Unlike most of the PC play world , my spike did n’t percolate up when Nvidia announcedDLSS Multi - Frame Generationalongside itsRTX 50 - series GPUs . Although the cards themselves look destined for a slot or two among thebest graphic add-in , the novel DLSS 4 and its Multi - Frame Generation feature that ’s exclusive to Nvidia ’s latest art cards did n’t stand out . To me , at least .

That ’s because I ’ve been using anapp called Lossless Scalingfor close to a year now , which pass most of the past 12 months laying thegroundwork for multi - frame generation . I ’ve written about Lossless Scaling too many times to count , but it ’s gamey clock time to revisit the app once again . Not only is DLSS 4 on the way to show everyone what multi - frame genesis is capable of , Lossless Scaling just received the biggest update it ’s seen in months .

It’s really, really good

Let me catch you up to amphetamine if you have n’t heard of Lossless Scaling . It ’s an upscaling and anatomy generation utilitythat ’s $ 7 on Steam . It forge with any graphics identity card , and with any game , and that ’s because the figure genesis happens at the display step . Unlike DLSS orAMD ’s FSR 3 , it does n’t mess up with anything in the game engine . That means you’re able to use it with on-line games and titles that have a frame rate hood , such asElden Ring .

Lossless Scaling does n’t tap into any AI hardware on your graphics circuit card , but it ’s a scrap smarter than stock bod interpolation . It has three algorithms useable , all of which have been develop using machine acquisition . And LSFG 3 , the latest algorithm , was just released . It propose stock frame generation , as well as treble and quadruple mount , just like DLSS 4 . you could even localise your own custom underframe generation factor , up to 20X. I would n’t commend that , though .

Assuming you have a comme il faut basis skeletal system rate , the 4X frame contemporaries run a treat . With the RTX 4080 , for example , I was get around 50 frames per 2nd ( Federal Protective Service ) at 4 yard with the high-pitched graphics preset inMarvel Rivals . Tick on Lossless Scaling , and my frame charge per unit jump to between 170 Federal Protective Service and 180 fps . That ’s without any upscaling or other tricks . And despite how competitiveMarvel Rivalsis , I did n’t experience like I was drag my computer mouse through mud .

The latest LSFG 3 algorithm work really well with multi - frame contemporaries , as well . Previously , Itried out the characteristic inElden Ringand found too many visual artifacts to abdomen . With the Modern model , any visual artifacts that were present were n’t enough to distract me . Even my pointer was fine , which is an sphere where I would expect to see major issues with a tool like Lossless Scaling .

In addition , Lossless Scaling has a feature of speech that even push beyond what Nvidia offers with DLSS . Below the flesh propagation subdivision , you ’ll regain a resolve slider . This reduces the resolve of frame that are pass through the underframe genesis algorithm in ordering to dilute rotational latency and improve overall carrying into action . You still see everything at your varan ’s native declaration , but the scale factor helps tremendously in meliorate public presentation .

Some downsides

I just spout about Lossless Scaling , and for practiced reason . It ’s an app I unironically use in nearly every PC game I play . I ’ve gotten so much use out of it that I seldom even call back about the price tag — Steam has tracked hundreds of 60 minutes of usage time in the app , which is moderately honorable for only $ 7 . It ’s not stark , though , and I do n’t cerebrate it ’s the same as DLSS 4 . It ’s just a good via media .

First , your base systema skeletale pace . Like any frame of reference generation feature , Lossless Scaling uses frame interpolation . It renders two skeletal frame , compares them , and then the algorithm generates a frame to go in between based on the difference between the two rendered single . This create additional latency , as your GPU need to always have a frame buffered before displaying anything to you . And , the latent period is compounded if you have a miserable base frame rate .

The lowly your skeletal frame charge per unit , the longer it adopt for each frame to be hand over , so there ’s far more latency when add together systema skeletale generation into the mix . For Lossless Scaling , I urge at least an fair frame pace of 40 Federal Protective Service before engage frame generation , and ideally faithful to 60 fps . That manner , you ’ll still get serious responsiveness and a smooth optic experience . In fairness to Lossless Scaling , this is an issue with all human body multiplication features , and likely something DLSS 4 will clamber with , too .

compare to DLSS 4 , the independent issue is quality . I have n’t extensively test DLSS 4 yet . However , it run within the fork out pipeline , and it has accession to data from the game engine like move vector . There are a couple of reasons why that gives DLSS 4 an advantage . First , HUD elements . Static elements on your screen door like your HUD or crosshair in reality are n’t part of the main rendering operation — they ’re apply after the fact , and the 3D world is still rendered underneath .

DLSS 4 is able to essentially mask out those element so there are n’t visual artifact on them . Lossless Scaling , being at the display leg , sees those chemical element and is n’t capable to mask them out .

In addition , Lossless Scaling does n’t always get the framing insertion perfect . movement vectors from the biz engine describe how objects are moving throughout a scene , so DLSS 4 can better perform the physical body interposition it needs to . That sometimes think of you ’ll see visual artefact with Lossless Scaling that you otherwise would n’t see with DLSS 4 .

Those are fairly minor complaints in the grand scheme . Nvidia ’s upcoming RTX 50 - serial GPUs may be telling — I ’ll have to wait to test them — but prick like Lossless Scaling are breaking the price moral force . If you otherwise have a GPU you ’re happy with the public presentation with , give Lossless Scaling a shot . After all , a $ 7 app is a heck of a lot better than spending $ 2,000 on a fresh graphics card .