Based on the text provided, here is the deep analysis and context regarding Lossless Scaling v2.10.1.
Hello everyone! We’ve just pushed v2.10.1 out of beta. This update is all about making your generated frames feel as native as possible by tackling two big enemies: ghosting and input lag. What’s New?
3.3 Frame Generation (LSFG 2.2)
| Mode | Output FPS (from 60 base) | Artifacts | GPU Load |
|------|---------------------------|-----------|----------|
| Off | 60 | None | Low |
| X2 | ~120 | Minimal | Medium |
| X3 | ~180 | Slight | High |
| X4 | ~240 | Noticeable | Very High |
Rule: Base FPS should be stable. Fluctuating 45-60 becomes worse than locked 45.
UI Consolidation: The "Vsync" and "Allow tearing" options were merged into a single menu for easier configuration .
Example Parameters (recommended starting points)
- Upscale factor: 1.5–2.0 for best balance of quality and cost.
- Temporal accumulation window: 3–5 frames.
- Detail-confidence threshold: tuned per content; start at moderate sensitivity.
- Sharpening strength: 0.12 (range 0–0.3) for subtle enhancement without halos.
NVIDIA GPUs: A value of 1 is generally recommended for the best response time.
: LS uses a machine-learning-based generator that analyzes consecutive frames to estimate motion without internal game engine data. LSFG 2.2 Model Enhancements : The v2.10.1 update focuses on UI detection logic
11. Version History (v2.10.1 highlights)
- LSFG 2.2 with X3 and X4 modes
- Improved HDR capture
- Lower overhead in WGC mode
- Fixed black screen on some AMD GPUs
- Added "Auto" scale factor
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Lossless Scaling V2.10.1
Based on the text provided, here is the deep analysis and context regarding Lossless Scaling v2.10.1.
Hello everyone! We’ve just pushed v2.10.1 out of beta. This update is all about making your generated frames feel as native as possible by tackling two big enemies: ghosting and input lag. What’s New? Lossless Scaling v2.10.1
3.3 Frame Generation (LSFG 2.2)
| Mode | Output FPS (from 60 base) | Artifacts | GPU Load |
|------|---------------------------|-----------|----------|
| Off | 60 | None | Low |
| X2 | ~120 | Minimal | Medium |
| X3 | ~180 | Slight | High |
| X4 | ~240 | Noticeable | Very High | Based on the text provided, here is the
Rule: Base FPS should be stable. Fluctuating 45-60 becomes worse than locked 45. Upscale factor: 1
UI Consolidation: The "Vsync" and "Allow tearing" options were merged into a single menu for easier configuration .
Example Parameters (recommended starting points)
- Upscale factor: 1.5–2.0 for best balance of quality and cost.
- Temporal accumulation window: 3–5 frames.
- Detail-confidence threshold: tuned per content; start at moderate sensitivity.
- Sharpening strength: 0.12 (range 0–0.3) for subtle enhancement without halos.
NVIDIA GPUs: A value of 1 is generally recommended for the best response time.
: LS uses a machine-learning-based generator that analyzes consecutive frames to estimate motion without internal game engine data. LSFG 2.2 Model Enhancements : The v2.10.1 update focuses on UI detection logic
11. Version History (v2.10.1 highlights)
- LSFG 2.2 with X3 and X4 modes
- Improved HDR capture
- Lower overhead in WGC mode
- Fixed black screen on some AMD GPUs
- Added "Auto" scale factor