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New Lossless Scaling 2.9 update introduces 3x Frame Interpolation

Not to cast doubt, but what is your base fps with it enabled?

I just can't imagine how what is an interesting little indie app can apparently overcome the challenges posed by the interpolation techniques implemented by the big GPU manufacturers.
why not try it for yourself, the cost of entry is pretty small. i think the sweet spot is getting somewhere around 60fps baseline so you can frame lock it, then x2 that to 120. i'm loving the experience so much i'm actually playing for fun now with full path tracing 💪
 

SNG32

Member
Anyone who has used this scaler I dlss is the best but is this now better than pssr atleast with the new update?
 

Tarin02543

Member
Not to cast doubt, but what is your base fps with it enabled?

I just can't imagine how what is an interesting little indie app can apparently overcome the challenges posed by the interpolation techniques implemented by the big GPU manufacturers.

Base 60 interpolated to 360 fps on my 360 hz oled
 
Anyone who has used this scaler I dlss is the best but is this now better than pssr atleast with the new update?
what's the relevance of comparing to pssr? this is more than just upscaling, it's about about frame generation and will work on anything displaying on your screen, game or video, for any computer you have or will have in the future. literally a no brainer :)
 
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CrustyBritches

Gold Member
Just tried the update and it looks and runs much better than LSFG 2. I only tried R&C, but it looks fucking awesome. Definitely performance heavy. 5800x3D+4060Ti 16GB at 1440p heavy settings, went from ~68fps down to 56fps using the x2 mode. Seems like additional frames aren't that much more expensive since x3 hits around the same. If I have time later I'll do a comparison video.

Anyone who has used this scaler I dlss is the best but is this now better than pssr atleast with the new update?
As mentioned above, this update is referring to Lossless Scaling Frame Generation. The program name was made when it was just for upscaling and it used FSR1, NiS, etc. It was useful for games that didn't run in fullscreen mode correctly as it could force a windowed game into fullscreen and use a spatial upscaler on it to sharpen it up. LSFG is best used alongside DLSS in my experience. Same with FSR3 FG, but only a few games can mix those options. DLSS 3 FG is the most common FG implementation, but it's locked to RTX 4000 users and only available in a limited amount of games. LSFG is frame generation for everyone.
 
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mansoor1980

Gold Member
Just tried the update and it looks and runs much better than LSFG 2. I only tried R&C, but it looks fucking awesome. Definitely performance heavy. 5800x3D+4060Ti 16GB at 1440p heavy settings, went from ~68fps down to 56fps using the x2 mode. Seems like additional frames aren't that much more expensive since x3 hits around the same. If I have time later I'll do a comparison video.


As mentioned above, this update is referring to Lossless Scaling Frame Generation. The program name was made when it was just for upscaling and it used FSR1, NiS, etc. It was useful for games that didn't run in fullscreen mode correctly as it could force a windowed game into fullscreen and use a spatial upscaler on it to sharpen it up. LSFG is best used alongside DLSS in my experience. Same with FSR3 FG, but only a few games can mix those options. DLSS 3 FG is the most common FG implementation, but it's locked to RTX 4000 users and only available in a limited amount of games. LSFG is frame generation for everyone.
have you lowered the resolution scale for frame gen? that lowers gpu load with no degradation to image quality
 

CrustyBritches

Gold Member

Good video. I agree that locking it to a lower frame rate using RTSS then using LSFG is optimal compared to just letting it jump all over. It's best find to settings that give you the headroom to always hit that locked baseline frame rate even with LSFG enabled. 40fps locked with x3 FG up to 120fps looks wayyyy smoother than just 40fps comparing side-by-side. Going to check out 60fps native vs 40-to-120fps x3 FG later to see how it stacks up visually. Settings that are working best for me during this quick test are: LSFG 3, Full Res Scale, Default Sync Mode, Max Latency '1', G-Sync 'On', DXGI.
 

mansoor1980

Gold Member
lsfg-2-vs-3-vs-dlss-3-cyberpunk-2077-latency-comparison-v0-nvfjo7ow78ce1.png
 

Holammer

Member
Is this piece of shet recommended for a 4090 owner?!?!?!
If you exclusively play new games with DLSS support like some snobbish ponce, no.
It's great for emulators and older games without framegen. Like Spyro Trilogy for example. The physics break if you go above 120fps, give it a x2 with LS for buttery smooth gameplay and make sure to rub it in on console gamers. Because the PS & Xbox versions are still locked at 30fps.
(you need to drop framerate temporarily for the Yeti boxing mini-game and one place at Alpine Ridge in Spyro 1).
 

LiquidMetal14

hide your water-based mammals
If you exclusively play new games with DLSS support like some snobbish ponce, no.
It's great for emulators and older games without framegen. Like Spyro Trilogy for example. The physics break if you go above 120fps, give it a x2 with LS for buttery smooth gameplay and make sure to rub it in on console gamers. Because the PS & Xbox versions are still locked at 30fps.
(you need to drop framerate temporarily for the Yeti boxing mini-game and one place at Alpine Ridge in Spyro 1).
I may grab it just for those purposes
 
I tested lossless scaling with the latest update but it still feels like very poor alternative to DLSS FG. They have reduced artefacts and input lag (compared to LSFG2), but I still get judder and bad frame pacing with uncaptured fps. Only when my caped fps (base fps) is stable I get smooth motion without judder, but the problem is that "lossless scaling" FG tanks so much performance that it's not easy to get locked 60fps. I had 140fps in cyberpunk before starting lossless scaling, but even when I limited performance to 60fps and used 2x FG scaling I still had sub 60fps dips (and judder, bad frame pacing) despite low GPU usage. I had to lower my performance down to 40fps to eliminate any dips and only then I finally get smooth 80fps (generated fps). What's the point in lowering framerate 3x times to get x2 FG scaling to work properly? I dont have any of these problems with DLSS FG on my RTX4080S. When using DLSS FG, I can barely tell the difference between real fps and generated fps (input lag and artefacts are extremely low), but the lossless scaling issues are impossible to ignore.
 
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mansoor1980

Gold Member
The input lag in LSFG3 was definitely reduced compared to LSFG2, but the response times were still nowhere near DLSS FG, so either this input latency chart is wrong or lossless scaling is doing something in the background that makes the mouse movement feel heavy.
i use a gamepad on pc when gaming , no idea how a mouse is with any framegen software
 
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Soodanim

Gold Member
There's been some kickback in recent pages, but if nothing else this is an excellent tool for FPS limited games. Classic RE locked to 30 fps? X4 LSFG, free smoothness. All those older and shitty ports get bonuses for a small fee, and I'm alright with that.
 
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CrustyBritches

Gold Member
I tested lossless scaling with the latest update but it still feels like very poor alternative to DLSS FG. They have reduced artefacts and input lag (compared to LSFG2), but I still get judder and bad frame pacing with uncaptured fps. Only when my caped fps (base fps) is stable I get smooth motion without judder, but the problem is that "lossless scaling" FG tanks so much performance that it's not easy to get locked 60fps. I had 140fps in cyberpunk before starting lossless scaling, but even when I limited performance to 60fps and used 2x FG scaling I still had sub 60fps dips (and judder, bad frame pacing) despite low GPU usage. I had to lower my performance down to 40fps to eliminate any dips and only then I finally get smooth 80fps (generated fps). What's the point in lowering framerate 3x times to get x2 FG scaling to work properly? I dont have any of these problems with DLSS FG on my RTX4080S. When using DLSS FG, I can barely tell the difference between real fps and generated fps (input lag and artefacts are extremely low), but the lossless scaling issues are impossible to ignore.
I'm not seeing much difference between all 3 FG techniques, only that DLSS FG is the heaviest out of all the solutions in like-for-like testing in Cyberpunk, R&C, and Wukong(DLSS FG vs FSR3 FG vs LSFG in Cyberpunk and R&C, DLSS FG vs LSFG in Wukong).

I will say that when I was watching Wukong 120fps video at 50% speed, DLSS FG was exhibiting micro-stutter and pretty bad strobing. I'm assuming these are the generated frames. LSFG was showing a bit of strobing, but it was lighter in appearance while DLSS FG was black and really obvious. Now certainly 40fps-lock with LSFG x3 won't have as low of input latency, but visually it looks way cleaner and smoother than DLSS FG in Wukong.

That's my experience on 5800x3D+4060 Ti 16GB.
 
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I'm not seeing much difference between all 3 FG techniques, only that DLSS FG is the heaviest out of all the solutions in like-for-like testing in Cyberpunk, R&C, and Wukong(DLSS FG vs FSR3 FG vs LSFG in Cyberpunk and R&C, DLSS FG vs LSFG in Wukong).

I will say that when I was watching Wukong 120fps video at 50% speed, DLSS FG was exhibiting micro-stutter and pretty bad strobing. I'm assuming these are the generated frames. LSFG was showing a bit of strobing, but it was lighter in appearance while DLSS FG was black and really obvious. Now certainly 40fps-lock with LSFG x3 won't have as low of input latency, but visually it looks way cleaner and smoother than DLSS FG in Wukong.

That's my experience on 5800x3D+4060 Ti 16GB.
I tested the game. I was specifically looking for that camera microstutter during slow camera pans. I saw it, but it was extremely small. DLSS FG however wasnt to blame, because I also saw it without FG.

In Black Myth Wukong I see absolutely no difference in smoothness between the real 100fps and the DLSS generated 100fps. I also havent noticed artefacts during actual gameplay (text scrolling in the menu was the only FG artefact I found).

I also tried LSFG3 x2 in this game and there was absolutely no perceptable difference in smoothness compared to native framerate, or DLSS FG, but the input lag was terrible. I stopped pressing the analogue stick on the gamepad and the monkey was still turning :p😂.

To sum it up, I see no reason to play this game without DLSS FG becasue I saw no difference between native 100fps frame delivery, or DLSS FG 100fps frame delivery.

Did you undervolt your RTX4060ti or use the power monitoring feature in the MSI Afterburner OSD? Sometimes these settings can cause microstuttering.

BTW. I forgot to mention, but I have updated DLSS and Frame Generation in this game to the latest version. I also turned off motion blur, because this settings created artefacts around the character hair during movement (regardless of the AA / FG settings).
 
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People on YT suggested testing Cyberpunk with low settings, and that's what I did.

At low settings I had about 350fps. With LSFGx2 I had about 260fps without framerate limiter (LSFGx2 lowered my fps instead of improving it :p). I was finally able to play the game at locked 60fps (with RTSS framerate limiter) and frame delivery was smooth, but at 80fps cap I started seeing dips below 80fps and judder as a result of that.

I dont know if that's RTSS framerate limiter to blame, or LSFGx3 itself, but I dont really care at this point. I've spent a few hours testing LFSG and I'm not happy with the results, no matter what settings I use. That's not a big problem though, because ingame DLSS FG x2 works perfectly.
 

CrustyBritches

Gold Member
I tested the game. I was specifically looking for that camera microstutter during slow camera pans. I saw it, but it was extremely small. DLSS FG however wasnt to blame, because I also saw it without FG.

In Black Myth Wukong I see absolutely no difference in smoothness between the real 100fps and the DLSS generated 100fps. I also havent noticed artefacts during actual gameplay (text scrolling in the menu was the only FG artefact I found).

I also tried LSFG3 x2 in this game and there was absolutely no perceptable difference in smoothness compared to native framerate, or DLSS FG, but the input lag was terrible. I stopped pressing the analogue stick on the gamepad and the monkey was still turning :p😂.

To sum it up, I see no reason to play this game without DLSS FG and I saw no difference between native 100fps frame delivery, or DLSS FG 100fps frame delivery.

Did you undervolt your RTX4060ti or use the power monitoring feature in the MSI Afterburner OSD? Sometimes these settings can cause microstuttering.

BTW. I forgot to mention, but I have updated DLSS and Frame Generation in this game to the latest version. I also turned of motion blur, because this settings created artefacts around the character hair during movement (regardless of the AA / FG settings).
4080S could just be faster at DLSS and FG than my card. I’m working on a couple videos, and I noticed the strobing and micro stutters in the comparison video. It’s something that could just be relative to the smoothness of the better frame paces LSFG footage. On its own and in real time it might just see normal. I think it’s inter-frame latency like the olden days of SLI and Crossfire.

I used the same scenes in all 3 games to test the overhead for FG. DLSS had the lowest result of the 3.

I was only able to try Cyberpunk and R&C in-game. With a controller it just feels like playing a console game with visual appearance of a PC.

I’ll post some videos later to show what I mean.
 

Gubaldo

Member


Okay so this dude is getting 400+ fps with lossless scaling 8X.
But the thing is he is using RTX 3080 10GB as Main Display & RTX 3050 6GB Low Profile for Frame Generation

now that's interesting ,
i feel this set up would make latency better than using a single GPU???

Anyone with two Gpu's tried this ?? or will try and post results compared using single Gpu
 
Is this piece of shet recommended for a 4090 owner?!?!?!

All in all, Lossless Scaling 3.0 is a really cool concept. It can also give us a glimpse at what we might get on the RTX 50 series GPUs once DLSS 4 becomes available. It’s also a nice free Frame Generation tool for games that don’t support DLSS 3 FG or FSR 3.0 FG. Moreover, both its X3 and X4 modes introduce annoying frame pacing issues. While they are cool, they are not as polished as the X2 Mode. Thus, the best mode right now is LSFG 3.0 X2. However, it’s NOWHERE CLOSE to the quality of DLSS 3 or FSR 3.0. And, if you hate DLSS 3, you’ll hate LSFG 3.0 even more.


Comparing Lossless Scaling against DLSS 3 and FSR 3 in slowed-down footage, it's possible to see a hierarchy of quality. Lossless Scaling's generated frames have more visible errors taking up more of the screen; FSR 3's use of motion vectors ensures it looks better by a significant margin; while DLSS 3 with its machine learning has even fewer errors than FSR 3. The larger the error, and the more this error is repeated over multiple frames, the more likely you are to notice the discontinuity with the naked eye. Even quite large errors might not be noticeable due to the nature of the stroboscopic effect - where generated frames are bookended by traditionally rendered ones - but they are still there.

TL;DR
For modern titles that offer FSR 3 or DLSS 3 support, I wouldn't recommend Lossless Scaling, as it increases latency and artefacting for little gain. For titles that lack official frame-gen support though, Lossless Scaling is a new and often worthwhile option for boosting visual fluidity despite its drawbacks.

Lots of lag too:

Lossless-Scaling-Frame-Generation-HEVC.mp4_snapshot_07.33_%5B2024-07-03_12.41.16%5D.jpg


Seems like an inferior solution to DLSS FG - if you care about FG.
 
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Tarin02543

Member


Okay so this dude is getting 400+ fps with lossless scaling 8X.
But the thing is he is using RTX 3080 10GB as Main Display & RTX 3050 6GB Low Profile for Frame Generation

now that's interesting ,
i feel this set up would make latency better than using a single GPU???

Anyone with two Gpu's tried this ?? or will try and post results compared using single Gpu


Now that’s very cool, unknown what my 3060 will be doing when I get a 6060
 

llien

Member
But does it use neutral dipole diffusion?
Trasnformers?

Any AAII at all?

How can anyone seriously consider this DLSS 5 FG competitor if it is not using it???
 

mansoor1980

Gold Member

All in all, Lossless Scaling 3.0 is a really cool concept. It can also give us a glimpse at what we might get on the RTX 50 series GPUs once DLSS 4 becomes available. It’s also a nice free Frame Generation tool for games that don’t support DLSS 3 FG or FSR 3.0 FG. Moreover, both its X3 and X4 modes introduce annoying frame pacing issues. While they are cool, they are not as polished as the X2 Mode. Thus, the best mode right now is LSFG 3.0 X2. However, it’s NOWHERE CLOSE to the quality of DLSS 3 or FSR 3.0. And, if you hate DLSS 3, you’ll hate LSFG 3.0 even more.


Comparing Lossless Scaling against DLSS 3 and FSR 3 in slowed-down footage, it's possible to see a hierarchy of quality. Lossless Scaling's generated frames have more visible errors taking up more of the screen; FSR 3's use of motion vectors ensures it looks better by a significant margin; while DLSS 3 with its machine learning has even fewer errors than FSR 3. The larger the error, and the more this error is repeated over multiple frames, the more likely you are to notice the discontinuity with the naked eye. Even quite large errors might not be noticeable due to the nature of the stroboscopic effect - where generated frames are bookended by traditionally rendered ones - but they are still there.

TL;DR
For modern titles that offer FSR 3 or DLSS 3 support, I wouldn't recommend Lossless Scaling, as it increases latency and artefacting for little gain. For titles that lack official frame-gen support though, Lossless Scaling is a new and often worthwhile option for boosting visual fluidity despite its drawbacks.

Lots of lag too:

Lossless-Scaling-Frame-Generation-HEVC.mp4_snapshot_07.33_%5B2024-07-03_12.41.16%5D.jpg


Seems like an inferior solution to DLSS FG - if you care about FG.
that eurogamer article is old , LSFG has received good updates since then
 

CrustyBritches

Gold Member
Lossless Scaling is also $7, has features you have to wait for future $600-2000 GPUs to get, and works on pretty much any game.
 
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bbeach123

Member
Welp I tried . Even 40>80 , 45>90 has good quality and great latency. 30>60 kinda terrible but thats expected .

Problem was it use so much resource and vram . Old game like elden ring and emulation 60fps lock to 120fps was great .

Newer game drops my FPS so freaking bad. ~20-25%.
Rdr2(not that new I know) 1440p base 84fps drop to 58-60fps when turning LLS on then x2 to ~120fps . And use more than 1g vram .
 
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CrustyBritches

Gold Member
Welp I tried . Even 40>80 , 45>90 has good quality and great latency. 30>60 kinda terrible but thats expected .

Problem was it use so much resource and vram . Old game like elden ring and emulation 60fps lock to 120fps was great .

Newer game drops my FPS so freaking bad.
Rdr2(not that new I know) 1440p base 84fps drop to 58-60fps when turning LLS on then x2 to ~120fps . And use more than 1g vram .
What specs for reference?
 

mansoor1980

Gold Member
Welp I tried . Even 40>80 , 45>90 has good quality and great latency. 30>60 kinda terrible but thats expected .

Problem was it use so much resource and vram . Old game like elden ring and emulation 60fps lock to 120fps was great .

Newer game drops my FPS so freaking bad. ~20-25%.
Rdr2(not that new I know) 1440p base 84fps drop to 58-60fps when turning LLS on then x2 to ~120fps . And use more than 1g vram .
lower the framegen resolution scale
 

hyperbertha

Member
Try play on a small ass monitor before saying this.
One thing is compromise the the screen size for mobility, the other is just the screen by itself :)
----

That said, did they fixed the distortion and the hair glitching effects on the LS 3.0?
If the screen is big you'll have to sit farther away. Ive sat in front of a 32 inch and found it uncomfortable with fps games. It's about how much of your fov it's covering. Ultimately big screens are diminishing returns past a certain size.
 

Hugare

Member

All in all, Lossless Scaling 3.0 is a really cool concept. It can also give us a glimpse at what we might get on the RTX 50 series GPUs once DLSS 4 becomes available. It’s also a nice free Frame Generation tool for games that don’t support DLSS 3 FG or FSR 3.0 FG. Moreover, both its X3 and X4 modes introduce annoying frame pacing issues. While they are cool, they are not as polished as the X2 Mode. Thus, the best mode right now is LSFG 3.0 X2. However, it’s NOWHERE CLOSE to the quality of DLSS 3 or FSR 3.0. And, if you hate DLSS 3, you’ll hate LSFG 3.0 even more.


Comparing Lossless Scaling against DLSS 3 and FSR 3 in slowed-down footage, it's possible to see a hierarchy of quality. Lossless Scaling's generated frames have more visible errors taking up more of the screen; FSR 3's use of motion vectors ensures it looks better by a significant margin; while DLSS 3 with its machine learning has even fewer errors than FSR 3. The larger the error, and the more this error is repeated over multiple frames, the more likely you are to notice the discontinuity with the naked eye. Even quite large errors might not be noticeable due to the nature of the stroboscopic effect - where generated frames are bookended by traditionally rendered ones - but they are still there.

TL;DR
For modern titles that offer FSR 3 or DLSS 3 support, I wouldn't recommend Lossless Scaling, as it increases latency and artefacting for little gain. For titles that lack official frame-gen support though, Lossless Scaling is a new and often worthwhile option for boosting visual fluidity despite its drawbacks.

Lots of lag too:

Lossless-Scaling-Frame-Generation-HEVC.mp4_snapshot_07.33_%5B2024-07-03_12.41.16%5D.jpg


Seems like an inferior solution to DLSS FG - if you care about FG.
First review is something

"X2 is much more polished than X3 or X4", but barely mentions it during the review. Great.

And the DF review is very outdated, from July 2024. LS is at a much better shape now.
 

Gp1

Member
If the screen is big you'll have to sit farther away. Ive sat in front of a 32 inch and found it uncomfortable with fps games.

Bro, i use a 43' as a monitor. It's acceptable in mp games/fps, the sweet spot in sp games (at the monitors distance), but where big screens really shine is on simulator and beyond that, imo, its better to get a VR set than a bigger screen

ps. Productivity is great with big screens also.
 
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