• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

New Lossless Scaling 2.9 update introduces 3x Frame Interpolation

keefged4

Member
This is impressive when it works correctly, I'm almost done Kingdom Hearts Final Mix using 2x Lossless scaling to bump up the 60fps gameplay to 120fps, and the cutscenes from 30 to 60 and its been a pretty great experience tbh. I know you can unlock the games framerate, but the judder is awful as it fluctuates between 120 and 60 often, even with vsync off, so locking at 60 then using lossless scaling provides the best experience imo. I have tried it on retroarch and citra with varying levels of success though, Citra seems to be a juddery mess even when there's a 30/60 lock, so there must be something up with the way the emulator presents frames - Anyone got any solutions at all?
 
  • Like
Reactions: Gp1

Gp1

Member
Stalker Gamma maxed out without stuttering and Robocop both at 30 60 fps on a 1060.

The cost, only some small artifacts. And the thing receives at least one big update every month.

Another interesting usage, it works even on video. You can simulate HFR on any movie, even on the YouTube.

It's the best 3 dollars you can spend on Steam right now.
 

salva

Member
Sold. Keen to see how it runs with Arma Reforger. I'm on a 3070ti and that game sits around 40-60fps in dense areas and natively only supports FSR 1.0 :(
 

Bulletbrain

Member
Still a little too artifacty for me. Even with DLSSFg I see very distracting artifacts here or there. However the potential is undeniable.
 

amigastar

Gold Member
Currently playing The Witcher 3, what Frame Gen do you guys recommend, the ingame Frame Gen or Lossless Scaling (with a 165hz monitor)?
 

MadViking

Member
So it occured to me that Sony or Microsoft could implement a similar tech for older PS4 or Xbox One games that run at 30 fps to interpolate them to 60 fps. Nintendo with Switch 2 probably as well. It would be a nice boost and they wouldn't need to modify the games code this way.
 

MaKTaiL

Member
So it occured to me that Sony or Microsoft could implement a similar tech for older PS4 or Xbox One games that run at 30 fps to interpolate them to 60 fps. Nintendo with Switch 2 probably as well. It would be a nice boost and they wouldn't need to modify the games code this way.
MS might do it but Sony is too lazy to do stuff like this unfortunately.
 

hlm666

Member
Can see alot of artifacts in that x4 video, it seems to be failing on the lights and they seem to be then speckled through the image. I've got it and have used it for games locked to 60 and the x2 mode is good but the x3 has easily noticable artifacts in moderate speed or higher panning movements so I can't imagine x4 being any better but hey i'll have a look when the update gets pushed I guess.
 

ChoosableOne

ChoosableAll
As it gets more attention, dev is increasing the number of x's. Soon, this program will be able to generate frames without needing the game. It would be better if he focused on reducing the artifacts rather than increasing the number of x's.
 

Thief1987

Member
As it gets more attention, dev is increasing the number of x's. Soon, this program will be able to generate frames without needing the game. It would be better if he focused on reducing the artifacts rather than increasing the number of x's.
He is doing what is easier, resolving artifacts on interpolated frames is a much tougher problem to solve.
 

Holammer

Member
x4 frames & G-sync support is now live.

- LSFG 2.3 introduces X4 frame generation mode, generating three intermediate frames. The recommended usage scenario starts with the game's base framerate of 60 frames and for monitors with a high refresh rate of 240 and above, but can also be used with lower framerates (where the base mode is expected to give better results compared to "performance").

- X3 mode has been updated to further reduce artifacts on patterned textures and in dark scenes.

- Increased UI detection rate from every 4th frame to 1 for "performance" mode, as it was found that this could cause some artifacts. This led to a slight decrease in performance, so this parameter can now be changed in the config.ini file located in the installation folder.

- Initial support for G-Sync. It is recommended to enable it for full screen mode in the driver settings.

Special thanks to the Reddit user That_Committee9145 who first found a way to enable G-Sync for LS, as well as DerGefallene who brought the information to my attention. A huge thanks to the team of alpha testers who help me a lot every day. Thanks to each user for being here, without you this software would not be possible.

You may also be interested in the contest started recently for the best video tutorial for LS.
 

mansoor1980

Gold Member
v 2.12 update released

  • Introduced a new "Resolution Scale" option for LSFG. This feature allows input frames to be processed at a reduced resolution while generating output at the original resolution. For example, when playing at 1440p, setting the scale to 50% enables LSFG to generate 1440p output from a 720p input. This provides a performance boost with only a minor quality trade-off (depending on the game). Note that this is not related to image scaling; rather, it reduces the amount of information available to LSFG for motion estimation.

  • LSFG 1.1 has been fully replaced by LSFG 2.3 and is no longer available. For instance, at a resolution scale of 90%, LSFG 2.3 Performance is both faster and of higher quality.
    If you still wish to use LSFG 1.1, LS 2.11 remains available in the Betas section on Steam.

  • Introduced SGSR v1, a highly lightweight spatial upscaler. For more details, visit the official page: https://github.com/SnapdragonStudios/snapdragon-gsr.

  • With the latest Windows 11 24H2 update, Microsoft changed how the Desktop Duplication API (DXGI) functions, making it heavily reliant on MPO (Multiplane Overlay) support. Without MPO, DXGI cannot reliably distinguish between updates from game window and the LS window when both are displayed on the same monitor. This prevents it from capturing only new frames, thereby breaking the existing framepacing algorithm.
 

squidilix

Member
This is so stupid, jesus christ.

People don't really now how feel a true 144fps, and many dev people thinking "wow, this is so smooth" with base 30fps
 

ChoosableOne

ChoosableAll
I have never been able to get the frame generation to work. Turok 2 just freezes.
I’m not sure about the freezing issue, but the game needs to be in borderless fullscreen or windowed mode for it to work. I hadn’t used it in a while and forgot about this. I couldn’t find the borderless fullscreen setting in the emulator, so instead, I used one of the upscaling methods (FSR). I set the scaling mode to “Custom” and the scale factor to 1.1 to minimize excessive upscaling. Then, I enabled “Resize Before Scaling.” This way, the game automatically switches to fullscreen while in windowed mode, and frame generation is also activated (if “Draw FPS” is selected, you can see the base/current FPS in the top-left corner). If anyone knows an easier way to do this without using upscaling, please share.
 

Holammer

Member
Woah does this get Command & Conquer Generals out of the 30fps ghetto?
dsmGaKWMeHXe9QuJtq_ys30PNfTGnMsRuHuo_MUzGCg.jpg


It's not magic and you really need 60fps for the effect to be enjoyable. Tried Twilight Princess and it was no bueno.
 

Clear

CliffyB's Cock Holster
Do you ever wonder if stuff like this discourages actual optimization?

I mean why bother trying to maximize res or framerate when you can inflate the numbers in post like this with fake frames? :D
 

JimboJones

Member
Do you ever wonder if stuff like this discourages actual optimization?

I mean why bother trying to maximize res or framerate when you can inflate the numbers in post like this with fake frames? :D
It's kind of fun messing around with this for emulated games with locked framerate, I played a good portion of Star Fox Adventures at frame generated 120FPS. Still a bit artifacty but not as bad as I thought it would be.
 
Do you ever wonder if stuff like this discourages actual optimization?

I mean why bother trying to maximize res or framerate when you can inflate the numbers in post like this with fake frames? :D

I suppose its possible to discourage optimization considering DLSS & FSR frame gen support is built directly into a game by the dev, but a programme like this is different as its separate and really down to the user. I mainly use it myself for 60fps games instead of modding a higher framerate, less chance of issues.
 

Holammer

Member
Do you ever wonder if stuff like this discourages actual optimization?

I mean why bother trying to maximize res or framerate when you can inflate the numbers in post like this with fake frames? :D
I don't think so. This is the DLSS framegen discussion all over again.
LS's killer feature is to allow framegen everywhere when DLSS only supports 70'something games. Even video if you're a madman.

Like playing Ridge Racer 2 PSP with PPSSPP. At high resolution with a HD texture pack and 4x frames. That shit looks immaculate.
 

hyperbertha

Member
This seems great for those weird games still at 30 fps on PC, like some old Japanese ports, Tales of Zestiria and Killer Is Dead comes to mind, tho that last one was basically sorcery for me because it was smooth and responsive, i just realized it was 30 fps because of the small counter in the corner.

Some old games, specially emulated ones, break their logic if you increase the fps, this is great for those cases.

Also most western games have so much input lag anyway (100+ms) that the added on top feels like nothing in the end.
Warcraft 3?
 

amigastar

Gold Member
I just wish this Frame gen would have existed back in the days with GTA IV. That game needed it. But we have it now so thats good.
 
Do you ever wonder if stuff like this discourages actual optimization?

I mean why bother trying to maximize res or framerate when you can inflate the numbers in post like this with fake frames? :D
The most annoying thing is people casually equating generated frames to real frames. Generated frames mean nothing. It's has no impact on the game's input, physics, simulation, etc. Its just annoying and I wish this trend got dead and buried. It's like AI assisted interpolation. Just trash.
 
Top Bottom