- Performance Mode Hotfix - 14 July 2025
Resolved a critical bug that impacted quality in LSFG 3.1 Performance mode.Fixed an issue where holding down a key wouldn’t repeat input if it was part of a scaling hotkey combo.Added Macedonian localization.Big thanks to everyone helping make LS better.Also, check out the excellent work by PancakeTAS on running LSFG on Linux:https://github.com/PancakeTAS/lsfg-vkHave fun!
- LSFG 3.1 - 11 June 2025
This update introduces significant architectural improvements, with a focus on image quality and performance gains.Quality ImprovementsEnhanced overall image quality within a specific timestamp range, with the most noticeable impact in Adaptive Mode and high-multiplier Fixed ModeImproved quality at lower flow scalesReduced ghosting of moving objectsReduced object flickeringImproved border handlingRefined UI detectionIntroducing Performance ModeThe new mode provides up to 2× GPU load reduction, depending on hardware and settings, with a slight reduction in image quality. In some cases, this mode can improve image quality by allowing the game to achieve a higher base frame rate.OtherAdded Finnish, Georgian, Greek, Norwegian, Slovak, Toki Pona localizationsHave fun!
- Adaptive Frame Generation - 8 March 2025
AFG Introducing Adaptive Frame Generation (AFG) mode, which dynamically adjusts fractional multipliers to maintain a specified framerate, independent of the base game framerate. This results in smoother frame pacing than fixed multiplier mode, ensuring a consistently fluid gaming experience. AFG is particularly beneficial for games that are hard or soft capped at framerates that don’t align as integer multiples of the screen's refresh rate (e.g., 60 → 144, 165 Hz) or for uncapped games — the recommended approach when using LS on a secondary GPU. Since AFG generates most of the displayed frames, the number of real frames will range from minimal to none, depending on the multipliers used. As a result, GPU load may increase, and image quality may be slightly lower compared to fixed multiplier mode. Capture To support the new mode, significant changes have been made to the capture engine. N…
- LSFG 3 - 10 January 2025
Happy anniversary, LSFG! LSFG 3 is built on a new, efficient architecture that introduces significant improvements in quality, performance, and latency. Key improvements include: Better quality: Reduced flickering and border artifacts, with noticeable enhancements in motion clarity and overall smoothness. Lower GPU load: A 40% reduction for X2 mode compared to LSFG 2 (non-performance mode). Over 45% reduction for multipliers above X2 compared to LSFG 2 (non-performance mode). The "Resolution Scale" feature remains an excellent way to further reduce GPU load. For instance, setting it to 90% roughly aligns with the LSFG 2 "Performance" mode. Improved latency: Latency testing with the OSLTT tool (at 40 base FPS, X2) shows approximately 24% better end-to-end latency compared to LSFG 2. Unlocked multiplier: LSFG 3 also introduces an unlocked multiplier, now capped at X20. While this offers g…
- Announcing LSFG 3 - 5 January 2025
We’re excited to unveil LSFG 3, featuring significant improvements in quality, performance, and latency! It will officially launch on January 10, celebrating the anniversary of the LSFG 1 release. Thank you for being part of our journey, stay tuned for more updates!
- Resolution Scale, SGSR v1, and Windows 11 24H2 Compatibility - 16 November 2024
Introduced a new "Resolution Scale" option for LSFG. This feature allows input frames to be processed at a reduced resolution while generating output at the original resolution. For example, when playing at 1440p, setting the scale to 50% enables LSFG to generate 1440p output from a 720p input. This provides a performance boost with only a minor quality trade-off (depending on the game). Note that this is not related to image scaling; rather, it reduces the amount of information available to LSFG for motion estimation. LSFG 1.1 has been fully replaced by LSFG 2.3 and is no longer available. For instance, at a resolution scale of 90%, LSFG 2.3 Performance is both faster and of higher quality. If you still wish to use LSFG 1.1, LS 2.11 remains available in the Betas section on Steam. Introduced SGSR v1, a highly lightweight spatial upscaler. For more details, visit the official page: http…
- X4 Frame Generation & G-Sync Support - 11 August 2024
- LSFG 2.3 introduces X4 frame generation mode, generating three intermediate frames. The recommended usage scenario starts with the game's base framerate of 60 frames and for monitors with a high refresh rate of 240 and above, but can also be used with lower framerates (where the base mode is expected to give better results compared to "performance"). - X3 mode has been updated to further reduce artifacts on patterned textures and in dark scenes. - Increased UI detection rate from every 4th frame to 1 for "performance" mode, as it was found that this could cause some artifacts. This led to a slight decrease in performance, so this parameter can now be changed in the config.ini file located in the installation folder. - Initial support for G-Sync. It is recommended to enable it for full screen mode in the driver settings. Special thanks to the Reddit user That_Committee9145 who first fo…
- Quality fixes - 4 August 2024
- Reduction of LSFG artifacts on patterned textures and in dark scenes, especially noticeable when HDR is enabled. - LS1 sharpening correction, now the value 0 should match the original. Improved colors with HDR. - Added Portuguese and Serbian translations
- Framepacing and LSFG updates - 18 July 2024
This version aims to improve smoothness, framerate stability and latency for a wide range of GPUs. - LSFG 2.2 updates the UI detection part by reducing the level of over-detection, which eliminates some artifacts caused by UI detection and has a positive effect on the overall smoothness of the image. - Cursor rendering at the target framerate. - Return to the previous behavior when rendering over refresh rate is allowed. - The new "Max Frame Latency" option acts as a balance between latency and performance. There is no best value, as all systems are different. Most likely, the optimal value will be 1 for Nvidia GPUs and 3 for AMD. It should be at least 2 (3 for AMD) if you want LS to be able to render over refresh rate. - Merged the "Vsync" and "Allow tearing" options into one menu, where "Default" means that both of them are disabled. - Improved Freesync support (works only on AMD GPUs…
- X3 Frame Generation - 6 June 2024
- Introducing the X3 frame generation mode. LSFG 2.1 can now generate two intermediate frames, effectively tripling the framerate. X3 has increased GPU load by approximately 1.7 times compared to X2 mode. At the same time, LSFG 2.1 Performance and LSFG 1.1 have been optimized to be 20% faster in X2 mode compared to the previous version. It has been tested that X3 mode does not cause any additional latency compared to X2. Latency is affected by the base framerate and when the GPU is fully utilized. For the best experience in both image smoothness and latency, it is recommended to lock the game framerate at 1/3 of the monitor's refresh rate in X3 mode. The minimum recommended base frame rate remains the same as for X2 mode at 30 FPS for 1080p and 40 FPS for 1440p, respectively. - New behavior when the final framerate should exceed the monitor refresh rate: Previously, LS rendered all nece…
- Introducing LSFG 2.0 - 8 May 2024
- Enhanced architecture for processing large-scale movements, enabling efficient usage at lower frame rates. Hence, the minimum recommended base frame rates are 30/40 for 1080p/1440p resolutions respectively, with 60 FPS and higher recommended for an optimal experience. - Noticeable reduction of common artifacts such as motion ghosting, edge distortion, and image blurring. In cases where artifacts persist, it is advisable to increase the base frame rate. - GPU load has increased by 1.5 - 2x depending on the resolution. Therefore, a new 'Performance' mode has been added to preserve the performance of the previous version. It retains all the main advantages of the quality version and surpasses the LSFG 1.1, all at the same speed.
- General improvements and bug fixes - 4 April 2024
Reduced distortion/ghosting artifacts for LSFG that could occur at certain resolutions and low frame rates. Changes to DXGI capture that may improve frame rate stability and address possible other issues. Read the full changelog here.
- LSFG 1.1 – New UI detection model - 7 March 2024
Part of the LSFG has been reworked to detect UI more effectively. As a result, a significant reduction in UI ghosting and less impact on the main image in case of incorrect detection. Read the full changelog here.
- New frame capture API - 9 February 2024
New DXGI frame capture API, that should fix most performance issues, also allows the LS to be tied to the game's framerate and simply double the number of frames when frame generation is used. For the best LSFG experience, it is still recommended to lock the game's framerate to half the LS refresh rate (which can be limited by the vsync option). However, you can now also lock the game at any framerate or not lock at all, while LS will do its best to ensure the correct framepacing. Read the full changelog here.
- Introducing Frame Generation - LSFG - 9 January 2024
Introducing LSFG 1.0 - a universal frame generator that can be used for most games and not only. Designed from the ground up using machine learning to run on a wide range of GPUs, including integrated graphics cards. Can be used with or without scaling. The recommended minimum to have the best quality is 60 FPS in a game and a 120 Hz monitor, but it can also be used in a combination of 30 FPS and 60 Hz in some games at a resolution of up to 1080p. To read the brief guide and see all the changes, please check release notes.
- Introducing a new scaling type - LS1 - 9 August 2022
Based on machine learning, LS1 is a small and fast general-purpose neural network optimized for scaling factors in the 1x–2x range. LS1 has similar performance and image quality to FSR, while surpassing it in many cases. There have also been many other changes since the release of version 2.0, the last major announcement. Summary for those who do not follow updates in the community: New scaling types: Anime4K, Sharp bilinear, xBR Cursor scaling option Latency improvements Experimental VRR support Stretch to fullscreen mode Windowed mode Crop input option Multi-display mode I look forward to your feedback, Have fun!
- Stand with Ukraine! - 2 March 2022
Due to the attack of the Russian Federation, I was forced to leave my home. Program development has been suspended indefinitely. You can support Ukraine, all income from sales of this program during the war will be directed to the needs of the Ukrainian army and the affected population of the country.
- 2.0 released! - 1 December 2021
What's new: UI: Completely new UI with themes support; Support for game profiles: you can still use the hotkey or scale button - game profile will be applied automatically, or you can use the auto scale option to let the game window to be scaled automatically whenever it is activated (including window activation when the game starts); Ability to choose preferred GPU (may be useful for laptops); Option to run as administrator; Option to start minimized at Windows startup; Option to minimize to tray; New settings storage; Localizations for: French German Portuguese, Brazilian Russian Spanish Turkish If you would like to translate the program into your own language, you can help me with this on Crowdin. If your language is not listed please tell me to add it. Core: The latency has been improved. The "Low Latency" option has been removed as unnecessary; LS will create a driver profile for i…
- 1.6.0 released - NVIDIA Image Scaling is here! - 18 November 2021
Added another great upscaler - NIS (NVIDIA Image Scaling). Notes: The sharpness setting is unified for both FSR and NIS in the range , where 1.0 is the maximum sharpness. Have fun!
- 1.5.7 Released - 13 September 2021
This is the 20th update since the release of the first version 1.4.0 with FSR support. I decided to post it as a major update to tell about the main changes that happened during this time for those who do not follow the forum. The main efforts were spent on polishing the program, getting rid of bugs, improving stability and performance. Not without new features. Here are the main changes since version 1.4.0: - The UI has been changed to better differentiate the settings of the scaling factor from its type and options for this type. - LS now almost does not consume CPU time (about 1-2%). In the original version, it fully loaded one logical core. - Added an optimized version of the FSR, which can be much faster than the original and is well suited to weaker GPUs. - Added optimizations that reduced GPU usage by up to 20%. - Added option to reduce latency, which allowed to get latency compa…