Lossless Scaling

Lossless Scaling

Nycto- Jun 10, 2024 @ 11:15am
how to uncap lossless scalling FPS? stuck at monitor Hz
me and my friend have the same setup, same monitor hz, we both have 165hz monitor.
on my PC the fps draw shows more than 500 (shows 500 / 500), but my friend's capped to 165. he disabled vsync, gsync and etc. when LLS disabled his FPS back to 200ish (on afterburner). but when he enabled LLS, the fps draw from LLS shows it's 165 / 165

here's a screenshot
https://ibb.co.com/Krf42PY
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Showing 1-15 of 16 comments
Rivaldman Jun 10, 2024 @ 11:19am 
Wow, I was thinking about that and saw your thread! Yes, I just wanna test how it goes with 50/100 on my 75 hz monitor, but can't go beyond the refresh rate.
Nycto- Jun 10, 2024 @ 11:23am 
Originally posted by Rivaldman:
Wow, I was thinking about that and saw your thread! Yes, I just wanna test how it goes with 50/100 on my 75 hz monitor, but can't go beyond the refresh rate.
ikr, hope someone who faced the same issue can answer us here. or maybe the devs, hopefully
Gizzmoe Jun 10, 2024 @ 11:28am 
Check what Capture API you have set, iirc only DXGI caps the framerate?
Rivaldman Jun 10, 2024 @ 11:30am 
Originally posted by Gizzmoe:
Check what Capture API you have set, iirc only DXGI caps the framerate?

I never mess with this setting, what are the other captures API doing?
Gizzmoe Jun 10, 2024 @ 11:34am 
Originally posted by Rivaldman:
Originally posted by Gizzmoe:
Check what Capture API you have set, iirc only DXGI caps the framerate?

I never mess with this setting, what are the other captures API doing?

The same thing, only different :) From the Guide:

WGC: Does not dynamically adjust the output framerate based on the in game framerate, as a result it requires a locked stable FPS and can have worse frame pacing. However it has less latency than the DXGI method and a 6-9% less overhead

GDI: Provides no benefits over WGC, its just there incase your windows version does not support any other method
Nycto- Jun 10, 2024 @ 11:41am 
Originally posted by Gizzmoe:
Originally posted by Rivaldman:

I never mess with this setting, what are the other captures API doing?

The same thing, only different :) From the Guide:

WGC: Does not dynamically adjust the output framerate based on the in game framerate, as a result it requires a locked stable FPS and can have worse frame pacing. However it has less latency than the DXGI method and a 6-9% less overhead

GDI: Provides no benefits over WGC, its just there incase your windows version does not support any other method
we don't change anything, only turned on LS1. API capture still DXGI
Last edited by Nycto-; Jun 10, 2024 @ 11:45am
Gizzmoe Jun 10, 2024 @ 11:59am 
Must be a weird bug then.
la creatura Jun 10, 2024 @ 1:36pm 
on older versions lossless was just giving me x2 fps like if game was 60 fps it make 120 but now it just show my monitor refresh rate, and i dont see that framegen do something
Gizzmoe Jun 10, 2024 @ 1:51pm 
Originally posted by ♥♥♥♥ Spacien:
on older versions lossless was just giving me x2 fps like if game was 60 fps it make 120 but now it just show my monitor refresh rate, and i dont see that framegen do something

But you use LS 2.9, correct? Normally it would display 60/120, if it's only one number then check that Capture API is set to DXGI, WGC and GDI only show one number.
Last edited by Gizzmoe; Jun 10, 2024 @ 1:51pm
Nycto- Jun 13, 2024 @ 12:20am 
Originally posted by Gizzmoe:
Originally posted by ♥♥♥♥ Spacien:
on older versions lossless was just giving me x2 fps like if game was 60 fps it make 120 but now it just show my monitor refresh rate, and i dont see that framegen do something

But you use LS 2.9, correct? Normally it would display 60/120, if it's only one number then check that Capture API is set to DXGI, WGC and GDI only show one number.
my friend use the same setting as you said. still 165/165. it's capped
Rivaldman Jun 13, 2024 @ 12:28am 
capping to monitor refreshment rate is an issue.

But 165/165 is another issue that it's not done right. Maybe he didn't properly cap the fps.
Gizzmoe Jun 13, 2024 @ 1:06am 
Originally posted by Nycto-:
Originally posted by Gizzmoe:

But you use LS 2.9, correct? Normally it would display 60/120, if it's only one number then check that Capture API is set to DXGI, WGC and GDI only show one number.
my friend use the same setting as you said. still 165/165. it's capped

It's obviously not capped. How does he cap it? Has he tried it with RTSS?
der_Morlok Jun 13, 2024 @ 11:37am 
Hi i cap it with rivatuner to 60 (my monitor is 60hz) display shows 60/60 is frame generation working?
Gizzmoe Jun 13, 2024 @ 11:41am 
Originally posted by der_Morlok:
Hi i cap it with rivatuner to 60 (my monitor is 60hz) display shows 60/60 is frame generation working?

No, the first number is the base framerate, the second the displayed framerate. For framegen to work the base framerate needs to be lower than than max refresh rate. For x2 framegen cap it to 30, then the counter would show 30/60.
der_Morlok Jun 13, 2024 @ 2:22pm 
Originally posted by Gizzmoe:
Originally posted by der_Morlok:
Hi i cap it with rivatuner to 60 (my monitor is 60hz) display shows 60/60 is frame generation working?

No, the first number is the base framerate, the second the displayed framerate. For framegen to work the base framerate needs to be lower than than max refresh rate. For x2 framegen cap it to 30, then the counter would show 30/60.

Thanks. Now it shows 30/60! ;-)
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Date Posted: Jun 10, 2024 @ 11:15am
Posts: 16