News Lossless Scaling 3.1 adds ‘Adaptive Frame Generation’

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Lossless Scaling with Adaptive Frame Generation
Setting new trend?

Adaptive Frame Generation


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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.
  • Many tooltips in the UI have been updated and will appear untranslated. I kindly ask translators to help by adding their translations on Crowdin in the coming days, for the release version to be ready. Your contributions are greatly appreciated!
Latency numbers

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Source: Adaptive Frame Generation (VideoCardz.com) & [Official Discussion] Lossless Scaling 3.1 Beta RELEASE | Patch Notes | Adaptive frame generation!
 
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Lossless Scaling Adaptive Frame Generation Delivers Consistently Smooth Output With Low Base Framerates Even on a Mid-Range Ryzen 5 3600, RTX 4060 System​


Lossless Scaling's new adaptive frame generation is a great proof of concept that can deliver consistently smooth output with low base framerates even on mid-range system configurations.

During the latest episode of their weekly podcast, the tech experts at Digital Foundry took a quick look at the new feature introduced to the upscaler earlier this month, highlighting how, even on a mid-range system powered by a Ryzen 5 3600 CPU and an RTX 4060 GPU, the feature is capable of delivering consistently smooth 120 FPS output with low base framerates, high settings and even ray tracing at 1440p resolution in Control, and at native 4K resolution in Starfield. While the experience is far from perfect due to visual artifacts and the massive latency caused by the low base framerates, which is only partially alleviated by tech like NVIDIA Reflex, the new Lossless Scaling feature is an amazing proof of concept, also considering how it does not rely on any specific hardware technology.


Everything that Lossless Scaling offers is great for games that do not support upscalers from major vendors, but DLSS, FSR, and Intel XeSS will continue to be the better options for games with official support. AMD's upscaler, in particular, has made some impressive steps forward with its latest version, delivering an image quality that is on par with the previous version of DLSS, which still retains the crown of the best upscaler currently available thanks to the introduction of the superior Transformer model which can deliver impressive image quality with lower input resolution than the previous CNN model.

Source: https://wccftech.com/lossless-scali...elivers-consistently-smooth-output-mid-range/

I think its over for G-Sync, Free-Sync and Traditional FPS.
 
I think its over for G-Sync, Free-Sync and Traditional FPS.
Not any time soon i think.

These framegen tools can have large impact on base frame rate. Look at how latency almost doubled.

I tried a few of them (optiscaler has it too) and it was terrible, atleast for 4k HDR.
More fake frames you add, lower is the ratio of real good frames and it makes things worse.
So we need low base cost of adding framegen, perhaps through dedicated hardware. And i am not convinced of using large % of fake frames.

Maybe its best reserved for cases when you already have very high frame rate and have say a 360 or 500+ Hz monitor.
Even if base frame rate is say 90, these tools don't seem to be worth it to me. It goes from 90 to 140-150 at best in 2X mode and feels nothing like it.

Best use case - games with locked framerates, or if you have a cpu bottleneck.
 
I have tried Lossless Scaling and I would put it in my hate corner right next to DLSS frame generation and raytracing. It simply isn't for me. If the devs can fix the horrible input latency, performance cost (yes it does calculations and use cpu usage in the background) or the weird artifacts that occurs when you pan the camera in certain games (more noticeable in some games than others) I would be up for it but I'm not seeing the improvements happening anytime soon.

Maybe its best reserved for cases when you already have very high frame rate and have say a 360 or 500+ Hz monitor.
At which point do you really want more frames? Specifically more frames that are fake. This exact point makes me feel even the best case scenario isn't the best. I think this software is for those who are on low end system struggling to run games which do not have native FSR support so using this software you can add FSR and further tweak things as you like to make those games playable.
 
Its best to keep a secondary gpu for running lossless scaling, so you can offload the frame gen processing to second gpu without getting base fps down . But the added latency is still a issue with LSFG. Anyone who can run the game at 60+ fps wont really want to use it :_ . Great piece of software but really hard to justify a valid use case for fake frames
 
I have tried Lossless Scaling and I would put it in my hate corner right next to DLSS frame generation and raytracing. It simply isn't for me. If the devs can fix the horrible input latency, performance cost (yes it does calculations and use cpu usage in the background) or the weird artifacts that occurs when you pan the camera in certain games (more noticeable in some games than others) I would be up for it but I'm not seeing the improvements happening anytime soon.


At which point do you really want more frames? Specifically more frames that are fake. This exact point makes me feel even the best case scenario isn't the best. I think this software is for those who are on low end system struggling to run games which do not have native FSR support so using this software you can add FSR and further tweak things as you like to make those games playable.
Lossless Scaling is mostly used by the emulation and handheld community, when there is no choice. No one needs it for older titles and any of the hardware based solutions are miles better. The fake frames are not so bad for optimised titles, like Cyberpunk 2077 for DLSS; but the latency, need for a relatively high base rate and the VRAM overhead means it is not much usable on low-end systems where it is probably needed more.
 
Lossless Scaling is mostly used by the emulation and handheld community, when there is no choice.
Wow didn't not know that. What do you mean by "no choice" Aren't those emulators able to run the games at double/triple fps multiplier to make them 60fps ? (since older games don't support 60fps natively) Or its because the game engine is tied to frame rate thus increasing frame rate also makes the games speed up? So instead of that they use Lossless Scaling which would just insert frames in between frames without speeding the game up.

VRAM overhead
VRAM limitation have started to become a big issue now. Way too many things use VRAM now combined with NVIDIA not caring about it and game devs pushing the limits of newer games.
 
Wow didn't not know that. What do you mean by "no choice" Aren't those emulators able to run the games at double/triple fps multiplier to make them 60fps ? (since older games don't support 60fps natively) Or its because the game engine is tied to frame rate thus increasing frame rate also makes the games speed up? So instead of that they use Lossless Scaling which would just insert frames in between frames without speeding the game up.


VRAM limitation have started to become a big issue now. Way too many things use VRAM now combined with NVIDIA not caring about it and game devs pushing the limits of newer games.
It is popular for PS3 emulation since some of the heavier games struggle to hit 60 FPS on mid-range hardware, especially if render resolution is set to higher than native. People don't care about the latency as much for those single player games. It is more of a "no choice" on handhelds for games without FSR support.

BTW it is at 172 during the Spring Sale. One of the lowest purchase price in a while. Good to have it in the inventory for the price even if you don't intend to use much.
 
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