Cyberpunk 2077 NPCs Graphics Overhaul Mod-2

LSFG 1.0 is a new competitor to DLSS 3 and FSR 3.0, enables Frame Generation in all PC games on all GPUs

Now here is a pleasant surprise. The author of the Lossless Scaling program has released a new version that can enable Frame Generation in all PC games on all GPUs.

Yeap, you read that right. With this program, you can enable Frame Generation in all games. And yes, you can enable FG even in games that don’t support DLSS 3 or FSR 3.0.

According to its author, the recommended minimum to have the best quality is 60 FPS in a game and a 120 Hz monitor. That’s exactly what NVIDIA and AMD recommend for both DLSS 3 and FSR 3.0.

From the looks of it, LSFG is not compatible with VRR monitors. According to its description, the game MUST be locked to half your monitor’s refresh rate for proper frame pacing. The appearance of any overlay above the LS window may also disrupt frame generation until LS is deactivated.

For example, owners of a 120hz monitor will have to lock their games to 60fps. Then, by using LSFG, they’ll be able to run it at 120fps with proper framepacing. Anything other than that and you may get framepacing issues. So, it’s not an ideal solution but hey, it works in all games and on all GPUs.

Now what’s amazing about LSFG (at least when compared to AMD’s AFMF) is that it will not disable itself during fast movements. That was my main issue with AMD AFMF. So, LSFG sounds better than what AMD implemented in its drivers. And, according to reports, it also works on emulators like RPCS3 and Yuzu. That’s huge.

The bad news here is that Lossless Scaling is not a free tool. So, in order to take advantage of its Frame Generation tech, you’ll have to buy it.

I haven’t personally tested it myself yet. However, I’ll be sure to do so and report my findings in a future article. Since I’m sensitive to mouse movement, I’m curious to see whether it introduces a lot of lag. But, if you can’t wait until then, you can go ahead and get it from Steam.

Kudos to our reader ‘Arthur’ for bringing this to our attention!

72 thoughts on “LSFG 1.0 is a new competitor to DLSS 3 and FSR 3.0, enables Frame Generation in all PC games on all GPUs”

  1. “Yeap, you read that right. With this program, you can enable Frame Generation in all games. And yes, you can enable FG even in games that don’t support DLSS 3 or FSR 3.0.”

    new vegas?

    1. I don’t have New Vegas installed, but it probably works there. The game probably needs to be in windowed mode though, since it doesn’t have a proper borderless windowed mode from what I remember. Either that or maybe SpecialK will be able to force the game into borderless windowed mode.

      @kingownage:disqus’s guide in the comments (also posted in the Lossless Scaling Discord server) should get you started.

      1. He can search for OneTweak plugin on Nexus, that’s the best Borderless solution for FONV, SpecialK can be a pain in the a$$ sometimes and it will probably complicate the usage of other mods based on dll hooking

        1. i think i am using it for alt tabbing and has made my game uncrushable but after a few hours my framerate halves due to running out of memory.

          1. i never said they do, i said i think this is what makes the game alt tab and not crash.

      1. I explained it in another post but the more mods you run and the more you play the game the worse the performance gets, texture mods plus new vegas reloaded that adds shadows in the game and the more actors you spawn and the more objects you have the worse the performance gets full of memory leaks since it is a 32 bit with only 2 core rendering and 3.5 gb ram limit and alt tabbing mirrors the textures in ram and all of those things can cause performance drops heavily in some areas, having ton of fps and frame generation as a back buffer can minimize those slowdowns, even morrowind needs it if modded enough.

        1. It seems like you’re aware of the engine issues, but you don’t understand what makes your save file bloated. Stop installing unfitting tasteless 4k mods on a 10 year old game.

          1. You didn’t want to look stupid so you said “medium”.
            You being stupid isn’t a secret, and no one cares. Stop wasting my time.

          2. How or what am I wrong about? You are such a rytarded person.
            You’re still trying to install an ugly looking high resolution texture mod on a 10 year old game, you’re still clueless as to why you shouldn’t do that, and you’re still confused about the word “medium” in that mod.

  2. I tried LSFG in Cyberpunk 2077 with HDR enabled and RTSS injecting an overlay, and I noticed that high motion scenes (such as when looking around quickly) seemed noticeably smoother with LSFG. I haven’t actually done more than just quickly mess around in a game with it on, but I also tried Aliens Fireteam Elite and noticed no real improvement (I didn’t cap the framerate and I think frame pacing issues caused too much choppiness). My monitor is 144 Hz and I was getting about 90 FPS in Cyberpunk, whereas I get around 120-140 FPS in Aliens FE, so I think you won’t notice any real benefit unless your FPS is actually low enough, or unless you actually cap it at half your refresh rate like is recommended.

    Note that I tried it in Star Trek Online as well, and the game visuals got darker. I don’t know if that’s because I still had the HDR support option enabled in Lossless Scaling or if it was some other issue. I had the AutoHDR plugin for ReShade enabled in Aliens FE so the two games where I didn’t notice the visuals get darker when enabling LSFG both had HDR on.

    BTW: The information released on LSFG does mention that if you have a 60 Hz monitor you can cap your game’s FPS at 30 and enable LSFG to get to 60 FPS. I assume you’d notice more issues with artifacts, but I haven’t capped a game at anything lower than 72 FPS yet.

    There’s various reports of issues in the Lossless Scaling Discord server, and I’ve noticed that people are using the NVIDIA Control Panel to cap Lossless Scaling’s FPS at their monitor’s refresh rate, so that might be something you can try if you run into issues.

    If anyone is curious, LSFG doesn’t appear to use any of the compute accelerators on my RTX 3070 Ti. When enabling LSFG there’s no change on CUDA, Compute_0, or Compute_1 when viewing the performance graphs in Task Manager. I guess it might be processed like a shader of some sort, but I don’t know for certain.

    For anyone who wants to gather performance stats, the developer of Lossless Scaling recommends using PresentMon to log them rather than using an overlay since that can cause issues with LSFG.

  3. Good option to have but choosing between a locked 60 (or a vrr 60-80’s) or paying extra for a locked 120 with hud artifacts and worse latency (unless you somehow get angular or reflex integretated) isn’t that clear cut tbh. Depends on how bad the hud artifacts are I guess. I couldn’t tolerante them in avatar tbh (different tech but similar issue).

    1. You can use SpecialK to add NVIDIA Reflex to any single-player game. It shouldn’t be used with multiplayer games though, and it may not be compatible with other things (RTSS, ReShade, etc).

  4. LSFI Guide

    1 – Set your game to borderless fullscreen (if the option does not exist or work then windowed, it does not work with exclusive fullscreen)

    2 – Set “Scaling Mode” to “Auto” and “Scaling Type” to “Off” (this ensures you’re playing at native & not upscaling, since the app also has upscaling functionality which you can use if you want)

    3 – Limit your framerate by half of your monitors hertz, if you want a lower framerate then you need to lower your hertz as well (ex: 120 ÷ 2 = 60) via RTSS or driver. Hertz that end in odd numbers that cannot be evenly capped (165hz) will either have to make a custom hz like 164hz or go down to something like 144hz (RTSS beta has nvidia reflex support now. Should be making it’s way to a public build at anytime, that will help with the latency a lot)

    4 – Whatever framerate you have make sure you’re able to maintain it so you don’t throw off the frame pacing (it has to be stable and consistent)

    5 – Now click scale then click on your game. You can also setup a keybind to do it. After this step your game will be interpolated

    Supported Hertz/FPS List

    Minimum Supported: 30fps to 60hz
    Minimum Advised: 45fps to 90hz
    Minimum Recommended: 60fps to 120hz
    Recommended: 120fps+ to 240hz+

    Bonus Tips

    Tip 1: Some people found better results adding Lossless Scaling to their driver software then enabling forced v-sync on it

    Tip 2: Overlays can interfere with Lossless Scaling

    Tip 3: Things under the “Rendering” tab except “Draw FPS” in the program may cause issues as they’re untested. If you encounter any issues disable them

    Tip 4: Playing with controller offers a better experience than mouse as latency penalties are much harder to perceive

    Tip 5: Frame pacing is a bit off when your FPS is not half your hertz, however since the interpolation quality itself improves the higher your hertz is you can also try raising the hertz with a framerate cap as long as its evenly divisible, example: 90hz ÷ 3 = 30fps | 120hz ÷ 4 = 30fps vs 60hz ÷ 2 = 30fps.

    At such low framerates it’s up to you to pick your poison between perfect frame pacing or artifacts, so try both (if your hertz can go higher than 60hz. You can also try this with other framerates too like 60fps but the trade off becomes less worth it the higher you go)

      1. I updated my comment to include info on that.

        If you’re at 165hz either go down to 144hz or make a custom refresh rate at 164hz so it can be evenly capped. 165hz is not possible unless you get a frame capping software that can cap in decimals

      1. It’s just inherent with Windows. Mouse and Keyboard are system integral meaning it’s baked right into the Kernel and has to go through the HAL (Hardware Abstraction Layer) whereas a controller is not. A controller is handled solely by DX12 or other graphics API giving it slightly better response time. However the mouse and keyboard have to go through the HAL and Kernel and then to the DX12 or other graphics API. That is why so many console ports, especially Sony exclusives, have mouse and keyboard problems. However if done correctly the difference is only a couple of milliseconds and generally not noticeable. It’s likely the way he has to hook DX12 that makes it harder to minimize the delay increasing it enough so it is more noticeable.

        1. The amount of latency incurred by the HAL is minuscule, and that’s assuming the game doesn’t use raw input which a lot do these days. Sony games have had issues just because mouse input needs to be handled very differently from controller input and their game engines were never designed to support that (and the developers haven’t had any experience with it either.) The explanation is much simpler. Controllers are just naturally a bit laggy, so you won’t notice the increase in latency as much. This is because the way they control things such as the game camera is abstracted – a thumbstick controls the speed of camera movements, while a mouse directly controls the position of the camera. It’s a LOT more noticeable when the camera position is lagging behind your input, compared to the camera speed lagging behind your input.

        2. I get it. Controller gets preferential treatment in gaming. But I mainly play with mouse & keyboard. So not being able to play with them optimally in this case, is a deal breaker for me.

    1. The performance monitoring is still works in AMD Software Metrics menu, so you just need to start logging the results to a file.

    1. Technically it should work, but mixing these frame gen solutions won’t give you good results. It just gives high frame rate.

  5. I tested it. Not bad for a 3rd party solution, but it worse than AFMF.

    The first problem that it produce much more artifact, compared to AFMF.

    The LSFG input lag is also very high, and the experience is very bad during fast movements. It feels very strange, the frame rate is really high, but the actual feeling is better with LSFG off. I didn’t experience this kind of feeling with AFMF. Probably because AMD turns it off dynamically during fast movements. This should be a feature in LSFG too, because I don’t care if the frame rate is higher, when the actual experience is worse with frame gen on.

    Also LSFG result is not frame paced. I know it’s a known issue, but damn, this is a very big problem. AFMF just works out of box, but with LSFG I need to manually set the optimal frame rate limit, and still, this won’t eliminate all the stutters entirely. It just reduce them.

    All in all, I would stay with AFMF on Radeon. It just feels better on every aspect. But for Geforce and Arc owners, LSFG is better than nothing.

  6. I think the use of massive ai guessed fps is to enable advanced stuff like RTPT and negate the hit more than anything and/or play at ai versions of 2k/4k at the same time. Idk it’s not that useful outside of that w the artifacting and delay especially if the game doesn’t have tech like reflex that helps with that.
    Like someone in the comments there mentioned the best use would be if you get drops in places, set a minimum fps you want, hopefully reasonable for your system, and if you go into places where it crashes it can at least help out by guessing and adding in some frames. Think St Denis and rdr2 is badly optimized so it could help to steady out for most systems really. Another abandoned rs game gta 4 also could use this. It would be nice to get something like this integrated into emulation software also.

  7. More options is always a good thing. And alternate technologies can sometimes be folded into existing methods to create a superior product. So I’m all for them continuing development of this.

  8. I uploaded a guide on this program on YouTube @ Hybred I recommend watching it before using as you need to configure the program correctly for good results

  9. Just tested on God of War

    GTX 1660 super – 1440p@ultra = 40 fps
    With LS Frame Generator = 60 fps but with a HUGE imput delay and visible artefacts

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  12. Intel Core i7 11800h with Intel UHD Graphics, RTX 3070 Mobile and a laptop with Adaptive Sync:
    – In Windows Advanced Display Settings, set the Refresh Rate to 100Hz (you might need to click the “Show Display Properties” link and find the 100Hz rate there).
    – In Intel Graphics Command Center (Beta), set Adaptive Sync ON (Unlock FPS OFF, Adaptive Sync Plus OFF), and Smart VSync OFF.
    – In Nvidia Control Panel, set FPS limit to 50 and VSync OFF.
    – In Lossless Scaling, set your Preferred GPU to the discrete GPU (RTX 3070 in my case).
    – Inside the game, set the screen to Borderless Window, then start scaling (default hotkey: CTRL+ALT+S).
    – Enjoy your game at 100 FPS with perfect VSync, and practically no noticeable artifacts or ghosting (you must look really hard to see it).
    – If the game can’t sustain a minimal 50 FPS, there will be refresh rate throttling, and the screen will “hiccup”. Lower your FPS limit until the refresh rate stops throttling (or play with hiccups).

  13. I do believe all the ideas youve presented for your post They are really convincing and will certainly work Nonetheless the posts are too short for novices May just you please lengthen them a little from subsequent time Thanks for the post

  14. This is dumb. I want to boost low frame rates say 20 fps to 40 fps. If I’m already at 60fps I don’t need any more.

  15. oh now this is interesting, I create game levels for an opensource game, having this might allow us to push the detal levels for low end users…

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