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Luminary
Lossless Scaling with Adaptive Frame Generation
Setting new trend?
Adaptive Frame Generation
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:
Other
Source: Adaptive Frame Generation (VideoCardz.com) & [Official Discussion] Lossless Scaling 3.1 Beta RELEASE | Patch Notes | Adaptive frame generation!
Setting new trend?
Adaptive Frame Generation

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.
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!

Source: Adaptive Frame Generation (VideoCardz.com) & [Official Discussion] Lossless Scaling 3.1 Beta RELEASE | Patch Notes | Adaptive frame generation!