Lossless Scaling

Lossless Scaling

Does Lossless reduces CPU Bottleneck at some way?
I've been amazed by how LSFG 3.0 works. Its stunningly good, but i started wondering if using exclusively LSFG 3.0 without any upscaling method would help solve a CPU bottleneck issue, mainly because if Lossless uses a portion of the GPU, lets imagine that GPU load is at 85% and CPU load is at 100% (for example), the remaining 15% would be taken by Lossless while using it, reducing the existing bottleneck?

I dont know if i explained myself correctly, sorry :(
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Showing 1-6 of 6 comments
Gizzmoe Jan 10 @ 10:33am 
LS can't help reduce a CPU bottleneck. The best way to deal with CPU-limits is to use x3 or x4 framegen with the according framecap.
Nextronic Jan 10 @ 10:37am 
Yes, if you are doing it right. Of course you would need to make sure you are not running in a GPU Bottleneck. But running the game on a lower framerate while using Frame Gen will put less strain on the CPU, because the extra Frames now come from your GPU (Frame Gen). So less Real Frames Rendered means reducing CPU Bottleneck most likely.
TAVITO Jan 10 @ 10:44am 
Thank you both, aprecciate it :)

Thats what i tought: while capping FPS in a lower framerate to the point where both GPU and CPU are not fully loaded, then upscaling them to a decent framerate, would help me reduce the bottleneck.

Thank guys, i hope this helps clarify people with same question
Nextronic Jan 10 @ 10:48am 
I used it for The Finals, very CPU-heavy game, and it made my frames extremely stable with Frame Gen doubling FPS from 72 to 144. Would never been possible with low end cpu before. While latency slightly increased, the butter-smooth FPS and no stuttering were worth it for multiplayer.
kalirion Jan 10 @ 3:28pm 
If you cap the framerate to below what your CPU normally bottlenecks at, and then boost it with LSFG, you can sort of consider that as "reducing CPU bottleneck".

For example, say a CPU heavy game keeps getting stutters down to 35-40fps. You could cap the framerate down to 30fps and then 2x framegen it to 60, or 3x framegen to 90, etc. Whether or not it would actually feel better to play that way will depend on you and the game.

Note that LSFG does incure some CPU overhead, so you need to take that into account too when choosing how low to cap the framerate to.
Last edited by kalirion; Jan 10 @ 3:30pm
TAVITO Jan 10 @ 5:29pm 
Thank you everyone for your responses!

Doing tests, i noticed something: Lossless really do reduce CPU bottleneck, but it is a bit tricky. I paired a 14400f with rx 7900 gre and of course, this program helped the gpu to reach the 100% turning it on, then the processor went from 80% to 75%. It reduced about 5% with x2 and 10% with x3.

I think this happens because of what i said, i capped the FPS to the point where the processor and the gpu weren't on fully load (85% GPU and about 80% CPU), and then i upscaled and the gpu reached 100% while CPU reduced its load drastically because of the capped FPS.

This obviously without losing any noticable framerate because of the upscaling.

So if anyone want to do this, try measuring with the numbers, it could really help you.
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Date Posted: Jan 10 @ 10:26am
Posts: 6