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Lossless Scaling 3.1 Update Brings 2x Performance Increase and More Visual Fidelity

AleksandarK

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The developer of the Lossless Scaling utility has released version 3.1, introducing both visual enhancements and significant performance improvements, up to 2x in "Performance Mode" depending on hardware and settings. Although there may be a slight dip in image fidelity, users with older graphics cards or integrated solutions will appreciate the ability to boost frame rates without lowering resolution. In addition to this new mode, the v3.1 update improves timestamp filtering for sharper details during rapid motion and refines border handling to eliminate jagged edges. Ghosting and object flicker have been reduced, and smarter interface detection keeps menus and heads‑up displays stable under scaling. Frame generation is powered by LSFG, while scaling options include LS1, AMD FidelityFX Super Resolution, NVIDIA Image Scaling, Integer Scaling, Nearest Neighbor, xBR, Anime4K, Sharp Bilinear and Bicubic CAS.

Version 3.1 also expands localization support to include Finnish, Georgian, Greek, Norwegian, Slovak, and even the constructed language Toki Pona, reflecting the tool's growing international audience. Developed and maintained by a single creator, Lossless Scaling competes directly with proprietary upscalers, such as NVIDIA DLSS and AMD FSR, without requiring dedicated machine-learning hardware and is offered at a one-time price of $6.99. Its built‑in algorithms are tailored to different content types: LS1 or AMD FSR is recommended for modern games, Integer Scaling or xBR works best for pixel‑art titles, and Anime4K excels with cartoons or anime. For optimal results, users should cap their game at a stable frame rate to provide the utility with sufficient resources to operate and run their titles in windowed mode on Windows 10 version 1903 or later.



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Wonderful program, I use this when nGreedias Smooth Motion doesn't want to work. A few things you have to overlook, but in general, very usable. <3
 
Intel should have hired the programmer(s) behind this app by now and integrate it in their software suit. It's better than what they are (not) offering.
 
hmm is it actual gona do what says and improve performance yet? every game I tried it on it tank performance meaning FSR/LS1 etc moment I enable them I lose performance from my base performance, if I use Optiscaler in game , I gain performance with FSR/XeSS, same for game that have mod specifically that change dlss to fsr, even skyrims upscaler will give me gains with little lose to image, but loseless just tanks it. moment I enable it for FSR/LS1 or any of scaler, regardless of capture api use and factor used. even nvidia builtin NiS does what it claims.


FG works as stated though, but sadly it usless to me cause I game at 60fps and use FG from 30 fps is beyond stupid
 
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Considering the added picture i'm not impressed.
Bilinear is smudgy, NIS is way to oversharpened, FSR actually looks the most decent although is more like NIS but without the oversharpening. That said FSR before 4 had some serious motion noise issues.
 
hmm is it actual gona do what says and improve performance yet? every game I tried it on it tank performance meaning FSR/LS1 etc moment I enable them I lose performance from my base performance, if I use Optiscaler in game , I gain performance with FSR/XeSS, same for game that have mod specifically that change dlss to fsr, even skyrims upscaler will give me gains with little lose to image, but loseless just tanks it. moment I enable it for FSR/LS1 or any of scaler, regardless of api use and factor used.


FG works as stated though, but sadly it usless to me cause I game at 60fps and use FG from 30 fps is beyond stupid
That's just 'cause you're comparing the performance wrong. Lossless Scaling does not change your base resolution itself unlike ingame upscalers so you need to compare the upscaled FPS with native full screen resolution FPS. That's how it is with the other upscalers. Their performance penalty is just hidden.

IMO LS's best invention is the adaptive frame generation. Instead of sticking with preset multipliers it lets you lock the FPS ideally to your monitor refresh rate directly and keeps it there. I bet that will the way the way where FG will go next instead of X4-X6-X8-X20 etc.
 
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Instead of Scaling how about make Native hardware render better at 4k.
All you have to do is to but a RTX 5090, and ask game developpers/engine engineers to chill for a decade and keep the statut quo. Only then you might eventually be able to play at 4k native on a xx60 series
 
LLS is amazing.
The authors of the program recommend GPUs based on RDNA2 or newer. I also tested it on a small Vega8 iGPU, it works.

AMD AMFM 2.1 is very fast, suitable even for fast FPS games. However, LLS 3.2 has some advantages over AMFM 2.1:
- supports FreeSync
- offers MFG X3 (up to X20)
- works at a later stage of the video pipeline because it works independently of the API and the game engine. (AFMF 2.1 is currently limited to DX11/DX12/Vulkan).

An efficient MFG working independently of the game API is a salvation for many older games artificially locked to 30FPS or 60FPS. Iconic RTS strategies C&C TiberiumWars or RedAlert2, long locked to 30FPS in the game engine (Sage), are now experiencing a second youth with ultra-smooth graphics. LLS (running on RX6800) easily smoothes RedAlert 2 from barely playable 30 FPS to ultra-smooth 180 FPS (MFG X6 + FreeSync). Tekken7 from locked 60 FPS became ultra-smooth at 180 FPS (MFG X3 + FreeSync). For the fastest FPS games, it is better to use FG X2 configured for low latency.

LLS changes the rendering model, increases performance and energy efficiency. Instead of traditionally squeezing the last sweat from the CPU/GPU fighting for a high level of native frames around the maximum refresh of the monitor, now it is enough that the CPU/GPU generate, for example, a calm 60-90 FPS and LLS FG X2 at a relatively small cost of GPU work will increase the smoothness to 120-180 FPS. This means constant high fluidity at the maximum monitor refresh rate while noticeably reducing CPU and GPU load, energy consumption and temperature.

LLS only works on [windows] and [full screen in a window].
LLS may conflict with FPS monitoring programs (OSDs). You should definitely turn them off when using LLS, otherwise fluidity may suffer.
LLS requires manual configuration that will allow you to select the appropriate FG performance and latency level.
$7 is a low price for such valuable software.
 
Interesting

I thought a good monitor has built in scaler that could do this???
 
Interesting

I thought a good monitor has built in scaler that could do this???
The post is just misleading. Image attached has nothing to do with the performance claims. It's just a random image showing some upscaling variations. It doesnt even show LS's own LS1 scaling mode and very ambiguous.
What's new is the addition of "Performance Mode" to LS Frame Generation that reduces GPU Load of frame generation which leads to having higher base frame rate before generation to increase visuals and general quality.
 
That's just 'cause you're comparing the performance wrong. Lossless Scaling does not change your base resolution itself unlike ingame upscalers so you need to compare the upscaled FPS with native full screen resolution FPS. That's how it is with the other upscalers. Their performance penalty is just hidden.

IMO LS's best invention is the adaptive frame generation. Instead of sticking with preset multipliers it lets you lock the FPS ideally to your monitor refresh rate directly and keeps it there. I bet that will the way the way where FG will go next instead of X4-X6-X8-X20 etc.

set game to 720p and let LS upscale the 1080p my monitor or leave the game at 1080p and just run lossless, it will report the same thing 720>1080p have same exact massive performance hit, same hit to image quality. and LS own overlay with "everything other overly off" show the lose too. I dont even need overly to see lose in fps

Magpie is same principle, but actual works increase fps with same image quality of LS.
 
It does frame generation and spatial upscaling. Expecting it to match the quality of any of the temporal upscalers is just not realistic.
 
Would be pretty interesting if they could do a alternate frame rendering between the NIS and FSR with LSFG that would strike a nice balance actually between the two I think that would be more in line with native.
 
Instead of Scaling how about make Native hardware render better at 4k.

Valid point! GPU's need to scale better once again, be it in performance or price.

Anyhow, this program came up to allow games (e.g. older titles, pixel art, emulated games on PC, etc.), which natively do not support higher resolutions to be played on bigger screens.
Just in recent times, it got additional features, which made it even more of a blessing. :toast:
 
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set game to 720p and let LS upscale the 1080p my monitor or leave the game at 1080p and just run lossless, it will report the same thing 720>1080p have same exact massive performance hit, same hit to image quality. and LS own overlay with "everything other overly off" show the lose too. I dont even need overly to see lose in fps

Magpie is same principle, but actual works increase fps with same image quality of LS.
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Then something must be wrong. LS works just like magpie for me. Even when used with APU it still has minimal impact on FPS.

Just to to give numbers, I've just tested it on Planet Crafter (on APU laptop (Vega 8)): 1080p native 28FPS, 720p native 50FPS, 720 upscaled with LS1 on Lossless Scaling to 1080p 46FPS. Only 4FPS loss in this case. And I got ~60% more performance compared to 1080p native. Since the game has no upscaling ingame, it really helps.

Make sure your preferred GPU is the one you want to use on LS settings. It might be defaulted to weak iGPU if you have one.
 
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Question: Is there any reason to use this software if you are at 30 or 40 or 50fps, and striving to hit and maintain 60, locked via vsync or frame limiter, or is it only really to push framerates into the triple-digits for those with high refresh rate monitors or tv's? I realize input lag will be impacted most likely, was just curious if the only real use case was to hit your monitors refresh limits.
 
Regard image quality, which is better, Lossless Scaling of AFMF?
I see less artifacts with AFMF, but the main issue with Lossless Scaling is performance, AFMF is almost free performance wise, Lossless Scaling is not.
 
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Instead of Scaling how about make Native hardware render better at 4k.
Gen on gen we're still getting that, it doesn't need to be one or the other when we are already receiving both.

love LSFG, best 8$ I spent on Steam so far I reckon. Need to test if the performance hit is reduced as claimed, but it's never been all that noticeable anyway.
 
I see less artifacts with AFMF, but the main issue with Lossless Scaling is performance, AFMF is almost free performance wise, Lossless Scaling is not.
Problem with AFMF just like with MFG is that they're vendor locked. LS is vendor agnostic.
 
I've been tinkering with dual GPU for months now and it's fantastic it brings new life to old hardware like a modern sli/crossfire. Honestly surprised they haven't been acquired by a GPU manufacturer.
 
Would be pretty interesting if they could do a alternate frame rendering between the NIS and FSR with LSFG that would strike a nice balance actually between the two I think that would be more in line with native.
I added this as a Feature Suggestion on the Steam Forum for LS.
Chime in there; with a few extra voices, it might have a better chance of getting implemented :)
 
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