Lossless Scaling

Lossless Scaling

Not A dog 2024 年 5 月 16 日 下午 7:02
Full Screen only is possible in any shape of form ?
I know it can only work when you inject it from borderless windowed or windowed only because the program gets overlayed above the game to do the frame generation effect , but still, i wonder if no one found a workaround for this yet, like changing a setting on windows or making a script or something, i just really want to know if its possible since gaming on windowed mode by itself already gives input lag on top of what the frame generation already does.
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ogioto 2024 年 5 月 17 日 上午 12:31 
You can use LS with some fullscreen games that are DX12.
But keep in mind that the app is meant to be used with windowed (non-borderless) and due to bad borderless implementations, some games experience issues when using LS with fullscreen, fullscreen borderless, and windowed borderless. Some games experience FPS issues and strange visual problems when using the borderless options.
The recommended way is always windowed (non-borderless).
b4bYl0nW1LlBuRn 2024 年 11 月 9 日 上午 11:56 
The Division 2 doesn't work for me with LS and FG unless I'm in full screen but I'm using 1.1 and it auto locks 60fps, I did somehow unlock it and it went to 100s of FPS but I'm not sure how I actually did it to do it again. 🤷
最后由 b4bYl0nW1LlBuRn 编辑于; 2024 年 11 月 9 日 上午 11:58
Space Detective 2024 年 11 月 9 日 下午 2:02 
Exclusive fullscreen games are essentially in complete control of your display, as far as I remember. There's not really any room for LS to work AFAIK.
M 2024 年 11 月 10 日 下午 8:09 
引用自 ogioto
The recommended way is always windowed (non-borderless).

thx buddy. take my points.
R3vanNS 2024 年 11 月 11 日 上午 4:29 
引用自 ogioto
You can use LS with some fullscreen games that are DX12.

DX12 doesn't have exclusive FS, it can be either borderless or windowed, no matter what the in-game description says. If it says fullscreen in a DX12 game, that just means it's borderless. It's never exclusive (and LS doesn't work only with exclusive FS).

引用自 Not A dog
I know it can only work when you inject it from borderless windowed or windowed only because the program gets overlayed above the game to do the frame generation effect , but still, i wonder if no one found a workaround for this yet, like changing a setting on windows or making a script or something, i just really want to know if its possible since gaming on windowed mode by itself already gives input lag on top of what the frame generation already does.

For DX 9/10/11/Vulkan games that are only having exclusive FS mode (in case you do not even have an option for a windowed or borderless screen), you will have to use 3rd party apps like Borderless gaming, SpecialK, or similar. It doesn't guarantee that LS will work with them nicely though. Depending on the game really. Very likely on the version of LS as well.

In short:
Use 3rd party app to convert a game into windowed/borderless mode (in case you cannot find a mod for that game that does it, if possible) > use LS on top of it.

Example: I used Borderless Gaming app to convert Cultures: Northlend into borderless, and then used LS for FrameGen. Luckily, it worked for this game.

And that's not even a DX game, and it's from 2002.
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You can't escape lag with FG. Just the simple fact that you're seeing every 2nd, or 2 out of 3, or 3 out of 4 fake frames, by default means "lagging" by what's happening on your screen during those fake frames.

The higher the input/base FPS, the more you PERCEIVE the game as less laggy for those same reasons as well, when FG is working.

60 FPS doubled to 120 FPS = similar smoothness (perception) of 120, input lag of 60 FPS (and that's in a perfect scenario when FG works all the time and your GPU isn't struggling to keep it up). Into a perfect scenario also falls a 1/1 ratio of queued/pre-rendered frames - delay of how many frames get processed by GPU before being sent to CPU. For AMD default is 3, for Nvidia is usually 1 I believe. The higher this number is, again, the more input lag you get. Some games ignore these gpu driver rules, some don't. Some allow you to override it (inside or outside of the game), some don't.

120 FPS native = smoothness of 120, input lag of 120 FPS (but still depending on the number of queued/pre-rendered frames). 120 FPS with 1 pre-rendered frame has less lag then 120 FPS with 3 pre-rendered frames.

It's actually really that simple.

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TL:DR - the more fake frames + the lower base FPS + the bigger pre-rendered frame count you have = the bigger input lag you'll have/perceive.
最后由 R3vanNS 编辑于; 2024 年 11 月 11 日 上午 5:12
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发帖日期: 2024 年 5 月 16 日 下午 7:02
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