Lossless Scaling

Lossless Scaling

(ノ°□°)ノ  [developer] Mar 4 @ 7:14am
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3.1 Released
AFG
- Introducing Adaptive Frame Generation (AFG) mode, which dynamically adjusts fractional multipliers to maintain a specified framerate, independent of the base game framerate. This results in smoother frame pacing than fixed multiplier mode, ensuring a consistently fluid gaming experience.

AFG is particularly beneficial for games that are hard or soft capped at framerates that don’t align as integer multiples of the screen's refresh rate (e.g., 60 → 144, 165 Hz) or for uncapped games — the recommended approach when using LS on a secondary GPU.

Since AFG generates most of the displayed frames, the number of real frames will range from minimal to none, depending on the multipliers used. As a result, GPU load may increase, and image quality may be slightly lower compared to fixed multiplier mode.

Capture
To support the new mode, significant changes have been made to the capture engine. New Queue Target option is designed to accommodate different user preferences, whether prioritizing the lowest latency or achieving the smoothest experience:

• 0
Unbuffered capture, always using the last captured frame for the lowest latency. However, performance may suffer under high GPU load or with an uncapped base game framerate.

• 1 (Default)
Buffered capture with a target frame queue of 1. Maintains low latency while better handling variations in capture performance.

• 2
Buffered capture with a target frame queue of 2. Best suited for scenarios with an uncapped or unstable base framerate and high GPU load, though it may introduce higher latency. Also the recommended setting for FG multipliers below 2.

Additionally, WGC capture is no longer available before Windows 11 24H2 and will default to DXGI on earlier versions if selected. GDI is no longer supported.

Other
- LSFG 3 will disable frame generation if the base framerate drops below 10 FPS. This prevents excessive artifacts during loading screens and reduces unnecessary GPU load when using AFG.

- The "Resolution Scale" option has been renamed to "Flow Scale" with an improved tooltip explanation to avoid confusion with image scaling.

- Many tooltips in the UI have been updated and will appear untranslated. I kindly ask translators to help by adding their translations on Crowdin in the coming days, for the release version to be ready. Your contributions are greatly appreciated!
Last edited by (ノ°□°)ノ; Mar 8 @ 4:23am
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Showing 1-15 of 126 comments
Usif Mar 4 @ 7:14am 
Thanks!!
GBZara Mar 4 @ 7:34am 
best money i've ever spent
Daia Mar 4 @ 8:11am 
GOD BLESS U
For me the best settings in KCD2 with new version is 2x multiplier with 75% Flow Scale and 0 queue target.

Default queue target 1 has noticeable delay and 2 is even worse
As for API, didn't see any difference between using DXGI and WGC
Sync Mode default and Frame Latency is 1, also didn't see any difference between 1 or 10

I've locked my FPS on 50 with RTSS and got stable 100 with LS on experimental settings
This is gold
M Mar 4 @ 8:25am 
I really admire your work. please continue!
thanks, your software is a godsend for handheld gamers like myself
Awesome. Thank you
Kozero Mar 4 @ 9:19am 
Maybe this deserves it own thread, but if you use Nvidia's GSync + "Ultra" Low Latency Mode, it will cap your FPS below your maximum refresh rate. Therefore if LS targets my refresh rate of 360hz, Ultra Low Latency Mode will cap it at 327 FPS, which causes stuttering. I have no idea how Low Latency mode nor Reflex calculates the FPS cap however.

In my case, if I set a more sensible 240 FPS cap in LS, it works fine.
Last edited by Kozero; Mar 4 @ 9:35am
DarkLow Mar 4 @ 9:22am 
Thanks for the beta update and I've already tested a little bit!
I am confused about something, maybe I misinterpreted something about Adaptive.

Imagine this scenario -
I am achieving between 65 to 75 fps (but in other areas, well below that), with plenty of GPU Headroom, so GPU is not an issue when it comes to FG.

I set Adaptive to target 60, but its still generating frames despite being above the targetted framerate (the generated frames show obvious artifacts), is that expected?

I was thinking FG could be disabled when you are already above the target, if possible. Just like how you implemented when below 10fps.

P.S: I can no longer record footage with OBS when using WGC because I'm still on 23H2, so I guess your new method is working as intended.
Last edited by DarkLow; Mar 4 @ 9:50am
BILI BHAI Mar 4 @ 9:28am 
2
god bless you and fk nvidia ai bs
The mad man did it again
Attis Mar 4 @ 10:28am 
It works well, you can limit the FPS in the same way and specify the target FPS value. Or unlimited FPS and specify the target, then the least possible generated image will be displayed. But it keeps the target FPS value.

Maybe an idea, I don't know if it is feasible, but don't let the GPU go above 85%, because the latency is noticeable between 85% and 93%. 85% is ideal.
will Mar 4 @ 10:29am 
Originally posted by DarkLow:
Thanks for the beta update and I've already tested a little bit!
I am confused about something, maybe I misinterpreted something about Adaptive.

Imagine this scenario -
I am achieving between 65 to 75 fps (but in other areas, well below that), with plenty of GPU Headroom, so GPU is not an issue when it comes to FG.

I set Adaptive to target 60, but its still generating frames despite being above the targetted framerate (the generated frames show obvious artifacts), is that expected?

I was thinking FG could be disabled when you are already above the target, if possible. Just like how you implemented when below 10fps.

P.S: I can no longer record footage with OBS when using WGC because I'm still on 23H2, so I guess your new method is working as intended.

From what i understood, once you hit the target it wont generate any frames above. I tested capping my fps at 60 and putting 144 in adaptive. As a result, i'm always getting 144 fps, nothing more and nothing less than my target. You can cap your fps anyway you want, when the adaptive mode reaches its target it wont go above. I would be glad if anyone got different results or different interpretations and would like to share.
Last edited by will; Mar 4 @ 10:30am
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Date Posted: Mar 4 @ 7:14am
Posts: 126