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.