Lossless Scaling. Frame Generation x20 😁 (2025 update) using AI and upscaling on ANY GPU!

Interesting testing, keep it up!
it seems to be the case that LS' resolution scale ONLY affects the generated frames but not the original frame. It makes sense though, since the original frame has to be rendered by the game's engine --I use no upscaling method in LS at all (if anything I'd use Integer Scaling, which I do in the Intel panel already).

I noticed this because decreasing the resolution scale via the original game's settings results in an obvious blurrier image in games that feature that option. But using the same resolution scale % in LS didn't make the image blurrier..

If you lock the framerate to 41fps and it's stable, you see the FPS indicator saying 41/130, 41/140, whatever, which means that the base game is running like a charm...

But to achieve that ideal 41/164 is a whole different story, sometimes the GPU can't keep up with the quality of the generated frames, it seems.

So I had to resort sometimes to decreasing the resolution scale of LS, which made me unhappy thinking it affected the game, but it doesn't. I didn't notice increased blurriness in games like FH5 and Bright Memory; Infinite. 🤷‍♀️

This is a curious way to save resources without having the image looking like crap.
 
wonder if the Resolution Scale option in Lossless Scaling only affects the FG generated frames, because it certainly increases the performance when you decrease the resolution scale but the game still looks clean even if you go as low as 25% of Resolution Scale, as if the actual frame generated by the game isn't upscaled at all, but native. 🤔
I think it's the resolution that the frame generation uses to generate the frame, not the generated frame.
 
I think it's the resolution that the frame generation uses to generate the frame, not the generated frame.
what do you mean? Excuse me if I don't understand you. Aren't you saying the same as me? The actual "native" frame from the game is decoupled from the generated games in LS. I don't use any upscaling method in LS. I expected that at 25% resolution scale (1/8th the res.) the game would be a mess, but it looks crisp.
 
The patch notes refer to the resolution scale as applying to the input resolution. They don't really specify, but to me, that implies that instead of calculating the generated frames from native, they are calculating them from the lower resolution input, but they are outputting whatever the output resolution is. In your case, since you are not using Lossless Scaling to scale resolution, that means the traditional rendered frames are native, and your output is native, and the generated frames are output at that resolution as well - which would explain the sharpness you described earlier - but they are generated using less samples from the traditionally rendered frames.
 
The patch notes refer to the resolution scale as applying to the input resolution. They don't really specify, but to me, that implies that instead of calculating the generated frames from native, they are calculating them from the lower resolution input, but they are outputting whatever the output resolution is. In your case, since you are not using Lossless Scaling to scale resolution, that means the traditional rendered frames are native, and your output is native, and the generated frames are output at that resolution as well - which would explain the sharpness you described earlier - but they are generated using less samples from the traditionally rendered frames.
hmmm that's an interesting take. I haven't noticed any artifacts from decreasing the Resolution Scale, which puzzles me. Wish the developers clarified that in some FAQ or something similar.

On a different note, regarding the setting Max Frame Latency the recommendation for NVIDIA GPUs is 1 frame and for AMD GPUs is 3 frames. But it seems to be 3 for everything now, including nVidia GPUs. (I was just using 1 all the time)

It is on the devs Discord.

 
when you enter their Discord for the first time you are referred to a FAQ that includes this video to configure the app. The video is from a nerd who has a 480Hz monitor and gives good usage tips. (why capping the framerate is a good idea, for both the app and the GPU, and so on)

I like when he talks about the phantom array effect. 😁


The video is from the previous version of LS but there are some good tips there anyways, and he mentions the added motion clarity.., which is important. Image quality is much higher at say 240fps even at the same settings compared to 60fps, which he explains with images.

Btw, @GhostofWar he plays F-Zero using Retroarch in the video.
 
Last edited:
new update!

Fixing the LSFG 3 bottleneck on Intel iGPUs (HD, UHD, Xe) boosts performance by a massive 100-200%, with smaller but noticeable improvements for other vendor iGPUs like Vega and RDNA, as well as some dGPUs.
Added Danish language
 
new uppdate tested. The performance has increased exponentially on dGPUs like Intel ARC.

On Bright Memory Infinite I got a solid 41/164fps before -FGx4-, but at the same settings when using 55fps base, stable and solid 55/165fps was impossible to achieve. Drops to 55/161, 55/162 were common.

Now the fps indicator shows a super solid 55/165fps all the time.

What surprised me the most is that I tested Contra Anniversary Collection too, and in the previous version when I unlocked the framerate, the game capped at 213fps. With the new update it caps at 400fps! 😮

In those 2D games I set LS to FGx10 'cos there were artifacts from FGx11 on. Now I can get 2D games running at FGx17 without artifacts due to the performance increase. 😊
 
I think it's the resolution that the frame generation uses to generate the frame, not the generated frame.
it seems that the mystery regarding what Resolution Scale means has been solved. The author or Lossless Scaling has replied to the guy of the video below.

LosslessScaling UPDATE is so good that it makes no sense. From 48 to 144fps! (MFG without RTX 5090)


And he says the following in the highlighted comment:

Thank you for checking it out! I can see how the term "Resolution Scale" can be confusing for many, so I’m planning to rename it. It’s not related to image scaling at all, it only affects the motion flow resolution.

He seems to be referring to the proven scientific effect named Optical flow, the perception of it.

One of the comments of the video says: "Lone developer is running circles around a 3 trillion dollar company". 🙂
 
Last edited:
Btw, @GhostofWar he plays F-Zero using Retroarch in the video.
I actually tried f-zero when trying to get it going so it's definitely a me problem by the looks. Instead of gutting my current retroarch config I'm going to create a clean install and work my way forwards to see if I can work out what the problem is.
 
Back
Top