Lossless Scaling

Lossless Scaling

(ノ°□°)ノ  [開發人員] 2021 年 8 月 1 日 上午 1:47
AMD FSR discussion
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目前顯示第 421-435 則留言,共 637
[FRD]Foxtrot 2021 年 8 月 24 日 下午 10:24 
引用自 Jim
1660 not ti. Had wonderful results with FSR on Fortnite and something else cartoony. Seems to work better with that sort of content. Looked v bad when upscaled to 1440p on cyberpunk.

CP77 for some reason, starts showing artifacts and aliasing even when turning down render resolution even by a 10%. It just does not work out on resolutions below 4k. There are artifacts on the wired fences, on the roads, everywhere.

From what I’ve seen so far is, any game that has a lot of distance vegetation (KCD, witcher3, horizon zero dawn) will definitely show noise in the distance and sometimes closer. Or in games in which meshes are not complex ( fortnite- never played, paladins, valorant type graphics).

Tried it on Control, hellblade senua’s sacrifice, RE3 and such games. Never had any artifact or something.

One thing though, make sure you put the scaling to “integer” from Nvidia panel and use “1.3x, 1.5x, 1.7x or 2x scaling” ONLY because FSR is designed to work only on these scaling factors (as far as I know). Turn off “force resize” as it negates every other setting you did in LS.

Things will get better and we might see lesser artifacts in the future.
最後修改者:[FRD]Foxtrot; 2021 年 8 月 24 日 下午 10:25
(ノ°□°)ノ  [開發人員] 2021 年 8 月 25 日 上午 12:44 
引用自 Hybred
My lossless might not have updated yet because I didn't see anything about sharpness in the readme or perhaps I glanced over it, my apologies.

1. By leaving the scale factor at 1.0 and upscaling from a lower resolution vs staying at native then setting the scale factor to 1.3 produced a slightly crisper result for me (in warzone) not sure if this was known or what causes it, same performance.

2. I did some benchmarks with this vs magpie and I got mixed results. What's different about their injection technique that offers better performance in one game and then yours in the other? And do you plan on offering multiple modes to help people get the best performance on a game by game basis?

3. From discussions on reddit some people have seen negative gains, can you touch on why a game might have that? I assume its because of how the game handles being windowed, or maybe the resolution isn't changing?

1. I suppose you have "Force resize" option checked in both cases. Then with scale factor 1.0 it'll simply resize game window to native resolution and FSR will do only sharpening pass because input and output image size is the same. With 1.3 it will first resize game window to (native res)/1.3 and then scale with FSR.

2. These programs are not injecting anything when comes to upscaling. They capture game window with WGC or GDI and then process the image with shaders. But they are created by different people and use different APIs (direct2d and direct3d). There are so many factors that can affect performance even within the same program, so it's hard for me to say what is the reason for the difference in performance between them.

3. You mean performance? FSR isn't free upscaling, it eats GPU resources. Plus there is additional overhead to capture and render a frame (compared to native game implemlentation). Performance depends on a GPU, a game, a game framerate before scaling, input resolution, target resolution and Windows version. So you have to choose when to use it and when not depending on results.
Hybred 2021 年 8 月 25 日 上午 5:09 
引用自 (ノ°□°)ノ
引用自 Hybred
My lossless might not have updated yet because I didn't see anything about sharpness in the readme or perhaps I glanced over it, my apologies.

1. By leaving the scale factor at 1.0 and upscaling from a lower resolution vs staying at native then setting the scale factor to 1.3 produced a slightly crisper result for me (in warzone) not sure if this was known or what causes it, same performance.

2. I did some benchmarks with this vs magpie and I got mixed results. What's different about their injection technique that offers better performance in one game and then yours in the other? And do you plan on offering multiple modes to help people get the best performance on a game by game basis?

3. From discussions on reddit some people have seen negative gains, can you touch on why a game might have that? I assume its because of how the game handles being windowed, or maybe the resolution isn't changing?

1. I suppose you have "Force resize" option checked in both cases. Then with scale factor 1.0 it'll simply resize game window to native resolution and FSR will do only sharpening pass because input and output image size is the same. With 1.3 it will first resize game window to (native res)/1.3 and then scale with FSR.

2. These programs are not injecting anything when comes to upscaling. They capture game window with WGC or GDI and then process the image with shaders. But they are created by different people and use different APIs (direct2d and direct3d). There are so many factors that can affect performance even within the same program, so it's hard for me to say what is the reason for the difference in performance between them.

3. You mean performance? FSR isn't free upscaling, it eats GPU resources. Plus there is additional overhead to capture and render a frame (compared to native game implemlentation). Performance depends on a GPU, a game, a game framerate before scaling, input resolution, target resolution and Windows version. So you have to choose when to use it and when not depending on results.

Do you have an email or some way I can talk to you about something non-publically?
Hobbit of Thracia 2021 年 8 月 25 日 上午 8:32 
This is a great software. I wanted to write my findings:

(PC specs: Radeon 5700XT, Ryzen 3800X and 16GB DDR4 3600MHz RAM)

TL;DR here are two videos of what is written below:
(a video a made for Magpie before I discovered Lossless Scaling)
https://www.youtube.com/watch?v=ywTYSsHKtS0&t=799s

(and LS edition)
https://www.youtube.com/watch?v=RIKf8V3n8Sw

First, I use these software:
- Process Lasso to adjust process priorities so Lossless Scaling and my game can have the priority over other Windows or background processes. I give LS "higher" priority tag and "above normal" for the game. So, LS is superior.
- RTSS. I have a 1440p 144Hz screen. I use RTSS to cap both the game and LS to 143.973. "OnScreen Display Support" is disabled for LS.

Once I'm satisfied with the performance results, I change FPS caps to what I wanna play my game at. Mostly 60, so I set 59.973 in RTSS for "both" LS and the game. I also set my screen Hz to 120. So, it perfectly aligns with 60 FPS.

I don't use AMD's recommended resolution scaling values, BTW. I use;
1/1.25 (2048x1152) (64% of native pixel count)
1/1.45 (1760x990) (47% of native pixel count)
1/1.6 (1600x900) (39% of native pixel count)

Going as low as 1/2 scale without an in-game integration gives very low quality results and is mostly unnecessary unless you have a 4K, 5K, 8K screen. . Because natively implemented FSR also adjusts LOD bias settings for better texture preservation. We don't have that luxury.

As for performance specs, FSR already eats as high as 1ms per frame at 4K resolution. In 1440p case, it is roughly 0.50ms.

For example, I set AC Valhalla to 2048x1152 fullscreen exclusive mode and did a benchmark. Result is 67 FPS. Then I put it to windowed mode, I put Windows visual effects to "performance" and used Lossless scaling FSR to upscale it to 1440p. I did the benchmark again. This time result was: 64 FPS. This means, LS with FSR eats up roughly 0.70ms per frame.

This is why going too close to native resolution can actually give performance loss compared to native. You have to reduce enough pixels to compensate for FSR's processing time and only then you can hope for a performance gain.

For lower resolutions, like 1600x900 or 1280x720, etc. coupled with older/slower cards, it is better to use classical resolution scaling with Radeon Image sharpening.

One more thing: your game needs a sample-based anti-aliasing to be able to properly upscaled. These are:
SSAA
MSAA
SMAA 2Tx
SMAA 4x
TAA

These AA solutions render their images with more samples than their resolution. So, they would still look good even after upscaled to a higher resolution. For example, MSAA 4x renders the geometry at 4 times higher than selected resolution. A 1080p scene with MSAA 4x has its geometry rendered at 4K. Even though the textures, lighting, shadows and other effects are still at 1080p, overall image quality is greatly increased and pixel shimmering while movement is greatly reduced. Add that frame a good FXAA and it is ready for FSR.

For above reasons, FSR won't give clean results for games like the Witcher 3, Batman Arkham Knight, as they don't have sample based AA solutions.

Speaking of adding FXAA. I generally use Reshade and add FXAA to images. Default FXAA in Reshade comes at PS3 quality (15) but you can make it full quality (39) under the settings. If the game's textures are too blurry (like RDR 2) I add slight sharpen with Reshade, too.

They both are optional, though. If the game doesn't have enough AA, like Crysis 3, I add FXAA and, if the game has strong but blurry AA like RDR 2, I add sharpening. If the game has both issues, like GTA V, I add both FXAA and sharpening.

About the numbers:
With LS, I always start with scaling + sharpening = 2.

For example, if the scaling is 1.25, then sharpening is 0.75
if the scaling is 1.45, then sharpening is 0.55

For in game Reshade numbers, I use the fractional part of scaling.
For 1.25 scaling, .25 is used for both FXAA and CAS sharpening.

Of course each game is different. So these numbers are for starting. When I apply all the numbers I sit back and ask myself "is FXAA needed" or "is sharpening too much or too low" and then make final adjustments.

Finally, Freesync works in my monitor. But it tries to catch up with both LS's FPS and the game's at the same time. If you cap their FPS's to same value like I did, Freesync works perfectly.
最後修改者:Hobbit of Thracia; 2021 年 8 月 25 日 上午 10:10
Equitalia-ALLKEYSHOP 2021 年 8 月 25 日 下午 12:34 
i've tested it in many games but i got often worse frames than simply going fullscreen, the other times were the same. There's a way in future to use in on fullscreen?
(ノ°□°)ノ  [開發人員] 2021 年 8 月 25 日 下午 1:46 
引用自 CanCeralp

Finally, Freesync works in my monitor. But it tries to catch up with both LS's FPS and the game's at the same time. If you cap their FPS's to same value like I did, Freesync works perfectly.

Good job! You could find the reason why I can't get VRR to work.
最後修改者:(ノ°□°)ノ; 2021 年 8 月 25 日 下午 1:49
Hobbit of Thracia 2021 年 8 月 26 日 上午 12:26 
引用自 (ノ°□°)ノ
引用自 CanCeralp

Finally, Freesync works in my monitor. But it tries to catch up with both LS's FPS and the game's at the same time. If you cap their FPS's to same value like I did, Freesync works perfectly.

Good job! You could find the reason why I can't get VRR to work.
Thanks. Would it be possible to update LS's window only when the game's window is updated? This way their FPS would be locked and it would mean better performance, and maybe FreeSync/G-Sync working out of the box.
(ノ°□°)ノ  [開發人員] 2021 年 8 月 26 日 上午 12:58 
引用自 CanCeralp
引用自 (ノ°□°)ノ

Good job! You could find the reason why I can't get VRR to work.
Thanks. Would it be possible to update LS's window only when the game's window is updated? This way their FPS would be locked and it would mean better performance, and maybe FreeSync/G-Sync working out of the box.
If this is possible, then it is not easy. The WGC delivers frames at the monitor refresh rate.
最後修改者:(ノ°□°)ノ; 2021 年 8 月 26 日 上午 12:59
MLGBigSmoke35 2021 年 8 月 26 日 上午 6:27 
引用自 CanCeralp
引用自 (ノ°□°)ノ

Good job! You could find the reason why I can't get VRR to work.
Thanks. Would it be possible to update LS's window only when the game's window is updated? This way their FPS would be locked and it would mean better performance, and maybe FreeSync/G-Sync working out of the box.
Maybe you could use mpos?
giannakidis 2021 年 8 月 27 日 上午 4:58 
Hi, at the last update Lossless Scaling dont work anymore on my System.
Laptop Intel Core i5 3210M Nvidia GT 650M Windows 8.1
Windows bring me an error message and close Lossless Scaling.
I use´d Loosless Scaling for older games, and it works great bevor the new update.
Hope for Help! THANKS!
sashimi 2021 年 8 月 27 日 上午 7:56 
User atyuwen @ github publicized optimized version of FSR algorithm which runs much faster with reasonable sacrifice to image quality. It would be great to see it implemented in LS as an alternative to normal FSR - to reduce processing cost, input delay and make it much more useful for gaming applications, especially for people with low end hardware

https://atyuwen.github.io/posts/optimizing-fsr/
(ノ°□°)ノ  [開發人員] 2021 年 8 月 27 日 上午 9:13 
引用自 giannakidis
Hi, at the last update Lossless Scaling dont work anymore on my System.
Laptop Intel Core i5 3210M Nvidia GT 650M Windows 8.1
Windows bring me an error message and close Lossless Scaling.
I use´d Loosless Scaling for older games, and it works great bevor the new update.
Hope for Help! THANKS!
Will fix this. Please add me.
(ノ°□°)ノ  [開發人員] 2021 年 8 月 27 日 上午 9:14 
引用自 getheadofstate
User atyuwen @ github publicized optimized version of FSR algorithm which runs much faster with reasonable sacrifice to image quality. It would be great to see it implemented in LS as an alternative to normal FSR - to reduce processing cost, input delay and make it much more useful for gaming applications, especially for people with low end hardware

https://atyuwen.github.io/posts/optimizing-fsr/
Thanks, will have a look.
DeathReis 2021 年 8 月 27 日 上午 9:24 
hey with 1.5.1 update LS crashing when i press ALT+TAB please fixing
[FRD]Foxtrot 2021 年 8 月 27 日 下午 12:37 
One issue that I figured out was that LS just lets go of the gaming window some times. the game's video is paused but it still runs in the background and when i alt tab... it starts running again.

BUT

This time the game stutters like anything. Like 15 fps which used to run fine until now (With LS) on 50-55 FPS.
最後修改者:[FRD]Foxtrot; 2021 年 8 月 28 日 上午 1:32
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張貼日期: 2021 年 8 月 1 日 上午 1:47
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