DLSS / FSR / Frame Generation in emulators and other games that don't have native support

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Hello, welcome everyone! As discussed in the last video, there's an innovation based on artificial intelligence frame generation that now allows transforming games on Yuzu, RPCS3, and Xenia, which run at 30FPS or less, into 60FPS or at your monitor's maximum refresh rate. That's exactly what we're going to talk about in today's video. Discover how to use frame generation with a simple and accessible tool to enhance the immersion in your games, whether using AMD FSR, Nvidia NIS, or even a custom algorithm. All of this without complications, without the need to modify game files, and without the risk of bans. For those who aren't up to date, recent FSR3 mods have caused bans in competitive games, but the tool I'm going to introduce doesn't have this issue. Lossless Scaling is an incredible tool that allows the insertion of frame generation and other filters, compatible with both emulators and games that lack these features. Available on Steam for only 7 dollars, I can confirm that it's very much worth acquiring it for this price. Before installing it, I recommend enabling the beta mode of the application. Just right-click on the application in your library, go to properties, in the right menu click on "beta," and choose the version called "beta - beta." After that, if you have already downloaded the application, it will be updated with the new features of the beta. The setup is quite simple. Just choose whether your game is running in fullscreen or windowed mode. In the case of RPCS3, I could only make it work in windowed mode, as there seems to be incomplete compatibility with exclusive windowed mode. As for the Scaling type, you can customize it with the method you find best. My impressions of the methods indicate that the LS1 method, owned by the application, performs better but leaves more artifacts on the screen. FSR3 performs well and has better image fidelity than the LS1 method. Finally, Nvidia NIS, I'm not sure if it can be run with other GPUs, so if you try it, please leave it in the comments. This method seems to have superior visual quality but exhibits artifacts in the HUD and subtitles. No matter which method you are using, don't forget to check LSFG in the frame generation section so that the magic can happen. By default, the shortcut to activate upscaling and frame generation in games and emulators is Ctrl + Alt + S. From my experience using these shortcut keys, I haven't encountered any issues with the screen becoming a different size than expected. It's important to mention that the program may not behave well with refresh rates higher than 120Hz. Therefore, you may need to limit your monitor's refresh rate if your goal is to use it only with emulators. You might be thinking that there's no miracle to turn a game running at 30FPS into 60FPS, right? Or that the hardware demand to do this is too high. I also had the same perspective until I watched videos about the application and tested it personally. I can affirm that I obtained very good results, and I'll share them with you now. Firstly, I selected some emulators that have high hardware demands and mediocre performance. Let's start by analyzing Xenia Canary, testing the first Forza Horizon, using the latest version of the emulator, running at native resolution (720p), and Xenia's native MSAA. As can be seen, the game runs very well with a constant 30FPS when the program is disabled. It's worth noting that, at the time of recording in the background, the shader compilation for this part of the map had already been completed. Even with Lossless Scaling, if there is any stutter due to shader compilation, you will feel it in your game. What will determine the quality of your gameplay is the frametime line; if you have a stable frametime, your game will stay at 60FPS. However, if it's unstable, you will feel stutters caused by performance drops. Now, let's activate the frame generator along with Nvidia NIS, which, in my opinion, stands out in racing games. At the moment, the application does not yet integrate with MSI Afterburner or another FPS counter. However, it adds an overlay with the FPS generated at the moment, providing the magic of a fixed 60FPS without even changing Xenia's settings through its options. A notable improvement is the significant reduction in aliasing, giving the impression that the game is running natively at 1080p. The hardware usage with the open mod reached only 40% of the CPU and GPU, which is an excellent result, don't you agree? Continuing in Xenia, let's explore Midnight Club Los Angeles. It's notable how the textures gain enhanced definition through the applied filter, and the FPS remains very stable at 60FPS. It's worth noting that keeping this game at a 60FPS rate only with Xenia can be a significant challenge for the GPU, as this game is not yet properly optimized for this emulator. And responding to many requests, I present the results in RPCS3, an application that has been without major significant updates for quite some time. Let's start with God of War 3, which is still not in a playable state and faces many FPS drops. I'll leave a side-by-side result for you to observe the differences. I'm using RPCS3's resolution scale at 1080p with FPS locked at 60, although it's difficult to consistently maintain 60FPS all the time in this game. However, the frame generation from Lossless Scaling makes the experience as close as possible to the PlayStation 3, ignoring small visual artifact problems caused. Another game I tested was Gran Turismo 6, which on my PC struggles to run above 30FPS. Despite the problems that occur on RPCS3's part, the gameplay with the active frame generation seems quite smooth. I played for 4 full laps and didn't notice the drastic drops I experienced playing this game at other times without frame generation. However, as I mentioned, when compiling shaders, you will feel stutters, which is inevitable. It's important to note that, so far, I haven't been able to find a way to make the frame generator run with RPCS3 in fullscreen mode, only in windowed mode. Before we test Yuzu, I would like to ask you to leave your like to encourage the creation of this more elaborate type of video. And if you are discovering the channel now, don't forget to subscribe and share the video with other communities. Another question would be to use Yuzu. The Nintendo Switch has many games locked at 30FPS, and the game I chose was Zelda Tears of the Kingdom, without any graphical mods. Here, we will be able to see better what the frame generator is capable of, as this game also requires a super PC to maintain a constant 60FPS. Firstly, let's make a comparison to verify if the frames are really being generated. Using the same location and making Link perform air attacks, we have one of the best ways to notice how these frames are being generated, and this is the result. In addition to this test, I also decided to zoom in on the image so that you can notice the frame generation. The quality of the images should not be taken into account here, as during the recording with the frame generator, the camera zoom was more distant. Another test that also highlights frame generation is when rotating the camera. However, as not everything is perfect, when swinging the weapon, graphical artifacts can be noticed. Nevertheless, the animation using the frame generator is much smoother. Finally, let's test it on native PC games, including games with considered poor optimizations, such as Alan Wake 2 and Hogwarts Legacy. In Hogwarts Legacy, with all settings at maximum in native 1080p, without DLSS or FSR enabled, I can maintain an average of 30FPS with difficulty. However, when using the frame generator, I reach an experience very close to 60FPS, taking into account that I lose about 6 to 8 frames because of recording, and this game still suffers from shader compilation on PC. Yes, my friend, it's not only emulators that need to compile shaders. There are still small graphical artifacts that can affect your experience, and overall, the performance seen on the screen is good. And lastly, the "setup destroyer," Alan Wake 2, running with everything at maximum, native 1080p, and no DLSS or FSR version active. The situation of this game is worse than faced so far. With this configuration without recording, I can maintain 30FPS, but recording, the situation is more critical, with an average of 24 FPS. However, as it's a constant 24FPS, the frame generator works very well here. During the course I used to make this recording, I rarely noticed that the game was running below 30FPS. There are few graphical artifacts that can affect your experience, and overall, the performance seen on the screen is good. And what do you think of this small program? Will you buy it to test it? Leave it in the comments. And that was our video; I hope it was useful for you, and until next time.
Info
Channel: Alexwpi Game
Views: 24,803
Rating: undefined out of 5
Keywords: fsr 3, fsr vs dlss, dlss, lossless scaling, lossless scaling yuzu, xenia, rpcs3, FSR 3 on emulators, DLSS on emulators, frame generation on emulator, yuzu better performance, xenia better performance, rpcs3 better performance, rpcs3 frame generation, xenia frame generation, yuzu frame generation, ryujinx frame generation, ryujinx, fsr 3 frame generation, fsr 3 mod, amd fsr 3, DLSS frame generation, lossless scaling rpcs3, lossless scaling xenia
Id: vbbdP9ls2GY
Channel Id: undefined
Length: 9min 12sec (552 seconds)
Published: Fri Jan 12 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.