this post was submitted on 26 Jun 2026
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Steam Hardware

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Lossless Scaling Tutorial: Upscaling & Frame Generation - https://www.youtube.com/watch?v=xTgGAzip9X0

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[–] thingsiplay@lemmy.ml 13 points 1 day ago
[–] northernlights@lemmy.today 23 points 1 day ago (3 children)

I'm confused. Don't GPUs do that?

[–] Fubarberry@sopuli.xyz 18 points 1 day ago (1 children)

This is used on the deck specifically for framegen. Native frame gen options in games add a lot of latency at 30 or less fps, which usually makes them unplayable. Lossless scaling 's framegen option is less accurate in creating the in-between frames, but has far less input latency, making it a viable option.

It doesn't work for all games, some games will still feel really bad with it enabled. But there are a lot of games where you can use it to run a 30fps game at 60fps, with only slightly more input lag than using a Bluetooth controller.

[–] gegil@sopuli.xyz 8 points 1 day ago (1 children)

This app is very useful on my laptop with cheap integrated graphics. Unfortunally lsfg only works with vulkan, and games like minecraft (which i play with shaders) does not support it.

[–] Fubarberry@sopuli.xyz 6 points 1 day ago (1 children)

I think I saw that Minecraft just added vulkan as a graphics option, but I'm not sure what versions of Minecraft.

[–] gegil@sopuli.xyz 6 points 1 day ago (1 children)

This is cool, but it will take time until most of the mods, especially those relying on graphics will get updated to newer versions, with vulkan support implemented.

[–] kboy101222@sh.itjust.works 2 points 1 day ago (1 children)

I imagine it'd more be on (Neo)Forge and Fabric'a respective mod loaders. Hopefully mods won't have to touch rendering systems too much

[–] JPAKx4@lemmy.blahaj.zone 2 points 10 hours ago (2 children)

It heavily depends on the mod. For the mod I work on, Cobblemon, we need to touch a lot of rendering to make everything work correctly. Any custom shader requires interacting with openGL directly, as well as custom materials or custom rendering tricks.

Neoforge may provide some rendering help (I'm not as knowledgeable about neo) but Fabric is light on it. Modern java versions will be supporting both rendering APIs for a time, complicating things further.

Built in shaders from vibrant visuals should help simplify implementation details, and Molang has said some promising things about rendering and modding as well.

[–] kboy101222@sh.itjust.works 1 points 9 hours ago (1 children)

Unrelated, but MoLang would be a fantastic name for the official modding engine that's definitely coming to Minecraft any century now.

But yeah, to my knowledge, Neo Forge is just a fork of Forge minus a certain absolute dickhead of a maintainer. Last I used Forge back in like 1.17 ish, forge itself handled most of the rendering, though I never dove too deeply into it

[–] JPAKx4@lemmy.blahaj.zone 1 points 9 hours ago

Actually, its official. MoLang is a language designed for Minecraft Bedrock, and we use a custom version of a java mod to add it into cobblemon for various uses. I must've typed molang so often that mojang corrects into it now

You are correct, it is a fork, and it has changed things significantly for the better but probably not taking away that rendering changes.

[–] argarath@lemmy.world 1 points 9 hours ago (1 children)

Hi, first of all love cobblemon and wanted to say thank you for the work you've put on it! My question is if the people making lithium and the other performance mods that touch directly on the rendering of minecraft could help you all with this? I know that they were working on a vulkan version before it was announced, so they know of tips and tricks. Anyway, I do hope the new engine changes don't give much trouble to you all and that you can continue working on such a fun mod!! Cheers!

[–] JPAKx4@lemmy.blahaj.zone 1 points 9 hours ago

Its a huge team effort, I'm very proud of them and all the work that gets done every release.

I mean they totally could help, but the main work would be just redesigning things based on what mojang/mod loaders decide, they can be very opinionated at times. I'm not complaining though, this has been a long time coming and will make it better and easier, even if a little complicated for a period of time.

[–] Comexs@lemmy.zip 11 points 1 day ago* (last edited 1 day ago)

From my understanding, some older GPUs don't support frame gen and upscaling. some older games don't have native frame gen or scaling support built in.

[–] ekZepp@lemmy.world 7 points 1 day ago* (last edited 1 day ago)

Yes and not, basically this work very well to give you 60-120fps in some games. Check this x more info.

https://www.digitalfoundry.net/articles/digitalfoundry-2024-frame-generation-from-a-third-party-app-lossless-scaling-tested

[–] 9point6@lemmy.world 12 points 1 day ago (1 children)

This is a pretty useful tool if you're not far off your gsync frame rate and you're on an older card, though if you push it too far it gets a bit acid trippy

[–] doctorflynt@feddit.org 7 points 1 day ago

its also cool if you have an unused gpu and a pcie-slot left since you can use that to run the frame generation instead of the main gpu.

frame gen always creates a little overhead that reduces the max frames a gpu cam natively render. you can offload this overhead to second gpu and may get a better result if the main gpu already struggles to get the required frames.

a friend of mine used that to be able to run monster hunter wilds with an acceptable framerate.

[–] PlasticExistence@lemmy.world 1 points 1 day ago

I appreciate the info! I had not previously heard of this.

Also, happy cake day!