We’ve done a lot of testing on DLSS4 and FSR 4 (and 3.1) to inspect image quality frame-by-fake-frame in addition to upscaling image quality. At times, these technologies serve their purposes well; DLSS in particular has gotten a lot better with its transformer model and FSR has substantially improved with version 4. We have a lot of criticisms of the fake frame technologies – especially benchmarking them on normal charts – but they do have a place in some situations. Now, we’re looking at Lossless Scaling and Lossless Frame Generation (sometimes called Lossless Scaling Frame Generation, or LSFG). This tool is highly versatile and does more than just upscaling for select games (and frame generation), but we’re really only focusing on those two core use cases today. It’s not as good as the tools built by multi-trillion dollar companies, but for something basically independently built and sold on Steam (and for $7), it’s not a big loss to try.
Link to Lossless Scaling, https://store.steampowered.com/app/993090/Lossless_Scaling / https://losslessscaling.com/
Lossless, that suddenly becomes interesting to me.
It’s just a marketing term. There is nothing lossless about the fake frames generated by this tool. It’s just doing interpolation.
I hate the name so much. I’ll use it with games where artifacts aren’t noticeable and input delay is negligible, but I’d never pretend it’s “lossless”. Same goes for any other framegen method.
I didn’t realize this when I posted my last comment, but apparently the name is because it started out as a scaling tool for pixel-art games, where integer scaling is the desired (and lossless) upscaling method as opposed to the normal methods which cause blurring of the pixel edges.
I mistakenly thought this would make my SNES games full screen without stretching, just does the same thing the emulator already does.
As SNES heavily relies on low resolution pixel art you’ll probably want simple nearest neighbor scaling anyways. Lossless scaling really shines on higher resolution games which don’t have any builtin scaling tech or only old algorithms.
Better yet, a CRT filter.
Widescreen hacks is what your after and they only work with some games.
Using this to play Binding of Isaac at 120fps is amazing.
Best purchase ever. It makes all my games run at 165fps, mostly without visible artifacts. And when it’s not perfect, it’s because the game itself can’t output above 50 fps… That app is wonderful!!
It works great in No Mans Sky for me. There are some environments where the fps drops significantly but stays above 60 and using this program keeps things looking good.
Yep, I use it to in order to help games that are too cpu-intensive for their own good ;)
Is this useful for city builders when you’ve pushed the map to the limits and the CPU can’t handle it anymore? Could see it being used to push Cities: Skylines or Workers and Resources beyond its limits without getting eye strain from 3FPS (though input lag would still be a concern).
I was never able to get this to work properly… my mouse cursor always just disappears. 🙃
I think they have now an option for that. With that being said, i don’t really understand it either. I played around with some settings yesterday and it either did nothing or it made everything look weird and way way worse.





