New Lossless Scaling 2.9 update introduces 3x Frame Interpolation

After extensive testing of this software for a month i don't understand the point of it.

I tested around 10 games on my 4090.
For reasons unknown, the gpu power draw is the same whether i enable this or not when targeting 120 fps, but with much lower image quality & very high latency.

Which makes this utter dogshit and completely useless really.
I was expecting a lower power consumption than native fps at the very least but it seems the algorithm used requires so much power it makes it pretty much pointless to use it in the first place.
 
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After extensive testing of this software for a month i don't understand the point of it.

I tested around 10 games on my 4090.
For reasons unknown, the gpu power draw is the same whether i enable this or not when targeting 120 fps, but with much lower image quality & very high latency.

Which makes this utter dogshit and completely useless really.
I was expecting a lower power consumption than native fps at the very least but it seems the algorithm used requires so much power it makes it pretty much pointless to use it in the first place.
It's for games capped at 60. Mainly older titles and emulation. At least that's how I use it.
 
It's for games capped at 60. Mainly older titles and emulation. At least that's how I use it.
That's how I use it. Mostly for emulation, games need a stable base framerate with overhead for LS to be useful.
As I mentioned in a previous post, it works great with Spyro Trilogy where physics break when you go above 120fps. Slap a X2 framegen on that for buttery smooth 240fps with little or no artifacts. One can also enable Nvidia's Smooth Motion (fluid motion on AMD?), but I find LS more versatile for emulation.

Currently playing TotK with 60fps patch & x4 framegen, it looks and plays beautifully.
 
3.1 Update 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.

AFG is interseting , anyone tested yet
 
I'd love to know who finds this software to be as phenomenally useful as we're supposed to think it is. The cost of enabling the software on the GPU is just too counterproductive to be worthwhile. I don't know why anyone would choose to lop off a chunk of their FPS just to get this working in any fashion and probably with additional stutters. I've experimented with LS exhaustively after each new update and it never delivers anything like a satisfactory presentation. It's just weird software.
 
I'd love to know who finds this software to be as phenomenally useful as we're supposed to think it is. The cost of enabling the software on the GPU is just too counterproductive to be worthwhile. I don't know why anyone would choose to lop off a chunk of their FPS just to get this working in any fashion and probably with additional stutters. I've experimented with LS exhaustively after each new update and it never delivers anything like a satisfactory presentation. It's just weird software.
There are two posts above yours giving a good case use for it.
 
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I'd love to know who finds this software to be as phenomenally useful as we're supposed to think it is. The cost of enabling the software on the GPU is just too counterproductive to be worthwhile. I don't know why anyone would choose to lop off a chunk of their FPS just to get this working in any fashion and probably with additional stutters. I've experimented with LS exhaustively after each new update and it never delivers anything like a satisfactory presentation. It's just weird software.
I'll mirror what I said above. Emulated games stuck at 60fps, or games that have issues unlocking the framerate past 60.
 
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Trigger warning: Digital Foundry guys gushing over Lossless Scaling's new Adaptive mode.

They go over pros and cons, how it's not for mouse controlled games or the smear you can get from static elements on the screen, but also how well it works. Been using the new adaptive mode since it updated and it works great, even if I play mostly locked 60 games.
 
Honestly I think lossless scaling is great for more smaller form factor pcs like handheld and laptops since the resolution doesn't matter that much if you have to scale down to achieve better frames especially if you have a screen with a high refresh rate. I think using a desktop and when you have a 30 inch or more monitor especially 4k then it might not be the most ideal.
 
When I first used this I was completely disappointed because Redditors had hyped it up as some magic pill for modern gaming, but I found it almost completely useless. Now I love it because I see it is a magic pill, but not for modern game, but old games, emulation, games stuck with low capped frames, etc. I never use it on anything modern, but it fills a nice role with older stuff.
 
When I first used this I was completely disappointed because Redditors had hyped it up as some magic pill for modern gaming, but I found it almost completely useless. Now I love it because I see it is a magic pill, but not for modern game, but old games, emulation, games stuck with low capped frames, etc. I never use it on anything modern, but it fills a nice role with older stuff.
Yeah, unless you can hit pretty decent frame rates consistently (no spikes) without it, it's not going to make your experience any smoother. But going from 60 fps to 144 fps 144 hz without much of a trade off in image quality is very nice for controller games where the camera movement is more limited.
 
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