of DD here... which is why I was not sure if this would work).
Besides, if it fixes it some people wouldn't mind the minor effort it takes to switch it and back.