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Lossless Scaling News

Performance Mode Hotfix

  • [p]Resolved a critical bug that impacted quality in LSFG 3.1 Performance mode.[/p]
  • [p]Fixed an issue where holding down a key wouldn’t repeat input if it was part of a scaling hotkey combo.[/p]
  • [p]Added Macedonian localization.[/p]
[p][/p][p]Big thanks to everyone helping make LS better.[/p][p][/p][p]Also, check out the excellent work by PancakeTAS on running LSFG on Linux:[/p][p]https://github.com/PancakeTAS/lsfg-vk[/p][p][/p][p]Have fun![/p]

LSFG 3.1

[p]This update introduces significant architectural improvements, with a focus on image quality and performance gains.[/p][p][/p][h3]Quality Improvements[/h3]
  • [p]Enhanced overall image quality within a specific timestamp range, with the most noticeable impact in Adaptive Mode and high-multiplier Fixed Mode[/p]
  • [p]Improved quality at lower flow scales[/p]
  • [p]Reduced ghosting of moving objects[/p]
  • [p]Reduced object flickering[/p]
  • [p]Improved border handling[/p]
  • [p]Refined UI detection[/p]
[p][/p][h3]Introducing Performance Mode[/h3]
  • [p]The new mode provides up to 2× GPU load reduction, depending on hardware and settings, with a slight reduction in image quality. In some cases, this mode can improve image quality by allowing the game to achieve a higher base frame rate.[/p]
[p][/p][h3]Other[/h3]
  • [p]Added Finnish, Georgian, Greek, Norwegian, Slovak, Toki Pona localizations[/p]
[p][/p][p]Have fun![/p]

Adaptive Frame Generation

[h3]AFG[/h3]
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.

[h3]Capture[/h3]
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.

[h3]Other[/h3]
- 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.

[h3]Latency[/h3]
Latency testing by @CptTombstone



[h3]Tutorial[/h3]
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

LSFG 3

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:


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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!



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

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Have fun!

Announcing LSFG 3

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!