We’ve done a lot of testing on DLSS4 and FSR 4 (and 3.1) to inspect image quality frame-by-fake-frame in addition to upscaling image quality. At times, these technologies serve their purposes well; DLSS in particular has gotten a lot better with its transformer model and FSR has substantially improved with version 4. We have a lot of criticisms of the fake frame technologies – especially benchmarking them on normal charts – but they do have a place in some situations. Now, we’re looking at Lossless Scaling and Lossless Frame Generation (sometimes called Lossless Scaling Frame Generation, or LSFG). This tool is highly versatile and does more than just upscaling for select games (and frame generation), but we’re really only focusing on those two core use cases today. It’s not as good as the tools built by multi-trillion dollar companies, but for something basically independently built and sold on Steam (and for $7), it’s not a big loss to try.
Link to Lossless Scaling, https://store.steampowered.com/app/993090/Lossless_Scaling / https://losslessscaling.com/
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Using this to play Binding of Isaac at 120fps is amazing.
Is this useful for city builders when you’ve pushed the map to the limits and the CPU can’t handle it anymore? Could see it being used to push Cities: Skylines or Workers and Resources beyond its limits without getting eye strain from 3FPS (though input lag would still be a concern).
I mistakenly thought this would make my SNES games full screen without stretching, just does the same thing the emulator already does.
Widescreen hacks is what your after and they only work with some games.
I was never able to get this to work properly… my mouse cursor always just disappears. 🙃
I think they have now an option for that. With that being said, i don’t really understand it either. I played around with some settings yesterday and it either did nothing or it made everything look weird and way way worse.
Lossless, that suddenly becomes interesting to me.
It’s just a marketing term. There is nothing lossless about the fake frames generated by this tool. It’s just doing interpolation.
I hate the name so much. I’ll use it with games where artifacts aren’t noticeable and input delay is negligible, but I’d never pretend it’s “lossless”. Same goes for any other framegen method.
I didn’t realize this when I posted my last comment, but apparently the name is because it started out as a scaling tool for pixel-art games, where integer scaling is the desired (and lossless) upscaling method as opposed to the normal methods which cause blurring of the pixel edges.
Best purchase ever. It makes all my games run at 165fps, mostly without visible artifacts. And when it’s not perfect, it’s because the game itself can’t output above 50 fps… That app is wonderful!!
Why would I want to use it in games that already run well? What’s even the point of frames above 60 when it’s not the “real” kind that twitch shooters need?
I like framerates over 100 even for “cinematic” games because it just feels better.
Like Cyberpunk is single player, but near 100FPS just feels so much better than 60fps and you get a lot less eye strain.
I always feel like the lower the framerate in game, the more processing my brain is doing to tell me that the game is fluid motion.
Of course its a complicated topic that has to do with animation consistency etc but higher is generally a lot better.
Oh, another reason: if it’s ever time to upgrade your GPU, try this $8 app and you might be able to push it another 3-5 years.
Still on a 3060 here and nowhere close to upgrading (cap the game at 41fps, get 164fps out)
See, now this sounds like a much better use for it.
Even for top down arpgs, 60fps looks like shit when you taste 120+fps
For smoother gameplay with no dips when the game chugs or loads in the background.
Some people like ray tracing, some like smooth gameplay.
I’ve tasted 120 fps. I’m not impressed.
I understand potentially needing high fps in fast paced shooters with incredibly short TTK. The kind where reaction speeds need to be counted in fractions.
But demanding 120 fps for most other things is just being spoiled. Even good old 30 fps is good enough if you’re playing something turn-based.
No, a tool like this should be used to elevate weaker hardware. It has no purpose generating fake frames if you can already have a playable framerate.
You’re right, 20fps and low polycount is just fine. You still on a 360p CRT too?
It"s an $8 purchase that can quadruple your framerate, and at the very least, hides dips from any games. Sure, little use in turn-based games and point and clicks… but for everythong else, smoothness looks and feels better.
Don’t be a spoiled hyperbolic ass. But hey, you probably love Unreal Engine too.
Have fun with your discount fake frames.
Less motion sickness for me and better power consumption for me. I have a 380hz monitor and it’s been very helpful in capping my game FPS on 90 and 4x fake frames it to 360 fps. My shit reflex can’t differentiate the input delay but my eyes can definitely see the smoothness difference between 90 and 360 FPS.
Amen, 60fps stutters. 75 or higher is fine, but to me anything around 60 looks bad, especially when the game is demanding because its low graphics still look photorealistic.
It works great in No Mans Sky for me. There are some environments where the fps drops significantly but stays above 60 and using this program keeps things looking good.
Yep, I use it to in order to help games that are too cpu-intensive for their own good ;)