Lossless Scaling - (ノ°□°)ノ
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.

Latency
Latency testing by @CptTombstone



Tutorial
Be sure to check out this awesome video by @Jagadhie, where he explains the new feature in detail:
https://www.youtube.com/watch?v=q4i8TPSQi2M
Jan 10
Lossless Scaling - (ノ°□°)ノ
Happy anniversary, LSFG!

LSFG 3 is built on a new, efficient architecture that introduces significant improvements in quality, performance, and latency.

Key improvements include:
  • Better quality:
    Reduced flickering and border artifacts, with noticeable enhancements in motion clarity and overall smoothness.

  • Lower GPU load:
    A 40% reduction for X2 mode compared to LSFG 2 (non-performance mode). Over 45% reduction for multipliers above X2 compared to LSFG 2 (non-performance mode).
    The "Resolution Scale" feature remains an excellent way to further reduce GPU load. For instance, setting it to 90% roughly aligns with the LSFG 2 "Performance" mode.

  • Improved latency:
    Latency testing with the OSLTT tool (at 40 base FPS, X2) shows approximately 24% better end-to-end latency compared to LSFG 2.

  • Unlocked multiplier:
    LSFG 3 also introduces an unlocked multiplier, now capped at X20. While this offers greater flexibility, the following recommendations apply for optimal results:

    Base framerate: A minimum of 30 FPS is required (40 FPS or higher is preferred, with 60 FPS being ideal) at 1080p.
    For best overall experience, locking the game framerate is recommended. This helps to avoid 100% GPU load (reducing its impact on latency) and ensures smoother framepacing.
    For higher resolution use at higher than recommended framerates or use the "Resolution Scale" option to downscale input to 1080p:
    For 1440p, set it to 75%.
    For 4K, set it to 50%.

    Higher multipliers (e.g., X5 or above) are best suited for high refresh rate setups, such as:

    48 FPS × X5 for 240Hz.
    60 FPS × X6 for 360Hz.
    60 FPS × X8 for 480Hz.

By CptTombstone:


----------------------------------------------

We’re also happy to announce the Lossless Scaling 3.0 UI Update Beta! To join the beta testing, follow these steps:

Open Steam.
Navigate to Lossless Scaling in your library.
Right-click and select Properties.
Go to the Betas tab and select "beta" from the dropdown.
Your feedback on the new UI is invaluable as we continue to improve!



----------------------------------------------

On a side note, the DXGI Capture API is working again in Windows 11 24H2, thanks to the KB5046617 update. Much appreciated, Microsoft.

----------------------------------------------

Have fun!
Lossless Scaling - (ノ°□°)ノ
We’re excited to unveil LSFG 3, featuring significant improvements in quality, performance, and latency! It will officially launch on January 10, celebrating the anniversary of the LSFG 1 release.

Thank you for being part of our journey, stay tuned for more updates!
Lossless Scaling - (ノ°□°)ノ
  • 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.

    MPO support varies between systems, and there is no definitive way to determine why it is supported on some setups and not on others. You can use dxdiag to check if your system has MPO support. In some cases, you might be able to work around the issue. For instance, if you have two monitors connected, disconnecting one may force the remaining monitor to support MPO.

    As of the 24H2 update, DXGI is no longer a reliable capture method unless Microsoft changes its approach or Nvidia and AMD improve MPO support in their drivers.

    On the other hand, Microsoft has addressed a five-year-old bug in the Windows Graphics Capture (WGC) API, which previously prevented it from capturing only new frame updates. Starting with version 24H2, WGC now works as expected for the most part. Essentially, DXGI and WGC have switched roles in this update. WGC capture in LS has been updated with a new framepacing algorithm to replace DXGI on newer systems while maintaining the same behavior as before on older systems. DXGI continues to function normally up to version 23H2, but beyond that, it depends on MPO support.

    While WGC generally offers some advantages over DXGI, such as allowing LS to be recordable by most tools, it also has drawbacks without MPO support. Specifically, in games where a hardware cursor is displayed and VRR is enabled, WGC disables independent flip mode globally. This can lead to issues with LS and VRR functionality.

    Starting with Windows 11 24H2, MPO support becomes highly desirable. We can hope that future updates from Microsoft, Nvidia, and AMD will address these challenges. Notably, there have been reports that DXGI is functioning correctly again on the Windows 11 Dev branch.
Lossless Scaling - (ノ°□°)ノ
- 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.
Aug 4, 2024
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- Reduction of LSFG artifacts on patterned textures and in dark scenes, especially noticeable when HDR is enabled.

- LS1 sharpening correction, now the value 0 should match the original. Improved colors with HDR.

- Added Portuguese and Serbian translations
Lossless Scaling - (ノ°□°)ノ
This version aims to improve smoothness, framerate stability and latency for a wide range of GPUs.

- LSFG 2.2 updates the UI detection part by reducing the level of over-detection, which eliminates some artifacts caused by UI detection and has a positive effect on the overall smoothness of the image.

- Cursor rendering at the target framerate.

- Return to the previous behavior when rendering over refresh rate is allowed.

- The new "Max Frame Latency" option acts as a balance between latency and performance. There is no best value, as all systems are different. Most likely, the optimal value will be 1 for Nvidia GPUs and 3 for AMD. It should be at least 2 (3 for AMD) if you want LS to be able to render over refresh rate.

- Merged the "Vsync" and "Allow tearing" options into one menu, where "Default" means that both of them are disabled.

- Improved Freesync support (works only on AMD GPUs).

-Lithuanian and Vietnamese localizations added.

Previous version is available in Steam betas.
Jun 6, 2024
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- Introducing the X3 frame generation mode. LSFG 2.1 can now generate two intermediate frames, effectively tripling the framerate.

X3 has increased GPU load by approximately 1.7 times compared to X2 mode. At the same time, LSFG 2.1 Performance and LSFG 1.1 have been optimized to be 20% faster in X2 mode compared to the previous version.

It has been tested that X3 mode does not cause any additional latency compared to X2. Latency is affected by the base framerate and when the GPU is fully utilized. For the best experience in both image smoothness and latency, it is recommended to lock the game framerate at 1/3 of the monitor's refresh rate in X3 mode.

The minimum recommended base frame rate remains the same as for X2 mode at 30 FPS for 1080p and 40 FPS for 1440p, respectively.

- New behavior when the final framerate should exceed the monitor refresh rate:

Previously, LS rendered all necessary frames, some of which were later discarded when displayed on the monitor. LS will now skip rendering extra frames while accounting for correct frame pacing, so the result should be very similar to the old behavior but much more resource efficient.
While a higher base framerate is better for latency purposes, forcing LS to skip frames may not result in the best smoothness.

Given that the LS framerate will never exceed the refresh rate now, for convenience and also for identifying issues, the 'Draw FPS' option also outputs captured frames when using DXGI capture.

Join our Discord community to share your experience and get help.
May 8, 2024
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- Enhanced architecture for processing large-scale movements, enabling efficient usage at lower frame rates. Hence, the minimum recommended base frame rates are 30/40 for 1080p/1440p resolutions respectively, with 60 FPS and higher recommended for an optimal experience.

- Noticeable reduction of common artifacts such as motion ghosting, edge distortion, and image blurring. In cases where artifacts persist, it is advisable to increase the base frame rate.

- GPU load has increased by 1.5 - 2x depending on the resolution. Therefore, a new 'Performance' mode has been added to preserve the performance of the previous version. It retains all the main advantages of the quality version and surpasses the LSFG 1.1, all at the same speed.
Lossless Scaling - (ノ°□°)ノ
Reduced distortion/ghosting artifacts for LSFG that could occur at certain resolutions and low frame rates.
Changes to DXGI capture that may improve frame rate stability and address possible other issues.

Read the full changelog here.
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