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Lossless Scaling, the PC app that brings frame generation to games that don't officially support it, has been making some great progress lately, the 2x option is now pretty close to NVIDIA DLSS Frame Generation, at least in Cyberpunk 2077. 🎥: @thefeaj

13,644 Aufrufe • vor 1 Jahr •via X (Twitter)

9 Kommentare

Profilbild von Wccftech
Wccftechvor 1 Jahr

Compared to NVIDIA Smooth Motion, Lossless Scaling seems to be the superior option, as the slightly better input lag offered by NVIDIA's tech is offset by its low image quality, compared to Lossless Scaling. Check out the full comparison video here: 🔗

Profilbild von Wokest
Wokestvor 1 Jahr

You guys are almost as biased as videocardz

Profilbild von crucialx
crucialxvor 1 Jahr

This tool is a must for old games or games with locked fps.

Profilbild von Frankie Moore
Frankie Moorevor 1 Jahr

Yeah, I've been hearing a lot about Lossless Scaling lately! @DavidRobinX84 was just talking about how smooth it makes older games run. Might have to give it a try in Cyberpunk.

Profilbild von SHAWNing
SHAWNingvor 1 Jahr

It’s close to smooth frames, which looks like absolute dogshit. The only frame gen worth using is the built in one on the right.

Profilbild von Ben S
Ben Svor 1 Jahr

Yeah no lol, night and day difference in latency and quality

Profilbild von Tyler Jaacks
Tyler Jaacksvor 1 Jahr

How are they able to avoid the issues with the UI?

Profilbild von 🅳ιzzιєє🕶👌🏾
🅳ιzzιєє🕶👌🏾vor 1 Jahr

I love the part where: "Lossless Scaling, the PC app that brings frame generation to games that don't officially support it", the proceeds to mention "Cyberpunk 2077", which supports frame generation by default. SMH.

Profilbild von PunmasterSTP ⏩
PunmasterSTP ⏩vor 1 Jahr

Scale yeah!

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 Aufrufe • vor 7 Monaten

You can't compare Cyberpunk 2077 launch to GTA 6 and here's exactly why Cyberpunk 2077 was the CDPR's first installment to feature a futuristic city with tons of NPCs and fast moving cars, something which was never done before on Witcher games. The gameplay video from Cyberpunk 2077 shown off in 2019 had a clear text showing "work in progress - does not represent the final look of the game" After the launch disaster of Cyberpunk 2077, Marcin Iwiński also explained that the reason the game had so many bugs is that the game was designed for PC first in mind, then scaled down to consoles that still had a hard drive (PS4 and Xbox One) an extremely difficult task on its own, combined with the fact that the game development progress took a major hit during the pandemic. Rockstar Games on the other hand has a much different engine and experience working on large scale open world game filled with tons of NPCs and fast moving cars, including the fact that they're developing this game for current gen consoles first, then scaling it up for a PC release not vice versa. Are we guys suddenly forgetting the fact that Rockstar Games managed to get GTA V running on a PS3 console which had 256mb of VRAM and 256mb of RAM at that time? The reason Rockstar Games has shown zero gameplay of GTA 6 is because historically they save the gameplay showcase before the game launches, GTA 6 Trailer 2 came out in 2025 and all footage for that Trailer was captured on a base PS5 with a mix of gameplay and cutscenes. They'll obviously show off more gameplay on August 27th, but comparing Cyberpunk 2077 to GTA 6 isn't exactly fair for both companies. On one hand, it was CDPR's first time making that kind of genre of a game and on the other hand, it isn't Rockstar Games first time making a Grand Theft Auto game.

NikTek

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