Lossless Scaling

Lossless Scaling

(ノ°□°)ノ  [developer] Feb 9, 2024 @ 6:20am
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2.6.0 released
- New DXGI frame capture API, that should fix most performance issues, also allows the LS to be tied to the game's framerate and simply double the number of frames when frame generation is used. For the best LSFG experience, it is still recommended to lock the game's framerate to half the LS refresh rate (which can be limited by the vsync option). However, you can now also lock the game at any framerate or not lock at all, while LS will do its best to ensure the correct framepacing.

The LS FPS counter should be twice the game's frame rate, this will indicate that it is working correctly.
If the game is locked at a framerate higher than half the monitor's refresh rate, LS will still render twice as many frames, and the extra frames will be discarded before being displayed on the monitor (not recommended, but possible). Also, in this case, do not use the vsync option, as it will limit the framerate of the LS to the refresh rate of the monitor.
If the GPU fails to generate frames in time, LS may report the correct FPS, but delayed frames will be discarded before being displayed (this can be verified in presentmon).

To use DXGI API the minimum version of Windows 10 version 2004 (20H1) is required.

If you have the black screen issue when using DXGI capture on a system with multiple GPUs, make sure LS is running by default on the GPU connected to the monitor (that's the iGPU on laptops). Go to System - Display - Graphics and set LS to power saving mode. Then in LS, select the desired GPU.

- Full support for devices with non-native display orientation when using DXGI capture API.

Known issues:
When using the DXGI capture method, the LS window itself cannot be captured by any program. Radeon software is the only known way to record this for now.
The cursor renders at the game's frame rate, so if you scale a static window, you'll have 0 FPS and no cursor movement.

- The capture API that was the primary in LS 2.5 and earlier is called WGC. The previously mentioned limitations when using frame generation still apply. This API captures game frames at DWM framerate regardless of game framerate. Therefore, for correct framepacing, it is necessary to lock the game to half the framerate of the LS (which can be limited by the vsync option).

- The GDI capture API was formerly known in LS as the "Legacy Capture API" option. Can be used for very old games that newer APIs cannot capture.

- Minor UI redesign: "Windowed Mode" and "VRR Support" options moved to Legacy section and are no longer supported, but still work. "VRR Support" known to completely break the frame generation and is forced to off when LSFG and DXGI are used.

If the capture method is not supported of failed for some reason, automatic switching to the other one will not occur. Capture API should be explicitly chosen to avoid further confusion in reports.

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Showing 16-30 of 80 comments
(ノ°□°)ノ  [developer] Feb 9, 2024 @ 12:32pm 
Originally posted by Zero McDohl:
Not very stable for Unity games. It feels like I'm in water on the edges of the map whenever I turn the camera.

Kanjozoku Game got completely slowed to a crawl with Frame Generation. This was a issue with the 2.5 version as well though.

Do you also have slowmo effect in these games? I’ve heard a fix for this is turn off vsync in it.
BluhBalls Feb 9, 2024 @ 1:45pm 
Awesome! Works for yuzu but the quality doesnt look as smooth. any fixes? plus hdr feature doesnt seem to work
A.G.Racer Feb 9, 2024 @ 1:54pm 
Frame gen is broke now. ctrl alt s turn monitor black and back again in EA WRC 23 :-( Pls revert this update.
(ノ°□°)ノ  [developer] Feb 9, 2024 @ 2:04pm 
Originally posted by A.G.Racer:
Frame gen is broke now. ctrl alt s turn monitor black and back again in EA WRC 23 :-( Pls revert this update.
Select WGC capture API to get 2.5 version behavior.
A.G.Racer Feb 9, 2024 @ 2:48pm 
Originally posted by (ノ°□°)ノ:
Originally posted by A.G.Racer:
Frame gen is broke now. ctrl alt s turn monitor black and back again in EA WRC 23 :-( Pls revert this update.
Select WGC capture API to get 2.5 version behavior.
thx a lot :-) it worked!
~Senpai Feb 10, 2024 @ 1:11am 
@ Developer: There appears to be a large performance issue with DXGI. I have attached screenshots here: https://imgur.com/a/YTdwNCL

Currently WGC FG causes a small increase in power consumption (expected),
but DXGI with no scaling + no FG causes a very large increase in power consumption + utilisation. Adding scaling / FG obviously increases util even further.

Let me know if you need more info about the screenshots
(ノ°□°)ノ  [developer] Feb 10, 2024 @ 1:56am 
Originally posted by ~Senpai:
@ Developer: There appears to be a large performance issue with DXGI. I have attached screenshots here: https://imgur.com/a/YTdwNCL

Currently WGC FG causes a small increase in power consumption (expected),
but DXGI with no scaling + no FG causes a very large increase in power consumption + utilisation. Adding scaling / FG obviously increases util even further.

Let me know if you need more info about the screenshots

You should set your gpu into max power mode to properly compare utilisation. You have screenshots with different gpu power states, hence the different utilisation.
Hell Angel Feb 10, 2024 @ 4:40am 
Hope we’ll get 1440p and 4K frame gen support soon
(ノ°□°)ノ  [developer] Feb 10, 2024 @ 4:56am 
Originally posted by Hell Angel:
Hope we’ll get 1440p and 4K frame gen support soon
Why did you decide that there is no support?
dolbaeb.png Feb 10, 2024 @ 5:08am 
hey, i playing mta with 51lock fps and use fsfg 102fps, looks perfect, but, how i can record it? geforce record it like 51fps, also obs, studio labs. it does not record even framerate counter from fsgt
Entelechia Feb 10, 2024 @ 5:33am 
another amazing update. totally fixed the weird slowdown I had been having on granblue relink. it's heavier on the gpu usage but that's expected.
Zero McDol Feb 10, 2024 @ 5:57am 
Originally posted by (ノ°□°)ノ:
Originally posted by Zero McDohl:
Not very stable for Unity games. It feels like I'm in water on the edges of the map whenever I turn the camera.

Kanjozoku Game got completely slowed to a crawl with Frame Generation. This was a issue with the 2.5 version as well though.

Do you also have slowmo effect in these games? I’ve heard a fix for this is turn off vsync in it.
No slow-mo enabled, but I'll try turning off V-sync.

edit:
After trying again it's still no good for that game, plus no option to turn off V-sync. I did notice some motion blur in the game at the edges of the screen, but no slow-mo. The fps was 60, but the actual movement was more like 5 to 10 fps.

It's only that one game, so I'm not too concerned about it. Mostly just wanted to share the info. Some old games, at the most, have the water effect going on and some Unity games.
Last edited by Zero McDol; Feb 10, 2024 @ 6:01am
Telmo Feb 10, 2024 @ 5:57am 
Working amazing with Retroarch (yes, I use this with 2D games). Previous versions had some stutters, didn't recognize VRR properly. Now this is freaking amazing. For instance I enable VRR within Retroarch and got those arcade games with weird refresh rates. Losless Scaling gets the correct framerate and duplicates it! This is indeed amazing. Thank you dev!!!
(ノ°□°)ノ  [developer] Feb 10, 2024 @ 6:05am 
Originally posted by Zero McDohl:
After trying again it's still no good for that game, plus no option to turn off V-sync. I did
You can force vsync off through the driver
Originally posted by ♥♥♥♥♥♥^^:
hey, i playing mta with 51lock fps and use fsfg 102fps, looks perfect, but, how i can record it? geforce record it like 51fps, also obs, studio labs. it does not record even framerate counter from fsgt
OBS allows you to manually set the FPS of any recording.
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