Lossless scaling v AI frame gen?
I've been using Lossless Scaling for a few years now and their frame gen feature is impressive in terms of image quality, I'd even say it has better image quality for interpolated frames than DLSS FG. Especially in terms of UI stability, LSFG (Lossless Scaling Frame Generation) is significantly better.
BUT it's noticeably worse than DLSS FG in terms of latency, comparing them both at 60 fps render rate. (render rate = FPS before FG) I think that's down to Lossless Scaling not having acess to a Reflex-like feature that reduces latency before FG. So far I haven't played any games that required LSFG and also supported reflex, but didn't support DLSS FG so I'm not sure.
And since it doesn't use hardware acceleration like Tensor cores etc. it has more performance overhead, meaning the render rate will have more of an impact. So if you get only 60 fps before FG, you shouldn't expect a straight 2x increase. That also applies to DLSS FG, but it has less performance overhead on it's supported hardware.
So again, to me LSFG looks better than DLSS FG, but at higher input lag and more overhead.
About your last question:
Nvidia was the first to introduce frame gen with the 4000-series. AMD's FSR followed shortly after that. And Lossless scaling came after both of them, trying to offer a low-cost solution for people that didn't have access to DLSS FG and offering wider support than even FSR FG. The great thing about Lossless Scaling is that it works with every application. So you can use FG in games that don't natively support it.
I initially bought it to use it's integer scaling for older games that don't support native 4K. And it's great. I was thrilled to see them also working on their own FG solution. And it's good, and still has more potential.
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