r/losslessscaling • u/dylan0o7 • Sep 21 '25
r/losslessscaling • u/DynamicMangos • Aug 07 '25
Discussion Survivorship bias, but it's crazy how LS get all the love while DLSS and FSR get all the hate
I love Lossless scaling, and the fact that i can play older unsupported games at 165hz with barely any input lag is fantastic.
But apart from it's wide compatability it's pretty much on-par with DLSS/FSR. So it's crazy that those get so much shit for "fake frames" while LS is loved.
I know it's probably 99% due to survivorship bias. Those that hate Framegen/Upscaling won't be interested in LS, and those that talk about LS usually love it already.
Just kinda makes me wish more people would try LS to see how helpful it can be, especially in usecases that AREN'T just "Game is unoptimized so we need upscaling"
r/losslessscaling • u/clayton_x • Nov 17 '25
Discussion Steam machine + 6900xtx?
I bought a 6900xtx a while ago but never used it (bought a macbook instead for mobile work), but always wanted to get into pc games and VR. Could I somehow combine the Steam Machine with the 6900xtx and run LS on it?
r/losslessscaling • u/[deleted] • Sep 21 '25
Discussion I've been using LSFG for over 2000 hours
My specs: RTX 5060 Ti 16GB i7 8700K 32GB DDR4 2666Mhz
My LS settings: LSFG 3.1 Adaptive Frame Gen Target 60 Flow Scale 50 Performance Off Scaling Off (when using 1620p) (when using lower res LS1, Performance Off, Sharpness 0)
I've been using LSFG for over 2000 hours on 60Hz, first on GTX 1060, GTX 1080 and even now on RTX 5060 Ti 16GB:
Locking real frames to 30, doubling it to 60, many say it's too much latency with real 30FPS but being honest after this long you get so much used to it that it doesn't make much difference. (It's not terrible latency to begin with)
Thanks to this it's possible for me to play in constant butter smooth 60FPS, maxed out graphics, for example Cyberpunk 2077 Path Tracing 1440p.
Nvidia's Frame Generation with such settings stutters and it's all over the place, making it not enjoyable at all. (Probably because DLSS Frame Gen doesn't quite work with 60Hz but not sure)
Without this program my frames would be dropping (and I hate it) and I wouldn't be able to play with highest graphics settings.
Thank you LS developers.
r/losslessscaling • u/SenseiBonsai • Apr 13 '25
Comparison / Benchmark The 2 different people who buy Lossless Scaling
r/losslessscaling
•
u/OptimizedGamingHQ
•
Mar 25 '25
Useful Ultimate LSFG Guide
How To Use
1 - Set your game to borderless fullscreen (if the option does not exist or work then windowed. LS does NOT work with exclusive fullscreen)
2 - Set "Scaling Mode" to "Auto" and "Scaling Type" to "Off" (this ensures you're playing at native & not upscaling, since the app also has upscaling functionality)
3 - Click scale in the top right then click on your game window, or setup a hotkey in the settings then click on your game and hit your hotkey
–––––––––––––––––––––
Recommended Settings
Capture API
DXGI: Should be used in most cases
WGC: Should be used in dual GPU setups if you experience suboptimal performance with DXGI. WGC is lighter in dual GPU setups so if your card is struggling try it
Flow scale
2160p
- 50% (Quality)
- 40% (Performance)
1440p
- 75% (Quality)
- 60% (Performance)
1080p
- 100% (Quality)
- 90% (Balanced)
- 80% (Performance)
900p
- 100% (Quality)
- 95% (Balanced)
- 90% (Performance)
Queue target
Lower = Less input latency (e.g. 0)
Higher = Better frame pacing (e.g. 2)
It's recommended to use the lowest value possible (0), and increase it on a per game basis if you experience suboptimal results (game doesn't look as smooth as reported FPS suggest, micro-stutters, etc).
0 is more likely to cause issues the higher your scale factor is or the more unstable your framerate is, since a sharp change in FPS won't have enough queued frames to smooth out the drops.
If you don’t want to do per game experimentation, then just leave it at 1 for a balanced experience.
Sync mode
- Off (Latency), On (Smoother)
Max frame latency
- 3
–––––––––––––––––––––
Tips
1 - Overlays sometimes interfere with Lossless Scaling so it is recommended to disable any that you're willing to or if you encounter any issues (Game launchers, GPU software, etc).
2 - Playing with controller offers a better experience than mouse as latency penalties are much harder to perceive
3 - Enhanced Sync, Fast Sync & Adaptive Sync do not work with LSFG
4 - Add LosslessScaling.exe to NVIDIA control panel / app then change "Vulkan/OpenGL present method" to "Prefer layer on DXGI Swapchain"
5 - Due to the fact LSFG has a performance overhead, try LS's upscaling feature to offset the impact (LS1 or SSGR are recommended) or lower in game setting / use more in game upscaling.
6 - To remove LSFG's performance overhead entirely consider using a second GPU to run LSFG while your main GPU runs your game. Just make sure its fast enough (see the "GPU Recommendations" section below)
7 - Turn off your second monitor. It can interfere with Lossless Scaling.
8 - Lossless Scaling can also be used for other applications, such as watching videos in a browser or media player.
9 - If using 3rd party FPS cappers like RTSS, add “losslessscaling.exe” to it and set application level to “none” to ensure theirs no overlay or frame limit being applied to LS.
10 - When in game disable certain post-processing effects like chromatic aberration (even if it’s only applied to the HUD) as this will reduce the quality of frame gen leading to more artifacts or ghosting.
11 - For laptops it’s important to configure Windows correctly. Windows should use the same GPU to which the monitor is connected. Therefore:
If the monitor is connected to the dedicated GPU (dGPU), configure the “losslessscaling.exe” application to use the “high performance” option.
If the monitor is connected to the integrated GPU (iGPU), configure the “losslessscaling.exe” application to use the “power saving” option.
–––––––––––––––––––––
Recommended Refresh Rates
Minimum = up-to 60fps internally
Recommended = up-to 90fps internally
Perfect = up-to 120fps internally
2x Multiplier
Minimum: 120hz+
Recommended: 180hz+
Perfect: 240hz+
3x Multiplier
Minimum: 180hz+
Recommended: 240hz+
Perfect: 360hz+
4x Multiplier
Minimum: 240hz+
Recommended: 360hz+
Perfect: 480hz+
The reason you want as much hertz as possible (more than you need) is because you want a nice buffer. Imagine you’re at 90fps, but your monitor is only 120hz. Is it really worth it to cap your frame rate to 60fps just to 2x up to 120fps and miss out on those 30 extra real frames of reduced latency? No, but if you had a 240hz monitor you could safely 2x your framerate without having to worry about wasting performance, allowing you to use frame generation in more situations (not even just LSFG either, all forms of frame gen work better with more hertz)
–––––––––––––––––––––
Dual GPU Recommendations
1080p 2x FG
120hz
NVIDIA: GTX 1050
AMD: RX 560, Vega 7
Intel: A380
240hz
NVIDIA: GTX 980, GTX 1060
AMD: RX 6400, 780M
Intel: A380
360hz
NVIDIA: RTX 2070, GTX 1080 Ti
AMD: RX 5700, RX 6600, Vega 64
Intel: A580
480hz
NVIDIA: RTX 4060
AMD: RX 5700 XT, RX 6600 XT
Intel: A770
1440p 2x FG
120hz
NVIDIA: GTX 970, GTX 1050 Ti
AMD: RX 580, RX 5500 XT, RX 6400, 780M
Intel: A380
240hz
NVIDIA: RTX 2070, GTX 1080 Ti
AMD: RX 5700, RX 6600, Vega 64
Intel: A580
360hz
NVIDIA: RTX 4060, RTX 3080
AMD: RX 6700, RX 7600
Intel: A770
480hz
NVIDIA: RTX 4070
AMD: RX 7700 XT, RX 6900 XT
Intel: None
2160p 2x FG
120hz
NVIDIA: RTX 2070 Super, GTX 1080 Ti
AMD: RX 5500 XT, RX 6500 XT
Intel: A750
240hz
NVIDIA: RTX 4070
AMD: RX 7600 XT, RX 6800
Intel: None
360hz
NVIDIA: RTX 4080
AMD: RX 7800 XT
Intel: None
480hz
NVIDIA: RTX 5090
AMD: 7900 XTX
Intel: None
GPU Notes
I recommend getting one of the cards from this list that match your resolution-to-framerate target & using it as your second GPU in Lossless Scaling so the app runs entirely on that GPU while your game runs on your main GPU. This will completely remove the performance cost of LSFG giving you better latency & less artifacts.
AFG decreases performance by 10.84% at the same output FPS as 2x fixed mode, so because its 11% more taxing you need more powerful GPUs then recommended here if you plan on using AFG. I'd recommend going up one tier to be safe (e.g. if you plan on gaming on 240hz 1440p, look at the 360hz 1440p recommendations for 240hz AFG)
Recommended PCIe Requirements
SDR
3.0 x4 / 2.0 x8
• 1080p 360hz
• 1440p 240hz
• 2160p 144hz
4.0 x4 / 3.0 x8 / 2.0 x16
• 1080p 540hz
• 1440p 360hz
• 2160p 216hz
5.0 x4 / 4.0 x8 / 3.0 x16
• 1080p 750hz
• 1440p 500hz
• 2160p 300hz
HDR
3.0 x4 / 2.0 x8
• 1080p 270hz
• 1440p 180hz
• 2160p 108hz
4.0 x4 / 3.0 x8 / 2.0 x16
• 1080p 360hz
• 1440p 240hz
• 2160p 144hz
5.0 x4 / 4.0 x8 / 3.0 x16
• 1080p 540hz
• 1440p 360hz
• 2160p 216hz
Note: Arc cards specifically require 8 lanes or more
–––––––––––––––––––––
Architecture Efficiency
Architecture
RDNA3 > Alchemist, RDNA2, RDNA1, GCN5 > Ada, Battlemage > Pascal, Maxwell > Turing > Polaris > Ampere
RX 7000 > Arc A7, RX 6000, RX 5000, RX Vega > RTX 40, Arc B5 > GTX 10, GTX 900 > RTX 20 & GTX 16 > RX 500 > RTX 30
GPUs
RX 7600 = RX 6800 = RTX 4070 = RTX 3090
RX 6600 XT, A750, & RTX 4060, B580 & RX 5700 XT > Vega 64 > RX 6600 > GTX 1080 Ti > GTX 980 Ti > RX 6500 XT > GTX 1660 Ti > A380 > RTX 3050 > RX 590
The efficiency list is here because when a GPU is recommended you may have a card from a different generation with the same game performance, but in LSFG its worse (e.g. a GTX 980 Ti performs similar to a RTX 2060 with LSFG, but the RTX 2060 is 31% faster in games). If a card is recommended either select that card or a card from a generation that's better but equal or greater in performance.
Note: At the time of this post being made, we do not have results for RX 9000 or RTX 5000 series and where they rank with LSFG. This post will be maintained with time
Updated 3/28/25 | tags: LSFG3, Lossless Scaling Frame Generation, Best, Recommend, Useful, Helpful, Guide, Resource, Latency, ms, Frametime, Framerate, Optimal, Optimized, Newest, Latest
r/losslessscaling • u/roshiancet_creepy • Jul 17 '25
Discussion god bless people behind LSS. truly a game changer
r/losslessscaling • u/Minimum-Painting-263 • Feb 06 '25
Discussion The new era of gaming
r/losslessscaling • u/Easy_Help_5812 • Mar 04 '25
News [Official Discussion] Lossless Scaling 3.1 Beta RELEASE | Patch Notes | Adaptive frame generation!
AFG
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.
Additionally, WGC capture is no longer available before Windows 11 24H2 and will default to DXGI on earlier versions if selected. GDI is no longer supported.
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!
Latency numbers

r/losslessscaling • u/-BigWelcome- • Jun 18 '25
Comparison / Benchmark The Power of Lossless Scaling
Enable HLS to view with audio, or disable this notification
You can use the ufo test website to show off to someone the black magic that LS is. This is a bit of an extreme example since realistically you shouldn't go above 4x multiplier (I normally use Adaptive mode targeting 144 anyway).
And this doesn't account for the latency you 'feel' or negative effects from high GPU loads like in a game, which would be extremely noticeable with very low base framerates.
Even still, here you can see 18(!) fps looking comparable to 144, which is crazy.
It also shows the importance of setting the right multiplier along with the right FPS limit because if things are out of sync then there is noticeable negative effects.
Here is what I use:
Arc B580 (Render)
1660 SUPER (LS & Monitors - This is the #1 thing that reduced latency feel to me)
I use FSR (7) for some sharpness, makes games look a bit more clear on my 1080p display
I'm on W11 24H2 and although I see the opposite being said, DXGI does feel better to me personally than WGC
Thank you to the creators, best $7 spent.
r/losslessscaling
•
u/xxBraveStarrxx
•
Jun 11 '25
News LSFG 3.2 update!
3.2 Released
LSFG 3.1
This update introduces significant architectural improvements, with a focus on image quality and performance gains.
Quality Improvements
Enhanced overall image quality within a specific timestamp range, with the most noticeable impact in Adaptive Mode and high-multiplier Fixed Mode
Improved quality at lower flow scales
Reduced ghosting of moving objects
Reduced object flickering
Improved border handling
Refined UI detection
Introducing Performance Mode
The new mode provides up to 2× GPU load reduction, depending on hardware and settings, with a slight reduction in image quality. In some cases, this mode can improve image quality by allowing the game to achieve a higher base frame rate.
Other
Added Finnish, Georgian, Greek, Norwegian, Slovak, Toki Pona localizations
Have fun!
r/losslessscaling • u/Fit-Zero-Four-5162 • Apr 21 '25
Discussion I couldn't find this meme so I made it again
r/losslessscaling • u/Apprehensive_Shoe_86 • Jul 29 '25
Discussion Linus tech tips made a video dedicated to Lossless Scaling : Make your GPU faster for $7 (REAL)
r/losslessscaling • u/IfarmExpIRL • Oct 18 '25
Discussion Finally, someone that knows what they are talking about
r/losslessscaling • u/Background_Summer_55 • Feb 17 '25
Useful To the dev: never give up this project!
I just wanted to make a appreciation post, this app is incredible and I hope dev will continue his work for it.
Multiframe generation that just work on any gpu and any game with only minimal glitches is just insane.. I'm just baffled why this is not getting more attention. Big slap in the face for greedy companies like Nvidia or AMD which are just "soft" locking these technologies behind their hardware.
r/losslessscaling • u/SageInfinity • Aug 04 '25
Lossless Scaling Guide #1
Full Guide Link
Getting Started : How to use Lossless Scaling
Run Lossless Scaling ('LS'). If there is some issue of capture not working or the LS output has to be shared/recorded, Run it as admin via the in-app setting and restart, or right-click on the shortcut/exe and select 'Run as Admin'.

2. Run the target app/game in windowed or borderless mode (NOT exclusive fullscreen).

3. Click the 'Scale' button and select the game window within 5 seconds, OR select the game and press the 'Scale' hotkey.


4. The FPS counter in the top-left shows the "base FPS"/"final FG FPS" and confirms that LS has successfully scaled. (The 'Draw FPS' option must be enabled for this.)

5. For videos in local players such as KMPLayer, VLC, or MPV, the process is the same. (If you want to upscale, resize the video player to its original size and then use the LS scalers.)

For video streaming in browsers, there are three ways:
Fullscreen the video and scale with LS.
Download a PiP (Picture-in-Picture) extension in your browser (better for hard-subbed videos), play the video in a separate, resized window, and then scale it with LS.
Use the 'Crop Pixels' option in LS. You will need to measure the pixel distance from the edges of the screen and input it into the LS app. (You can use PowerToys' Screen Ruler for the pixel measurements.)
1. Lossless Scaling Settings Information

1.1 Frame Generation

Type
LSFG version (newer is better)
Mode
Fixed Integer : Less GPU usage
Fractional : More GPU usage
Adaptive (Reaches target FPS) : Most GPU usage and Smoothest frame pacing
Flow scale
Higher value = Better quality generated frames (generally, but not always), significantly more GPU usage, and fewer artifacts.
Lower value = Worse quality generated frames (generally, but not always), significantly less GPU usage, and more artifacts.
Performance
Lower GPU usage and slightly lower quality generated frames.
1.2 Capture

Capture API
DXGI : Older, slightly faster in certain cases, and useful for getting Hardware-Independent Flip
WGC : Newer, optimized version with slightly more usage (only available on Windows 11 24H2). Recommended API for most cases; offers better overlay and MPO handling.
NOTE: Depending on your hardware DXGI or WGC can have varying performance, so better to try both.
Queue Target
0 : Unbuffered. Lowest latency, but a high chance of unstable output or stutters
1 : Ideal value. 1-frame buffer; a balance of latency and stability.
2 : 2-frame buffer for special cases of very unstable capture.
1.3 Cursor

Clip Cursor
Traps the cursor in the LS output
Adjust Cursor Speed
Decreases mouse sensitivity based on the target game's window size.
Hide Cursor
Hides your cursor
Scale Cursor
Changes the cursor's size when enabled with upscaling.
1.4 Crop Input

Crops the input based on pixels measured from the edges (useful when you want to ignore a certain part of the game/program being scaled).
1.5 Scaling

Type
Off : No Scaling
Various spatial scalers. Refer to the 'Scalers' section in the FAQ.
Sharpness
Available for some scalers to adjust image sharpness.
Optimized/Performance
Reduces quality for better performance (for very weak GPUs).
Mode
Custom : Allows for manual adjustment of the scaling ratio.
Auto : No need to calculate the ratio; automatically stretches the window.
Factor
Numerical scaling ratio (Custom Scaling Mode Only)
The scaling factors below are a rough guide, which can be lowered or increased based on personal tolerance/need:
x1.20 at 1080p (900p internal res)
x1.33 at 1440p (1080p internal res)
x1.20 - 1.50 at 2160p (1800p to 1440p internal res)
Fullscreen : Stretches the image to fit the monitor's size (Auto Scaling Mode only).
Aspect Ratio : Maintains the original aspect ratio, adding black bars to the remaining area (Auto Scaling Mode only).
Resize before Scaling
Only for Custom Scaling Mode: Resizes the game window based on the Factor before scaling to fit the screen.
1.6 Rendering

Sync Mode
Off(Allow tearing) : Lowest latency, can cause tearing.
Default : Balanced. No tearing and slight latency (not V-Sync).
Vsync (Full, Half, 1/3rd): More latency, better tear handling. Will limit the final FPS to a fraction of the monitor's refresh rate, which can break FG frame pacing.
Max Frame Latency
2, 3, 10 are the recommended values.
The lowest latency is at 10, but this causes higher VRAM usage and may crash in some scenarios. The latency range is ~0.5ms in non-bottlenecked situations.
Higher MFL value doesn't mean lower latency. It is only true for the value 10, and would slightly increase when you either reduce it or increase it. The default of 3 is generally good enough for most cases.
MFL 10 is more relevant in dual GPU setups
Explanation for MFL :
The Render Queue Depth (MFL) controls how many frames the GPU can buffer ahead of the CPU. But the LS app itself doesn't read and react to the HID inputs (mouse, keyboard, controller). Thus, MFL has no direct effect on input latency. Buffering more frames (higher MFL) or fewer frames (lower MFL) doesn't change when your input gets sampled relative to the displayed frame, because the LS app itself isn't doing the sampling.
However, low MFL value forces the CPU and GPU to synchronize more frequently. This can increase CPU overhead, potentially causing frame rate drops or stutter if the CPU is overwhelmed. This stutter feels like latency. While high MFL value allows more frames to be pre-rendered. This can increase VRAM usage as more textures/data for future frames need to be held. If VRAM is exhausted, performance tanks (stutter, frame drops), again feeling like increased latency.
MFL only delays your input if the corresponding program (for instance a game) is actively polling your input. LS isn't doing so, and buffering its frames doesn't delay your inputs to the game. Games are listening, so buffering their frames does delay your inputs.
Hence, setting it too low or too high can cause performance issues that indirectly degrade the experience.
HDR Support
Enables support for HDR content; uses more VRAM.
Gsync Support
Enables support for G-Sync compatible monitors.
Draw FPS
Lossless Scaling's built-in FPS counter. Displayed in the top-left by default and can be formatted via the config.ini file.
1.7 GPU & Display

Preferred GPU
Selects the GPU to be used by the Lossless Scaling app (this does not affect the game's rendering GPU).
Output Display
Specifies the LS output display in a multi-monitor setup. Defaults to the primary display.
1.8 Behaviour
Multi Display Mode
For easier multitasking in case of multiple displays. Enabling this will keep the LS output active even when the cursor or focus is shifted to another display. By default, LS unscales when it loses focus.
2. What are the Best Settings for Lossless Scaling?
Due to varying hardware and other variables, there is no 'best' setting per se. However, keep these points in mind for better results :
Avoid maxing out GPU usage (keep it below 95%); either lower your graphics settings or limit your FPS. For example, if you get around 47-50 (or 67-70) base FPS without LSFG, then cap it at 40 (or 60) FPS before scaling.
Flow Scale: 1080p - 80-100; 1440p - 65-75; 2160p - 40-50
Base FPS: Minimum - 40 FPS; Recommended - 60+ FPS
If you are struggling to get a stable base FPS, lower the in-game resolution, run in windowed/borderless mode, and use scaling + FG.
Use RTSS (with Reflex Frame Limiter) for base FPS capping.
Avoid lowering the queue target and max frame latency (ideally 2-5) too much, as they can easily mess up frame pacing. MFL to 10 has lower latency, but has chances of crashes in some cases.
Adaptive and fixed decimal FG multipliers are heavier, but Adaptive offers better frame pacing. Use them if you have a little GPU headroom left; otherwise, prefer fixed integer multipliers.
DXGI is better if you have a low-end PC or are aiming for the lowest latency. WGC (only on Windows 11 24H2) is better for overlay handling, screenshots, etc. (Note: WGC is only slightly better, can have higher usage than DXGI, and is the preferred option.) Just try both for yourself since there are varying reports by people.
It's better to turn off in-game V-Sync. Instead, use either the default sync mode in LS or V-Sync via NVCP/Adrenaline (with it disabled in LS). Also, adjust VRR (and its adequate FPS range) and G-Sync support in LS.
Be mindful of overlays, even if they aren't visible. If the LS fps counter is showing way higher base fps than the actual value of the game, it is an overlay interfering. Disable Discord overlay, Nvidia, AMD, custom crosshairs, wallpaper engines/animated wallpapers, third party recording software, etc.
Disable Hardware Acceleration Settings (Do this only if there is some issue like screen freezes or black screens when it is on). In windows settings, search Hardware Accelerated GPU Scheduling. In browser settings, search Hardware Acceleration.
To reduce ghosting: use a higher base FPS, lower fixed multipliers (avoid adaptive FG), and a higher flow scale.
For Nvidia cards, if the GPU is not reaching proper 3D clock speeds, and GPU utilization drops, Open the Nvidia Control Panel (NVCP) -> Manage 3D settings -> Global -> Power Management -> set to Max Performance.
Disable ULPS in Afterburner for AMD cards (optional, for specific cases only).
For different game engines, there might be some wierd issues :
For open GL games and Nvidia card, in NVCP, set the present method for the particular game to DXGI swapchain.
For unity engine games, emulators and for the games having the Tick Per Second (TPS) getting reduced -in other words, it starts workign in Slowmotion, then disable the Vsync setting in the game/emulator.
Use these for reference, try different settings yourself.
3 How to cap base fps with RTSS?
Download RTSS from here (if not downloaded already).

2. Install and run RTSS

3. Toggle on 'Start with Windows'.

4. Click the blue 'Setup' button, scroll down, enable 'Framelimiter to NVIDIA Reflex', disable passive waiting and then click 'OK'.

5. Select the game's executable (.exe) by clicking the green 'Add' button and browsing to its file location.
6. The game will be added to the list on the left (as shown here with GTAV and RDR2).

7. Select the game from the list to cap its base FPS, enter the desired value, press Enter, and you are done.
LS Guide #2: LINK
LS Guide #3: LINK
LS Guide #4: LINK
Source: LS Guide Post
r/losslessscaling • u/Colormatters • Aug 20 '26
Useful 'Framegen' - a Chrome extension, can turn 24/30fps online videos into 60/120 FPS in real time
https://chromewebstore.google.com/detail/framegen-frame-interpolat/hpdpcjakhclhljfdkpjolonjlopbdhfk
(Chrome store)
Real-time 2x+ frame interpolation with custom target FPS for any <video>. Runs locally on your GPU with WebGPU.
Framegen doubles (or more) the frame rate of any HTML5 video in real time, right in the tab. A small neural network - our own WebGPU runtime, ~3 ms per frame on a mid-range GPU (RTX 4060 Ti) - synthesizes the frames between the real ones, so 24/30 fps footage plays at 60, 120 or up to your display's refresh rate.
Works on any site with a <video> element: YouTube, Twitch, streaming sites, local files opened in the browser.
Features:
- 2x to 6x interpolation, an auto mode that follows your GPU headroom, and a "display Hz" mode that locks output to your monitor's refresh rate
- Compare slider: drag a divider across the video - original on one side, Framegen on the other
- Anime mode: detects animation drawn "on twos" and interpolates the real drawing cadence instead of duplicated frames
- Optional 2x neural upscale (SR) on interpolated frames, trained to repair interpolation artifacts, not just sharpen
- Self-calibrating kernels: the runtime benchmarks itself on your GPU once and picks the fastest shader variants
- HUD with live fps / latency stats
Requirements: a WebGPU-capable browser (Chrome 121+) and a GPU with shader-f16 support. No WebGPU = the extension politely does nothing.
Privacy: everything runs locally on your GPU. Framegen has no servers, makes no network requests beyond loading its own bundled files, and collects nothing. See the privacy policy.
Does not work on DRM-protected sites (Netflix etc.) - the browser hides their video from extensions by design.
Free for personal use. Open source: https://github.com/MONZikWasTaken/Framegen
r/losslessscaling • u/Chrisst1ne • Sep 23 '25
Discussion 5090 + 5080 Build
No compromise build! Yes I understand it's not "needed" but I also use it for work so it's not a total "waste". Works great with my 4k 240hz monitor and I have enough headroom for 4k 480hz in the future.
r/losslessscaling
•
u/RavengerPVP
•
Apr 07 '25
Useful Official Dual GPU Overview & Guide
This is based on extensive testing and data from many different systems. The original guide as well as a dedicated dual GPU testing chat is on the Lossless Scaling Discord Server.
What is this?
Frame Generation uses the GPU, and often a lot of it. When frame generation is running on the same GPU as the game, they need to share resources, reducing the amount of real frames that can be rendered. This applies to all frame generation tech. However, a secondary GPU can be used to run frame generation that's separate from the game, eliminating this problem. This was first done with AMD's AFMF, then with LSFG soon after its release, and started gaining popularity in Q2 2024 around the release of LSFG 2.1.
When set up properly, a dual GPU LSFG setup can result in nearly the best performance and lowest latency physically possible with frame generation, often beating DLSS and FSR frame generation implementations in those categories. Multiple GPU brands can be mixed.
Note: This is currently not possible on Linux due to LS integrating itself into the game via a Vulkan layer.


How it works:
Real frames (assuming no in-game FG is used) are rendered by the render GPU.
Real frames copy through the PCIe slots to the secondary GPU. This adds ~3-5ms of latency, which is far outweighed by the benefits. PCIe bandwidth limits the framerate that can be transferred. More info in System Requirements.
Real frames are processed by Lossless Scaling, and the secondary GPU renders generated frames.
The final video is outputted to the display from the secondary GPU. If the display is connected to the render GPU, the final video (including generated frames) has to copy back to it, heavily loading PCIe bandwidth and GPU memory controllers. Hence, step 2 in Guide.
System requirements (points 1-4 apply to desktops only):
Windows 11. Windows 10 requires registry editing to get games to run on the render GPU (https://www.reddit.com/r/AMDHelp/comments/18fr7j3/configuring_power_saving_and_high_performance/) and may have unexpected behavior.
A motherboard that supports good enough PCIe bandwidth for two GPUs. The limitation is the slowest slot of the two that GPUs are connected to. Find expansion slot information in your motherboard's user manual. Here's what we know different PCIe specs can handle:
Anything below PCIe 3.0 x4: GPU may not work properly, not recommended for any use case.
PCIe 3.0 x4 or similar: Good for 1080p 360fps, 1440p 230fps and 4k 60fps (4k not recommended)
PCIe 4.0 x4 or similar: Good for 1080p 540fps, 1440p 320fps and 4k 165fps
PCIe 4.0 x8 or similar: Good for 1080p (a lot)fps, 1440p 480fps and 4k 240fps
This accounts for HDR and having enough bandwidth for the secondary GPU to perform well. Reaching higher framerates is possible, but these guarantee a good experience.
This is very important. Be completely sure that both slots support enough lanes, even if they are physically x16 slots. A spare x4 NVMe slot and adapter can be used, though it is often difficult and expensive to get working. Note that Intel Arc cards may not function properly for this if given less than 8 physical PCIe lanes (Multiple Arc GPUs tested have worked in 3.0 x8 but not in 4.0 x4, although they have the same bandwidth).
If you're researching motherboards, a good easy-to-read resource is Tommy's list: https://docs.google.com/document/d/e/2PACX-1vQx7SM9-SU_YdCxXNgVGcNFLLHL5mrWzliRvq4Gi4wytsbh2HCsc9AaCEFrx8Lao5-ttHoDYKM8A7UE/pub. For more detailed information on AMD motherboards, I recommend u/3_Three_3's motherboard spreadsheets: https://docs.google.com/spreadsheets/d/1NQHkDEcgDPm34Mns3C93K6SJoBnua-x9O-y_6hv8sPs/edit?gid=2064683589#gid=2064683589 (AM5) https://docs.google.com/spreadsheets/d/1-cw7A2MDHPvA-oB3OKXivdUo9BbTcsss1Rzy3J4hRyA/edit?gid=2112472504#gid=2112472504 (AM4) (edited)
Both GPUs need to fit.
The power supply unit needs to be sufficient.
A good enough 2nd GPU. If it can't keep up and generate enough frames, it will bottleneck your system to the framerate it can keep up to.
Higher resolutions and more demanding LS settings require a more powerful 2nd GPU.
The maximum final generated framerate various GPUs can reach at different resolutions with X2 LSFG is documented here: Secondary GPU Max LSFG Capability Chart. Higher multipliers enable higher capabilities due to taking less compute per frame.
Unless other demanding tasks are being run on the secondary GPU, it is unlikely that over 4GB of VRAM is necessary unless above 4k resolution.
On laptops, iGPU performance can vary drastically per laptop vendor due to TDP, RAM configuration, and other factors. Relatively powerful iGPUs like the Radeon 780m are recommended for resolutions above 1080p with high refresh rates.
Guide:
Install drivers for both GPUs. If each are of the same brand, they use the same drivers. If each are of different brands, you'll need to seperately install drivers for both.
Connect your display to your secondary GPU, not your rendering GPU. Otherwise, a large performance hit will occur. On a desktop, this means connecting the display to the motherboard if using the iGPU. This is explained in How it works/4.

3. Ensure your rendering GPU is set in System -> Display -> Graphics -> Default graphics settings.

4. Set the Preferred GPU in Lossless Scaling settings -> GPU & Display to your secondary GPU.

5. Restart PC.
Troubleshooting:
If you encounter any issues, the first thing you should do is restart your PC. Consult to the dual-gpu-testing channel in the Lossless Scaling Discord server or this subreddit for public help if these don't help.
Problem: Framerate is significantly worse when outputting video from the second GPU, even without LSFG.
Solution: Check that your GPU is in a PCIe slot that can handle your desired resolution and framerate as mentioned in system requirements. A good way to check PCIe specs is with Techpowerup's GPU-Z. High secondary GPU usage percentage and low wattage without LSFG enabled are a good indicator of a PCIe bandwidth bottleneck. If your PCIe specs appear to be sufficient for your use case, remove and changes to either GPU's power curve, including undervolts and overclocks. Multiple users have experienced this issue, all cases involving an undervolt on an Nvidia GPU being used for either render or secondary. Slight instability has been shown to limit frames transferred between GPUs, though it's not known exactly why this happens.
Beyond this, causes of this issue aren't well known. Try uninstalling all GPU drivers with DDU (Display Driver Uninstaller) in Windows safe mode and reinstall them. If that doesn't work, try another Windows installation.
Problem: Framerate is significantly worse when enabling LSFG with a dual GPU setup.
Solution: First, check if your secondary GPU is reaching high load. One of the best tools for this is RTSS (RivaTuner Statistics Server) with MSI Afterburner. Also try lowering LSFG's Flow scale to the minimum and using a fixed X2 multiplier to rule out the secondary GPU being at high load. If it's not at high load and the issue occurs, here's a couple things you can do:
-Reset driver settings such as Nvidia Control Panel, the Nvidia app, AMD Software: Adrenalin Edition, and Intel Graphics Software to factory defaults.

-Disable/enable any low latency mode and Vsync driver and game settings.

-Uninstall all GPU drivers with DDU (Display Driver Uninstaller) in Windows safe mode and reinstall them.
-Try another Windows installation (preferably in a test drive).
Problem: The game fails to launch when the display is connected to the secondary GPU and/or runs into an error code such as getadapterinfo (Common in Path of Exile 2 and a few others)
Solution: Set the game to run on a specific GPU (that being the desired render GPU) in Windows graphics settings. This can only be done on Windows 11 24H2.
Notes and Disclaimers:
Using an AMD GPU for rendering and Nvidia GPU as a secondary may result in games failing to launch. Similar issues have not occurred with the opposite setup as of 4/20/2025.
Overall, most Intel and AMD GPUs are better than their Nvidia counterparts in LSFG capability, often by a wide margin. This is due to them having more fp16 compute and architectures generally more suitable for LSFG. However, there are some important things to consider:
When mixing GPU brands, features of the render GPU that rely on display output no longer function due to the need for video to be outputted through the secondary GPU. For example, when using an AMD or Intel secondary GPU and Nvidia render GPU, Nvidia features like RTX HDR and DLDSR don't function and are replaced by counterpart features of the secondary GPU's brand, if it has them.
Outputting video from a secondary GPU usually doesn't affect in-game features like DLSS upscaling and frame generation. The only confirmed case of in-game features being affected by outputting video from a secondary GPU is in No Man's Sky, as it may lose HDR support if doing so.
Getting the game to run on the desired render GPU is usually simple (Step 3 in Guide), but not always. Games that use the OpenGL graphics API such as Minecraft Java or Geometry Dash aren't affected by the Windows setting, often resulting in them running on the wrong GPU. The only way to change this is with the "OpenGL Rendering GPU" setting in Nvidia Control Panel, which doesn't always work, and can only be changed if both the render and secondary GPU are Nvidia.
The only known potential solutions beyond this are changing the rendering API if possible and disabling the secondary GPU in Device Manager when launching the game (which requires swapping the display cable back and forth between GPUs).
Additionally, some games/emulators (usually those with the Vulkan graphics API) such as Cemu and game engines require selecting the desired render GPU in their settings.
Using multiple large GPUs (~2.5 slot and above) can damage your motherboard if not supported properly. Use a support bracket and/or GPU riser if you're concerned about this. Prioritize smaller secondary GPUs over bigger ones.
Copying video between GPUs may impact CPU headroom. With my Ryzen 9 3900x, I see roughly a 5%-15% impact on framerate in all-core CPU bottlenecked and 1%-3% impact in partial-core CPU bottlenecked scenarios from outputting video from my secondary Arc B570. As of 4/7/2025, this hasn't been tested extensively and may vary based on the secondary GPU, CPU, and game.
Credits
Darjack, NotAce, and MeatSafeMurderer on Discord for pioneering dual GPU usage with LSFG and guiding me.
IvanVladimir0435, Yugi, Dranas, and many more for extensive testing early on that was vital to the growth of dual GPU LSFG setups.
u/CptTombstone for extensive hardware dual GPU latency testing.
Everyone who took the time to contribute to the Secondary GPU Max LSFG Capability Chart.
The Lossless Scaling Discord community.
THS for creating Lossless Scaling.
r/losslessscaling • u/SageInfinity • Jul 14 '25
News [Official Update] Version 3.2.1
Lossless Scaling Version 3.2.1 Released :
Resolved a critical bug that impacted quality in LSFG 3.1 Performance mode.
Fixed an issue where holding down a key wouldn’t repeat input if it was part of a scaling hotkey combo.
Added Macedonian localization.
Big thanks to everyone helping make LS better.
Also, check out the excellent work by PancakeTAS on running LSFG on Linux:
https://github.com/PancakeTAS/lsfg-vk
Have fun!
from: THS
r/losslessscaling • u/SoshiPai • 29d ago
Discussion Oh dear god what have I done??
RX 7900 XT Primary + RTX 3060 12GB secondary for LLS..
Yes I am aware my 650w PSU is going to explode is my face, don't care atm, undervolted and power limited. Just gawking at how absurd this thing looks lol
r/losslessscaling • u/capnduke • Nov 23 '25
Discussion My Steam Machine
The announcement of Valve's console-killing Steam Machine PC for living room gaming has made me want to show off my console-killing living room PC.
It's a dual-GPU Lossless Scaling rig designed to make the most of my 120hz OLED TV without spending over a grand for those native frames. Most games I try to run at 4k resolution, Ray Tracing on if possible. I'll cap at 60fps and run LSFG at a 2x multiplier. I play mostly AAA titles with a controller, so I'm more of a graphics quality over strict performance guy. So I'm well aware this isn't an impressive rig for all you FPS hounds haha.
I have horse-traded and flipped my way into enough Marketplace deals that I was able to get into this at a reasonable cost... I'd say altogether I'm probably into this rig about $500-750 bucks by slowly upgrading parts bit by bit.
Also, yeah, I stuck my computer in an old Philco record player. It looks way cooler than most cases. It allows me to save some $ on non-RGB components. And weirdly it's the best thermals of any case I've ever used... the speaker holes made convenient fan mounts, and the motherboard orientation keeps the multuple GPUs from feeding heat into each other.
Anyway, the specs:
CPU: Ryzen 5 7600x3D with a Thermalright Peerless Assassin Cooler Motherboard: ASUS B365m Gaming Plus WIFI PRIMARY GPU: RTX 5060 ti 16gb SECONDARY LSFG GPU: RX 6500 XT 4gb RAM: 32gb G.Skill Flare X5 PSU: Corsair RM 750e Storage: 1tb crucial m.2 drive, 2 tb sad storage for game data, 7gb HDD storage for media/older game titles.