Lossless Scaling generates frames now

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Hey guys. Let’s talk about Lossless Scaling. The  app started as a scaling option for gamers who struggle to run their games in native resolutions.  It offers multiple scaling algorithms. On January 10th it introduced its own frame generation  solution, becoming the first vendor-agnostic implementation of such tech for games. You can already notice a few interesting facts about it, its perks and quirks. As they are  actively developing it and rolling out new updates quite often, please treat this video as a look  at the current state of its frame-gen solution. There are a few rules that developers and  community advise to follow to get the best experience. Personally, I noticed that going  above the recommended screen refresh rate is actually helping the algorithm to produce fewer  artefacts on my PC, so I set mine to 200Hz in the first test and just changed the framerate value. One thing. What do you do when you don’t own a proper capture card that is required to  record Lossless Scaling Frame Gen in work? Well, you go rebel. I simply recorded my screen. I won’t be talking much in the video, I just give  some comments and point out things I want you to notice in particular. Please observe and draw  your own conclusions as well, I encourage you. Okay, we lock our fps to a half  number of the screen refresh rate. I’m using Riva Tuner Statistics Server's  feature here. You can see it working. We Alt+Tab to Lossless Scaling or press  a shortcut on your keyboard. Then, bring the game’s window to the top. You can notice the fps counter in  the left upper corner of your screen. First thing, for some reason it doesn’t  always kick in properly. So let’s try again. I enter the recommended 60 fps  this time. Yeah, it’s working now. We can notice how the crosshair, a dot, in fact,  goes crazy here. While the experience is indeed very smooth and works, the algorithm  clearly struggles with HUD elements. Let’s try 200 fps again. You can still notice HUD glitches at such frame rate. The map looks nice though. Let’s try going below the recommended  settings. What if lock the game to just 30 fps? Yep, those 60 fps recommended as the minimum  for the best results are justified, definitely. We shouldn’t do it but let’s go  illegal. 15 frames per second. Well, that's bad. What about 45 fps? Now my screen is set to fixed 120Hz and will stay like that for the rest of the test. Let’s move to the next game. In Cyberpunk we can notice an  interesting behaviour. In certain, high contrast situations like this,  LSFG manages the crosshair nicely. But struggles again when there are  less favourable circumstances. For some reason, there are problems with  keeping the intended number of fps in this game. The game is locked to a comfortable 60 fps at low graphics settings. Again, you can see issues with HUD here. The  artefacts are quite apparent in the screen space around the gun too, unfortunately. And when you’re driving a car. Another title to test is Red Dead Redemption 2. LSFG works here even with Vulkan API. It looks good actually. There is some ghosting around Arthur mostly. And again, issues happen on the HUD and around the player. Some  problems on the grass at the bottom, as well. Let’s talk about an elephant in the room. Despite me strictly following official and community recommendations and trying different settings myself, I couldn’t manage to get good results. I examined it frame by frame in video editing  software, marked the key moments and used some simple calculations to measure the input lag. We know that for a 60 fps recording like this, one frame lasts for 16.7 milliseconds. When  we count the number of frames that pass since controller activation to the game’s reaction,  we can get the actual total system input lag. Before you say maybe I somehow staged  it, let’s come back to Cyberpunk again and try to simply press a button. There  is not much that can go wrong there. Alright, Total system input  lag already looks much better But LSFG's additional input lag  turns out to be similar after all. No matter how hard I tried, I kept getting  that average 65 milliseconds of additional input lag on my PC. That’s a lot. To conclude, I think Lossless Scaling Frame  Generation is a promising piece of tech. The possibility to use the full potential of a  high refresh rate monitor is quite tempting if the rest of your PC can’t manage it. Too bad  though, it noticeably harasses your experience in fast-paced games given the high input  lag. But I hope they manage to make those problems less apparent and try to eliminate  artefacts further too. I believe, after all, it’s your own decision if you want to test it and can accept those issues given its $7 price tag. Okay, folks, that’s all for today. Hope  this video served you well. See you!
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Channel: scz_g
Views: 4,962
Rating: undefined out of 5
Keywords: frame generation, frame gen, lossless scaling, lsfg, ls fg, GTAV, GTA V, los santos, Palworld, benchmark
Id: _bllhqol2T0
Channel Id: undefined
Length: 8min 52sec (532 seconds)
Published: Sun Feb 11 2024
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