Lossless Scaling

Lossless Scaling

PaZZak Feb 17, 2024 @ 1:00pm
Losing FPS
Hello!
Noticed in Cyberpunk 2077, when im starting LSFG, gaining huge FPS drop (true fps, not generated ones), like 15-30 frames (from 60 to 30). Vsync off, in game FPS capped at 72. I have 165 hz monitor. Maybe i should check some options? Requesting help.
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Same thing happens to me in helldivers, not even having to use framegen, as soon as it scales even with no settings toggled, i drop 10-15 frames.
(ノ°□°)ノ  [developer] Feb 18, 2024 @ 10:39am 
LS has it's own overhead because it is necessary to capture the frame, then render it and display new frames. This overhead increases the higher the resolution of the game, and decreases the more powerful your GPU. For example, image capture and simple scaling alone can take 50% or more of some weak iGPU, while for the high end GPU it varies within a few percent. Without any details, I can't guide you as to how normal this is.
Originally posted by (ノ°□°)ノ:
LS has it's own overhead because it is necessary to capture the frame, then render it and display new frames. This overhead increases the higher the resolution of the game, and decreases the more powerful your GPU. For example, image capture and simple scaling alone can take 50% or more of some weak iGPU, while for the high end GPU it varies within a few percent. Without any details, I can't guide you as to how normal this is.
Well i suppose you could tell us, in my case, when using LSFG, i loose around 30% base framerate (from 100 true fps without LSFG to 70 true fps with LSFG) on a 2080 ti, the only setting i got in LS is draw fps, to check the total "frames" generated after LSFG.
These are the settings used https://imgur.com/a/sBCiiHE
Last edited by Unregistered HyperCam 2; Feb 18, 2024 @ 10:50am
(ノ°□°)ノ  [developer] Feb 18, 2024 @ 10:50am 
Originally posted by LEAF LOVER:
Well i suppose you could tell us, in my case, when using LSFG, i loose around 30% base framerate (from 100 true fps without LSFG to 70 true fps with LSFG) on a 2080 ti, the only setting i got in LS is draw fps, to check the total "frames" generated after LSFG.

You didn't specify the resolution, but overall it looks as expected. If you want to lose less, lock the game at some FPS so that it does not compete with LS for GPU resources, that creates additional overhead. Also you can lower game resolution and use scaling.
Originally posted by (ノ°□°)ノ:
Originally posted by LEAF LOVER:
Well i suppose you could tell us, in my case, when using LSFG, i loose around 30% base framerate (from 100 true fps without LSFG to 70 true fps with LSFG) on a 2080 ti, the only setting i got in LS is draw fps, to check the total "frames" generated after LSFG.

You didn't specify the resolution, but overall it looks as expected. If you want to lose less, lock the game at some FPS so that it does not compete with LS for GPU resources, that creates additional overhead. Also you can lower game resolution and use scaling.
Oh i don't mind the loss, it's expected there's an overhead, and that's at 1080p.
Just wanted to check if that's around where it should be, thanks.
(ノ°□°)ノ  [developer] Feb 18, 2024 @ 10:59am 
Originally posted by LEAF LOVER:
Oh i don't mind the loss, it's expected there's an overhead, and that's at 1080p.
Just wanted to check if that's around where it should be, thanks.
Forgot to mention that in the case of FG, overhead scales with the number of frames that need to be generated. So going from 72 to 144 is about 40% more efficient than going from 100 to 200. The more base fps is the more you will lose.
Originally posted by (ノ°□°)ノ:
Originally posted by LEAF LOVER:
Oh i don't mind the loss, it's expected there's an overhead, and that's at 1080p.
Just wanted to check if that's around where it should be, thanks.
Forgot to mention that in the case of FG, overhead scales with the number of frames that need to be generated. So going from 72 to 144 is about 40% more efficient than going from 100 to 200. The more base fps is the more you will lose.
Good to hear thanks! By the way, i noticed G-sync turns off as soon as scaling is applied of any kind, there's no way to use LS with g-sync at all ? it's a big difference in terms of smoothness and i honestly prefer 60 with G-sync than 120 no g-sync with LSFG.
(ノ°□°)ノ  [developer] Feb 18, 2024 @ 11:50am 
Originally posted by LEAF LOVER:
Good to hear thanks! By the way, i noticed G-sync turns off as soon as scaling is applied of any kind, there's no way to use LS with g-sync at all ? it's a big difference in terms of smoothness and i honestly prefer 60 with G-sync than 120 no g-sync with LSFG.
Not possible. I always try to hit my refresh rate so no VRR is ever needed.
RMK767 Feb 18, 2024 @ 10:43pm 
Originally posted by (ノ°□°)ノ:
Originally posted by LEAF LOVER:
Good to hear thanks! By the way, i noticed G-sync turns off as soon as scaling is applied of any kind, there's no way to use LS with g-sync at all ? it's a big difference in terms of smoothness and i honestly prefer 60 with G-sync than 120 no g-sync with LSFG.
Not possible. I always try to hit my refresh rate so no VRR is ever needed.

VRR is quite useful. When there are frame drops, frame generation amplifies stuttering. Therefore, when using frame generation, the original frame rate may need to be locked to a level below 60 frames per second. The visual quality noticeably deteriorates when the original frame rate falls below 50. It is not worth sacrificing an overall better frame rate for just a few instances. VRR comes in handy during these situations as it mitigates the stuttering caused by dropped frames, allowing the original frame rate to remain unlocked and not restricted to a lower level. It's recommended to initially adapt for NVIDIA graphics cards, as G-SYNC compatibility tends to be better than FreeSync in many cases.
Originally posted by RMK767:
Originally posted by (ノ°□°)ノ:
Not possible. I always try to hit my refresh rate so no VRR is ever needed.

VRR is quite useful. When there are frame drops, frame generation amplifies stuttering. Therefore, when using frame generation, the original frame rate may need to be locked to a level below 60 frames per second. The visual quality noticeably deteriorates when the original frame rate falls below 50. It is not worth sacrificing an overall better frame rate for just a few instances. VRR comes in handy during these situations as it mitigates the stuttering caused by dropped frames, allowing the original frame rate to remain unlocked and not restricted to a lower level. It's recommended to initially adapt for NVIDIA graphics cards, as G-SYNC compatibility tends to be better than FreeSync in many cases.
Well said, and as i stated, i much prefer having a nice 60 fps g-synced experience than a non g-sync 120, it just feels that much better, in any case, it's probably a software limitation ? Other forms of framegen like FSR3, or Nvidia FG have no issues with G-sync support, at least that i've tested.
RMK767 Feb 18, 2024 @ 11:57pm 
Originally posted by LEAF LOVER:
Originally posted by RMK767:

VRR is quite useful. When there are frame drops, frame generation amplifies stuttering. Therefore, when using frame generation, the original frame rate may need to be locked to a level below 60 frames per second. The visual quality noticeably deteriorates when the original frame rate falls below 50. It is not worth sacrificing an overall better frame rate for just a few instances. VRR comes in handy during these situations as it mitigates the stuttering caused by dropped frames, allowing the original frame rate to remain unlocked and not restricted to a lower level. It's recommended to initially adapt for NVIDIA graphics cards, as G-SYNC compatibility tends to be better than FreeSync in many cases.
Well said, and as i stated, i much prefer having a nice 60 fps g-synced experience than a non g-sync 120, it just feels that much better, in any case, it's probably a software limitation ? Other forms of framegen like FSR3, or Nvidia FG have no issues with G-sync support, at least that i've tested.

Actually, I don't agree with your idea. You might have incorrectly used frame generation without achieving the desired effect. vrr simply helps reduce stuttering, so I hope to add gsync support.
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Date Posted: Feb 17, 2024 @ 1:00pm
Posts: 11