We’ve done a lot of testing on DLSS4 and FSR 4 (and 3.1) to inspect image quality frame-by-fake-frame in addition to upscaling image quality. At times, these technologies serve their purposes well; DLSS in particular has gotten a lot better with its transformer model and FSR has substantially improved with version 4. We have a lot of criticisms of the fake frame technologies – especially benchmarking them on normal charts – but they do have a place in some situations. Now, we’re looking at Lossless Scaling and Lossless Frame Generation (sometimes called Lossless Scaling Frame Generation, or LSFG). This tool is highly versatile and does more than just upscaling for select games (and frame generation), but we’re really only focusing on those two core use cases today. It’s not as good as the tools built by multi-trillion dollar companies, but for something basically independently built and sold on Steam (and for $7), it’s not a big loss to try.
Link to Lossless Scaling, https://store.steampowered.com/app/993090/Lossless_Scaling / https://losslessscaling.com/
It’s just a marketing term. There is nothing lossless about the fake frames generated by this tool. It’s just doing interpolation.
I hate the name so much. I’ll use it with games where artifacts aren’t noticeable and input delay is negligible, but I’d never pretend it’s “lossless”. Same goes for any other framegen method.
I didn’t realize this when I posted my last comment, but apparently the name is because it started out as a scaling tool for pixel-art games, where integer scaling is the desired (and lossless) upscaling method as opposed to the normal methods which cause blurring of the pixel edges.