Lossless Scaling News & Updates

X3 Frame Generation

MAJOR UPDATE

JUN 6

- Introducing the X3 frame generation mode. LSFG 2.1 can now generate two intermediate frames, effectively tripling the framerate.

Introducing LSFG 2.0

MAJOR UPDATE

MAY 9

- Enhanced architecture for processing large-scale movements, enabling efficient usage at lower frame rates.

General improvements and bug fixes

REGULAR UPDATE

APR 4

Reduced distortion/ghosting artifacts for LSFG that could occur at certain resolutions and low frame rates.

Changes to DXGI capture that may improve frame rate stability and address possible other issues.

LSFG 1.1 – New UI detection model

REGULAR UPDATE

MAR 7

Part of the LSFG has been reworked to detect UI more effectively. As a result, a significant reduction in UI ghosting and less impact on the main image in case of incorrect detection.

New frame capture API

REGULAR UPDATE

FEB 9

New DXGI frame capture API, that should fix most performance issues, also allows the LS to be tied to the game's framerate and simply double the number of frames when frame generation is used. For the best LSFG experience, it is still recommended to lock the game's framerate to half the LS refresh rate (which can be limited by the vsync option). However, you can now also lock the game at any framerate or not lock at all, while LS will do its best to ensure the correct framepacing.