Took them long enough to realize lossless scaling is garbage.

ThisIsMyDog

Member


If you want decent frame generation, Nvidia's the only option — as long as your real FPS stays above 50.

That's all i wanted to say.

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I don't understand what the problem is. It's framegen and we all knew it added latency even on nvidia. What's the revelation? The fact that "they" as in some reddit users now don't like it?
 
Do people really use frame gen with a 15 fps base? I doubt that.


Imo frame gen shines when you have a 60+ fps base and use FG to lock the output at 120 fps. It's pure gravy, and like every technology, it will become acceptable once it's available on consoles.
 
Do people really use frame gen with a 15 fps base? I doubt that.


Imo frame gen shines when you have a 60+ fps base and use FG to lock the output at 120 fps. It's pure gravy, and like every technology, it will become acceptable once it's available on consoles.
I think i used it around that framerate in cyberpunk with pathtracing.
 
There is a big difference between a native implementation and a post process implementation.
With a native implementation, the framegen algorithm will have access to several buffers in the game and to motion vectors.
This means that when there is movement, this algorithm can better predict where the pixels in the fake frame should be.
But with a post process implementation, such as Lossless Scaling, AMD Fluid Motion or Nvidia's Smooth Motion, it can only look at the rendered frames.
This means it has much less information to extrapolate where pixels should be in the generated frame.
 
It's decent for some games on emulators stuck at 30fps and for those without access to nvidia's smooth motion, but the input latency is definitely noticeable.
 
Nah, it's a good tool for steam deck oled. Just keep your expectations in check, and you should never be using it below a native 30fps. It's not that useful for the original deck with only a 60hz screen.

I've been running games at 45fps FG'd to 90fps, or for some harder to run games aiming for around 36fps scaled to 72fps.

The closer you get to 30fps the more it suffers but I much prefer running a game with lossless scaling if I can't hit at least 50fps natively.
 
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What is the point of this? That you shouldn't limit your game to 15fps and use interpolation to get to 60fps if you can already hit 60fps native? No shit.
 
Do people really use frame gen with a 15 fps base? I doubt that.


Imo frame gen shines when you have a 60+ fps base and use FG to lock the output at 120 fps. It's pure gravy, and like every technology, it will become acceptable once it's available on consoles.

What do you expect with peasants playing on PC?

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Who the hell uses a base 15-20fps? On a technical level this is a cool way to demonstrate how framegen works, but it's predictably going to attract platform warriors of every stripe and color instead.
 
It is really not. It adds an extra level of polish to many older titles. I wouldn't want to play Dino Crisis 2 without it. I would also opt to use it over every FSR implementation prior to this generation of graphics cards.
 
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Honestly, I don't even know what to say, OP. The videos mention that it was tested on the Steam Deck—a platform Lossless Scaling wasn't even designed for. And then they complain that games running at 15 fps have poor latency when frame gen ups to 60 fps, which is something everyone already knows, and the devs specifically advise users to focus on games that are already 60 fps.

So between hyperbole, bad faith, ignorance, and plain stupidity, I really don't know what the intention is here.
 
All of these Frame Gens were meant to be used when you already can achieve 60fps. They benefit 120hz and above monitors. The only time I would ever consider using any of them below 60 is if I'm playing a turn based rpg like Baldurs Gate 3 and Rogue Trader or RTTWP like this Neverwinter Nights 2.
 
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4 trillion dollar company beat an indie dev? Damn that's crazy. Lossless scaling is fun to screw around with for old games locked at 30 like FFX, but it's just an interesting novelty that costs a few bucks. I barely use Nvidia's frame gen either because it will never be as good as real frames.
 
I can't believe people really praised this app so much, I got it to test and even thought I was doing something wrong because I was getting lots of input lag and it happened to just be me losing like 30% of the frame rates which made everything look worse (artifacts) and play worse... And I've tried tutorials and whatnot but in the end it's the same result: Way lower frame rate and higher input lag and basically no gain in terms of gameplay fluidity.
 
Frame gen is decent when you have a base framerate of around 70 fps to get to 120 fps. You can assume that you're getting around 60 (due to computational cost) in real frames with 60 fake frames.

In that regard it's fine.

When you have a base over 100, it actually works pretty well.
 
Every single source that details how this works tells you that you need a reasonable base frame rate. It's not made to go from 30 to 60 or some shit.
Fuck Reddit by the way, all of it is karma/upvote/clickbait farming. For every serious question I need to scroll down pages of comments to find the actual answer in-between all the meaningless bullshit.
 
Do people really use frame gen with a 15 fps base? I doubt that.


Imo frame gen shines when you have a 60+ fps base and use FG to lock the output at 120 fps. It's pure gravy, and like every technology, it will become acceptable once it's available on consoles.
It already is available on console. Wukong on PS5 uses it.
 
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