Lossless Scaling

Lossless Scaling

(ノ°□°)ノ  [developer] Jan 9 @ 2:53pm
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2.5.0 released
Have you been waiting?

Introducing LSFG 1.0 - a universal frame generator that can be used for most games and not only. Designed from the ground up using machine learning to run on a wide range of GPUs, including integrated graphics cards. Can be used with or without scaling.
The recommended minimum to have the best quality is 60 FPS in a game and a 120 Hz monitor, but it can also be used in a combination of 30 FPS and 60 Hz in some games at a resolution of up to 1080p.
In the current state of LSFG, the game MUST be locked to half your monitor's refresh rate for proper frame pacing. It is recommended that you reset all LS driver settings and disable any settings in the "Rendering" section before testing, you can enable these later if required. The appearance of any overlay above the LS window may disrupt frame generation until LS is deactivated. In case of issues and not only, I invite you to our Discord community[discord.gg], where the frame generation was beta tested.

Other changes:
- Reworked render pipeline to minimize latency and eliminate stutters;
- New "Off" scaling type, for case when you only need frame generation. "Resize before scaling" option still can be used when using this type;
- Removed displaying of frame time to save resources;
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Showing 1-15 of 140 comments
Wow, in sea of marketing BS you a real nice man:Darling:
Kandi Jan 9 @ 3:40pm 
Good job! Love what you've been doing for the community!
Beta version,VRR-OFF,Draw FPS-OFF,144 HZ down to 120 HZ and i see fluid "120 fps" in Zelda 1:Darling:
Does it make the CPU or GPU work more? I mean, will the CPU% or GPU% go up with this FG on?
Support gt 740m? :(
This is really impressive. Thank you for your continued efforts and dedication.
- Removed displaying of frame time to save resources;

Not good, the frametime latency was a good thing to look at and measure, since all other OSD options are unavailable during FG usage. At least make it an option with a warning msg.
(ノ°□°)ノ  [developer] Jan 9 @ 5:59pm 
Originally posted by Lasemanz:
- Removed displaying of frame time to save resources;

Not good, the frametime latency was a good thing to look at and measure, since all other OSD options are unavailable during FG usage. At least make it an option with a warning msg.

Not OSD but you can use presentmon to log detailed frame timings.
i have a 4k 60hz monitor. will that work? 😊
IBJamon Jan 9 @ 6:21pm 
My GPD Win Max 2 (6800U version) has a 2560x1600 screen. I hope you'll consider supporting >1080p in the future, as this could be an awesome way to play some games at native res! :)
Shibby Jan 9 @ 6:32pm 
What a nice update! Glad to see you are doing well and still working on this.
What about 4k 60hz monitor can I use on it ?
Frame generation seems to not work if the app that is scaled is nearly the same size as the monitor? I tried frame generation on a 30 fps locked ps2 game on pcsx2 and frame generation definitely works if I have the pcsx2 window at about half my monitor's size.
Originally posted by (ノ°□°)ノ:
the game MUST be locked to half your monitor's refresh rate
How do you reccommend we do this? I used Nvidia Control Panel to lock games to 60, but all the fps counters (steam-in-game, nvidia overlay and LSS draw fps) show the same FPS every time.
GT500 Jan 9 @ 6:53pm 
I just tested it in Cyberpunk 2077, and all I noticed was that motion seemed smoother. I didn't even disable HDR or RTSS. I assume that FG is compatible with HDR?
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Date Posted: Jan 9 @ 2:53pm
Posts: 140