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Hi - many thanks for adding this super impressive feature!
I bought this software in the Steam winter sale on a whim, not actually needing it the time. I figured it was worth keeping around for just £2, as I often dabble with old games and it might come in useful one day.
Lo and behold, exactly 1 week after that sale ended - you implemented an impossible dream level feature, which reaps massive benefits that my most treasured game sorely needed!
Here's a short explanation of this game's circumstances, and a review of my experience:
The game is OMSI 2, a bus driving simulator, and its most discussed feature is its awful, awful optimisation, being littered with stutters and 20-30fps being considered a "good" level of performance. The game rarely goes above 50fps in most realistic situations.
Despite these issues going unfixed for decades, to this day we still have a very strong community of players & content-creators, as its simulation & moddability aspects are yet to be matched by any publicly released game.
For this account, I will be placing the game in a realistic intensive situation: A Studio Polygon 400MMC spawned at Stoneley Harbour in Westcountry 3[fellowsfilm.com]. Feel free to replicate the same environment for testing.
First of all, I was quite surprised to discover that despite the mentions of overlay incompatibility, LSFG works perfectly with both ReShade and DXVK in this game.
Whether the game is pushing out 30, 40 or 50fps natively, I always get around 90-100 generated fps from LSFG.
Unfortunately, however, its not a consistent experience - if I have 30fps natively, the game feels very choppy, compared to 40/50 native fps.
This is despite LSFG pushing out almost the same FPS (~100, reported by the "Draw FPS" option)
Sadly this is quite the dealbreaker, because in this game, most of the time is spent in the cab. But, you also need to look left and right to check for traffic.
This drastically changes whats being rendered: looking straight ahead means it's the street and a detailed dashboard with lots of buttons, needles, lights and a display; looking left/right means it's probably a few buildings and a simple window frame on the bus.
This results in a difference of ~5-10fps between looking straight ahead or left/right from the cab.
Without LSFG, its not overly noticeable, as the game feels laggy anyway.
With LSFG, however, its very noticeable, as it quickly moves from butter smooth when looking left/right, to much less smooth when looking straight ahead.
Additionally, this small change in FPS seems to throw the frame times off just enough, that an additional stutter is introduced when moving the camera left/right across the cab, which doesn't occur without LSFG.
Combine this with the fact I use TrackIR to sync the cab camera with my head movements IRL, and it sadly becomes a dealbreaker for an otherwise superb feature. This is because LSFG exaggerates the sudden increase/decrease in smoothness/fps when looking left/right, causing my TrackIR head movements to overshoot in-game.
Here is a video demonstrating how the head-movements work ingame: https://www.youtube.com/watch?v=Hf_SNjsp_FQ
Of course, this is most likely not the fault of LSFG, but I thought I'd provide an account of this niche use-case, just incase it helps the developer to improve their algorithms or tick off one more edge-case under the hood.
One improvement you could make is adding a dropdown to select an enforced refresh-rate whilst scaling is being applied, to save the user having to manually switch it themselves.
It would also be great if you test this tool with DSR and ensure it works well - for some games that don't support MSAA, or where you require the depth-buffer for certain ReShade effects, DSR is the only option to eliminate antialiasing. Unfortunately, as my monitor's outdated DisplayPort specification does not support 144hz above it's native resolution, I cannot help test this on your behalf, otherwise I would!
Additionally, some form of window whitelisting/blacklisting would be helpful, whether automatic or user-controlled:
This game uses Delphi Forms to draw its user interface. It creates native windows separate from the game, that are not visible in the ALT+TAB menu or taskbar. They even have the same title! When a new UI window is created, the main game renderer is paused, and the newly created UI window simply replaces the main game window in the ALT+TAB thumbnail preview.
As a result, LSFG hooks into these UI windows, which are not actually game renderers, and this results in a lot of flickering and artefacts. Windows that the user needs to interact with immediately disappear under the game renderer, and titlebars are also sometimes missing. Do it fast enough, and Lossless Gaming crashes entirely (although this only seems to occur in windowed mode with OMSI 2 (the -windowed launch option)).
Here is a video demonstrating the issue: https://youtu.be/bG_MGn-fkk0
Some notes:
Perhaps you could identify the size of a window, or whether a window has controls, then include/exclude it based on that information. Or you could potentially have it stick to the first hooked window only. Just putting this issue on your radar - I'm sure you can find a good solution yourself.
Here's everything needed to get it working properly with OMSI 2, or potentially other games:
Any other settings I tried either elminated the smoothness feeling with LSFG, or caused an the game to become stuck at 18fps or so. Most notably - if I turned off GSync, the game felt the same if not more choppy with LSFG! Not sure if this is normal...
Apologies for the lengthy and bloated post, but I wanted to get every single detail down here, as I'd love to see this feature become more viable!
As far as settings go, I have limited the framerate to 60 with RTSS, which the engine promptly ignores (sometimes reporting over 70 fps in-game), and the FG thing always reports stuff around the 165 ballpark, no matter how low or how high the framerate is OMSI-wise. I have increased the graphics settings as much as I possibly could without making it actually unplayable, which averaged 17-20 without FG, and 160-165 still with FG, but it totally didn't feel like 165. Granted, I know it would be too much to ask for given it's below the recommended threshold and therefore wishful thinking that it could be remotely smooth, but even so, it still felt WAY better than 17-20 fps. It was definitely playable, let's put it that way. But the inability to quantify the gains has been quite frustrating. Oh yea, I have v-sync turned off and I'm relying on g-sync/freesync. It has been pretty solid as far as tearing mitigation goes and overall fluidity. If I do enforce variable refresh rates, though, things go berserk and, while the fps counter reports more than 600 fps (!), it feels terrible, worse than default. No v-sync has been way more efficient overall OMSI-wise. I have not tested it with other games as I don't really need it per se. OMSI is the only game I wish I could squeeze more performance out of, and on that regard I am very satisfied, yet puzzled by the actual gains because I don't know whether the counter is accurate or not.
With all that being said, I am extremely happy with the frame generator feature, especially because it doesn't seem to induce any sort of ghosting, which generally goes hand in hand with frame generation (FSR 3, looking at you). There's a lot of potential, and it might have just saved one of my favorite games of all time.
Keep up the good work, y'all!
Using with Sonic Frontiers, even at locked 60 there are still random jitters.
If you use "VRR Enabled", the nvidia gsync notifier in the top right of the screen disappears (so no gsync I guess?) and it becomes stuttery as hell.
Using "Allow frame tearing" doesn't help these issues.
Once these are ironed out, in the future I'd love to see a "dynamic frame gen" option where it only generates frames to get up your target refresh rate and no more than that. Would help reduce latency and artifacts if your game fps is more than half of your desired fps output.
And getting that to work with VRR would be killer.
I'm flying with MSFS 2020 and I can't make it work. Before i used Dlssg-to-fsr3.dll method witch works fine in term of performance (except for somme artefacts) and I bought this software with the goal to get rid of artefacts. But, even after folowing the manual (set in RTSS freq to half than monitor freq (i only have a simple 60 hz monitor), it doesn't seem to work, ie no more fps between with/without LSFG. Is there anyone who succeeded to make it work ?
In my case I use LS to go from 60 frames to 120, I locked my monitor at 120hz and it went up to 160
Is it because my screen is 360 Hz and I'm playing titles at 60 FPS? In the end I don't understand why if it's supposed to be a Frame Generation I have to lose fluidity in the game. I thought it might be because when doing Frame Gen, it uses GPU but I ruled it out by delegating that load to the other GPU I have.
60 FPS with LSFG looks like I was actually playing at 50 FPS, the experience is repeated playing with any of the Lossless Scaling options in the Rendering Options section.
I'm using NVIDIA with the global setting of "Default by Application". At the same time I'm running games in windowed mode at native resolution (1080p) at or above 60 FPS.
*not all games support forced vsync, I will test out alternatives
1. limit game fps in NVCP to avoid stuttering, unfortunatelly it adds input lag
2. best solution for input lag for me is disable vsync everywhere and enable it in NVCP for Looseles Scaling app (not global setting) only
Thanks to developer, dobrá práca
*(in some games with low GPU load for more accuracy use Prefer Maximum Performance for the GPU), also, re-open RTSS if you change Hz. and I recommend to disable the in game vsync
Tested with ton of games with butter-smooth results, (there are some exceptions, that get better results with FPS limits for example, 59.9 for 120Hz)