Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To be useful for me in 1st person games i need a game to be able to allow tearing in order to work with RTSS's Scanline Sync, otherwise latency is a bit to much for my liking.
But i can imagine interpolating 82.5fps to 165fps feels a lot better, and am looking forward to seeing what this program can do for interpolating 120fps to 240/360fps, because from that point latency starts becoming way less of an issue.
As for artifacting, the AI model ironically probably works better (less artifacting) the more frames it has to work with, since it then has to fill in smaller gaps.
And for funny stuff in patterns, this will probably be improved with better time/ better training/weighing techniques. But so far the improvements the Developer/program has shown in a relatively short span of time are impressive.
Also keep in mind that in term of pixels; 2160p is 2x 1440p, 4x 1080p and 9x 720p.
Higher resolutions get more expensive very quickly. So if you're looking to double frames, you'd probably need to step down the game's output resolution and use Lossless scalings own scaling function if possible.
Since i suspect it interpolates before it upscales, which could/should result in performance improvements vs using the games internal upscaling. Plus it will probably look better because this would prevent upscaling an image twice.
For my uses i believe the utility of this program wil become better and better with future hardware.
And for now i use it to get a locked 120fps at slightly higher settings compared to a varying 90-120fps at lower settings.
As for other use-cases;
Interpolating/upscaling lossy internet video content.
Interpolating games that are hopelessly CPU bound.
Interpolating games that have 30fps/60fps etc. engine limitations.
(Control's mouse input for example falls apart past 90fps.)
I played Horizon Forbidden West on 1080p, stable 60 fps, which couldn't be done previously.
I played the heavily modded skyrim, stable 75 fps, not possible before.
Watch online movies, fg to 60 fps, it's like orgasm lol
With LSFG, i won't bother with DLSS or any upscaling because any of those loses quality. But LSFG in stable setting, gives us almost no quality loss, just a little bit of ghosting.
Agreed, plus DLSS anti-aliases and fixes temporal instability. Though the ghosting is personal preference and can be quite severe. In The Talos Principle 2 for example groups of birds turn in to groups of diesel powered rocket propelled birds when the camera is stationary.
Way to make yourself sound incredulous.
not in my case, if I put dlss with fg, I see obvious lost quality, but not that with only fg. what comes with fg is the ghosting or tearing only, not the artifacts I hate a lot.
In my experience i wouldn't say the amount of scenarios it's applicable for is "extremely tiny". Though it helps i will happily tinker with settings.
And i agree that most times DLSS and DLSSFG or (FSR3) are prefreable to LS and LSFG.
But there are many many gamers which are locked out of these technologies because their graphics card architecture doesn't support them, which kinda makes LS and LSFG in particular the only option.
You must also not forget that a majority of steam users game at 1080p/1440p. When considering the non-linear scaling of performance requirements for larger resolutions, LS and LSFG probably have less of a performance impact and thus more of a benefit at those lower resolutions.
Plus for handhelds the visual clarity penalty of upscaling is reduced considering the smaller screen.
I think this is a game changer.
Tarkov: I can play on Street and use scopes at more then 144 Fps,
Flight Simulator: Low ground fly or landings at 120 Fps instead of 50-60 on high settings.
Jedi Survivor, in combination with DLSS it runs at more then 160 Fps, and in combination of LS1 scaling it looks more clear.
Before using this tool I was using DLSS3.5 Frame Gen. Mod, but this works much better, less latency, less ghosting and less artifact.
All of this has a cost: more latency, but using Nvidia Reflex it's hard to notice, and in the last update latency has ben even reduce.
Just don't use this with online games.
Only negative side is that this software take almost 30% of native frames, so it's good when the game runs at more then 60 fps by itself. IMHO
Modded minecraft works great with heavy shaders with FG
Genshin is hard capped at 60 and i can FG this up to 120.
Most emulators are capped at 60. I can now play yuzu, cemu, citra and dolphin at 120hz+.
TurboOverkill drops below 144hz at my monitors native resolution. I fix this with frame gen.
Any game that cant quite reach 60fps can reach at least 90fps and even higher with 3x frame gen.
This program is great and i dont get the hate for it.
New releases that run like ♥♥♥♥ for everyone (lookin at you, dragons dogma) played on high with everything on except RT at 100+ fps. Older games locked to 30/60fps, which look complete ♥♥♥♥♥♥♥ (to me) on 144hz screen, run nicely now.
For ♥♥♥♥♥ and giggles even tested in Lords of the fallen with fsr3 frame gen and then lossless fg x3 on top of that and latency was perfectly fine, still could play and parry attacks no problemo.
Youtube vids at 120fps.
Boy, this ♥♥♥♥ works even when you watch your friend die inside, while playin souls-likes through discord streaming.
No anti cheat will get you for using this.
You are limited by your imagination.