LSFG 1.0 worked, but UI elements (like health bars or crosshairs) often smeared during fast camera movements. LSFG 2.0 introduced motion vector estimation without game integration. optimizes this further:
Here’s what’s generally known about version (as of its release period): Lossless Scaling v3.1.0.0
A new toggle for Low-End GPUs has been added. In previous builds, integrated graphics (Intel UHD, Vega 7) struggled to generate frames if the base FPS dipped below 40. v3.1.0.0 introduces an aggressive "Performance" mode that reduces VRAM usage by nearly 40%, making frame generation viable on laptops without dGPUs. LSFG 1
LSFG 1.0 worked, but UI elements (like health bars or crosshairs) often smeared during fast camera movements. LSFG 2.0 introduced motion vector estimation without game integration. optimizes this further:
Here’s what’s generally known about version (as of its release period):
A new toggle for Low-End GPUs has been added. In previous builds, integrated graphics (Intel UHD, Vega 7) struggled to generate frames if the base FPS dipped below 40. v3.1.0.0 introduces an aggressive "Performance" mode that reduces VRAM usage by nearly 40%, making frame generation viable on laptops without dGPUs.