Lossless Scaling V2.8.1 〈LEGIT - 2024〉

| Game | Base Resolution | Target Res | Scaling Method | Base FPS | LSFG X2 (target FPS) | GPU overhead | Perceived latency increase | |------|----------------|------------|----------------|----------|----------------------|--------------|----------------------------| | Cyberpunk 2077 | 1080p | 1440p | FSR | 52 | 96 | +12% | +18 ms | | Elden Ring | 1440p | 4K | NIS | 58 | 112 | +9% | +22 ms | | Stardew Valley | 720p | 1440p | LS1 integer x2 | 60 | 60 (no FG) | +3% | 0 ms | | Cemu (BotW) | 900p | 1440p | Anime4K | 45 | 86 | +15% | +28 ms |

The key to success with v2.8.1 is understanding its trade-offs: stable base frame rate (not variable), tolerance for some UI artifacts, and a 120 Hz+ display to fully benefit from frame generation. When those conditions are met, it effectively gives any application the benefits of modern display technologies—without waiting for developers to implement them. Lossless Scaling v2.8.1

1. Introduction Lossless Scaling is a proprietary Windows application designed to perform real-time scaling and frame generation on any rendered output, regardless of the source application’s native support. Version 2.8.1, released in mid-2024, represents a mature iteration focusing on stability, input latency reduction, and enhanced compatibility with modern graphics APIs (DirectX 11, 12, Vulkan, and OpenGL). | Game | Base Resolution | Target Res

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