Lossless Scaling

Lossless Scaling

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(ノ°□°)ノ  [開発者] 2024年11月13日 10時05分
2
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2.12 beta
- Added a new "Resolution Scale" option for LSFG, allowing input frames to be downscaled before processing to improve performance. For instance, when playing at 1440p, setting this option to 50% enables frame generation at the cost of 720p, trading a subtle quality decrease (depending on the game) for a performance boost. This option does not affect the game resolution.
- LSFG1 is removed as obsolete.

- Introduced SGSR v1, a highly lightweight spatial upscaler. Learn more on the official page: https://github.com/SnapdragonStudios/snapdragon-gsr
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Gizzmoe 2024年11月13日 10時17分 
Thank you ❤️
even in extreme cases is hard to see the quality difference of "Resolution Scale" for FG, is a good way to improve performance

I would like to see a better spatial upscaler, like CuNNy in the future
(Convolutional upscaling Neural Network on github also in magpie)
even at lover levels shows great fast results in real time content, similar to Anime4k

anyway, great update!
最近の変更はFranTeslaが行いました; 2024年11月13日 13時29分
bu :) 2024年11月13日 15時41分 
"Added a new "Resolution Scale" option for LSFG" this is great news for upscale to 8K :) I go to testing :)
最近の変更はbu :)が行いました; 2024年11月13日 15時42分
Why is resolution scaling only usable when using LSFG? Does it not support downsampling from a resolution larger than your display?
Space Detective の投稿を引用:
Why is resolution scaling only usable when using LSFG? Does it not support downsampling from a resolution larger than your display?
you are misunderstanding it, the downsamping is only for the frame generated frames use less computing power since the input is lower resolution but the game resolution and the framegen resolution doesnt get affected. if you want to lower the resolution for the everything else then either lower your game resolution in-game (works for all games), or switch the scaling mode to custom , set the scale factor and enable 'resize before scaling' (doesnt work for games with protection against resizing of windows)
kripcision の投稿を引用:
[snip]
Oh, so it's only for the in-between frames? I think I get it, appreciate the clarification.
Hmm, I've tried this feature out with a YouTube video, and I've found it makes no difference whatsoever to my eye whether the slider is at 100% or 30%; that is, the image is still visibly 1080p the whole time, which doesn't seem right to me.

It does show a difference in GPU usage however; nearly halved it. Do I misunderstand the feature still?
最近の変更はSpace Detectiveが行いました; 2024年11月13日 19時27分
The wizard is doing his magic again.
Many thanks
(ノ°□°)ノ の投稿を引用:
- Added a new "Resolution Scale" option for LSFG, allowing input frames to be downscaled before processing to improve performance. For instance, when playing at 1440p, setting this option to 50% enables frame generation at the cost of 720p, trading a subtle quality decrease (depending on the game) for a performance boost. This option does not affect the game resolution.
- LSFG1 is removed as obsolete.

- Introduced SGSR v1, a highly lightweight spatial upscaler. Learn more on the official page: https://github.com/SnapdragonStudios/snapdragon-gsr

You mine explain more about this resolution scale and how to use it
Unrelated question: Is there a reason the frame generation option is still a dropdown, even though LSFG 2.3 is the only option now? Seems like it'd make more sense as an on/off button like the ones below it.

Is this futureproofing for further LSFG revisions or alternative framegen algorithms?
最近の変更はSpace Detectiveが行いました; 2024年11月13日 20時09分
I don't think removing LSFG1 is a good idea, as 1.1 generates significantly fewer artifacts and jittering, especially in darker situations
最近の変更はMcPattyifyが行いました; 2024年11月14日 23時02分
(ノ°□°)ノ  [開発者] 2024年11月14日 1時03分 
Space Detective の投稿を引用:
Hmm, I've tried this feature out with a YouTube video, and I've found it makes no difference whatsoever to my eye whether the slider is at 100% or 30%; that is, the image is still visibly 1080p the whole time, which doesn't seem right to me.

It does show a difference in GPU usage however; nearly halved it. Do I misunderstand the feature still?

No, LSFG processes frames at a reduced resolution, but generates output at the original resolution. This adds some FG artifacts, especially noticeable on the UI, but it's not at all the same as if you scale the frame.
(ノ°□°)ノ  [開発者] 2024年11月14日 1時04分 
McPattyify の投稿を引用:
I don't think removing LS1 is a good idea, as 1.1 generates significantly fewer artifacts and jittering, especially in darker situations

Did we talk in Discord?
(ノ°□°)ノ  [開発者] 2024年11月14日 1時05分 
I take no prisoners の投稿を引用:

You mine explain more about this resolution scale and how to use it

Just move the slider to your liking.
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投稿日: 2024年11月13日 10時05分
投稿数: 41