WEBVTT

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Whether you want to use AI upscaling or not, many modern games basically forced you.

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That is, if you want to turn up all the details and still get playable framerates.

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But I don't want to shell out for a new graphics card just to unlock a feature that I never really wanted

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in the first place. There's got to be a way to squeeze more

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out of the GPU I already have. And there is. It's one of the best kept open secrets

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to get more performance for your dollar and cost just $6.99, nice, or 420 cents on sale.

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Extra nice. It's made by one developer and the best part

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is it works on pretty much any graphics card, new or old, in every game.

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Meet Lostless Scaling, an app that can both upscale

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your games from lower resolutions and even use frame generation to multiply your FPS

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by as much as you want, albeit with mixed results

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once you get past a certain point. And that's not all.

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Man, I need to see this for myself. To start things off, both David and I

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are going to be experiencing doom-the-jar cages on a 4070 Ti at 4K high without any form of scaling

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or frame generation. This is really a great example of a modern game

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that really doesn't run perfect if you're not using any kind of cheat.

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So why don't we cheat? Control Alt S will toggle Lostless Scaling,

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which we've configured with two times frame gen, which is a lot smoother.

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But like any frame generation technology, I'm still feeling 40 FPS worth of input latency.

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With that said, I was expecting the image quality of those interpolated frames to be worse.

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Oh, it's really not bad. It's really not bad. I think if I didn't know frame gen was on,

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I would have a hard time immediately recognizing that it was. Which is both a good thing and a bad one.

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Yes. OK, now you've tried the two-time multiplier. Do you want to go higher?

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I do want to go higher. This is your first look at this interface, too.

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Super straightforward. So clean. Multiplier. Oh, god.

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OK. Just try three to start. OK.

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It's definitely smoother. But now I'm really getting that uncanny.

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It almost feels like motion smoothing on my TV.

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You know, like it's not right. Yeah. But I mean, when you look back over at this native 4K,

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which experience do you think you'd rather have?

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I'm looking for motion anomalies, and they're not. They're there, but they're not bad.

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Well, I had reason to believe that this would be substantially worse frame gen than the stuff

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that NVIDIA and AMB has. But it's pretty darn good.

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But can I multiply it even more? Oh, yeah. I'm going to 5X.

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That's more than NVIDIA can do. So I have about 45 FPS native.

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Oh, wow. Oh, that's interesting.

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It's not even pretending that I'm able to do much more than about, oh, no, that

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is about 5X right now. It's just your base frame rate dropped so much

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because so much computation is happening on your graphics card. Right.

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So there's a reason that NVIDIA capped out their solution

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at 4X. It's just so costly on the compute side

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that you're not getting enough base FPS to even get a net benefit from it.

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Interesting. The higher your multiplier goes, the more

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I think native is the better choice.

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Yeah, this is not only not a better experience

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than what I was trying before, but this is not a good experience.

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What we want to explore next is fixed versus adaptive frame

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gen. So fixed is just the multiplier like NVIDIA has.

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But adaptive will add in between frames to hit a set frame rate, sort of like a computational variable

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refresh rate to oversimplify it a lot. So instead of having my multiplier,

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I'm going to go adaptive and I'm going to say I want a game

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at, I think 120 is asking a lot at these settings.

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But maybe I want a game at about 85 FPS. I think that's a really nice sweet spot.

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It's much, much better feeling than 60, but not so intense as like 120 or more.

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My base frame rate really is still a little bit too low.

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Like 40 feels input laggy. I would probably want to turn this game down a little bit,

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but in terms of the smoothness, it looks pretty darn good.

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Well, I'm not playing so I can't ascertain the input latency, but in terms of visuals, that looks high refresh rate.

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It looks great. It looks really good. You can do 120 though.

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I wouldn't. It feels too uncanny, like the disconnect

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between how the latency feels and how the smoothness looks

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is just too great. There's actually one more slider we can mess around with to change the performance.

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So why don't you switch to loss of scale and I'll show you. This is the flow scale.

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Basically, it's the size of the images that

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are going into loss of scale. So it takes the full screen and then it lowers the resolution

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to process that the lower your flow scale is. And so right now, the sweet spots between 50 and 60%,

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which is where we are, but you could theoretically get a better image out of the higher flow scale

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because there's more information for it to process and more performance at the low end

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because those images are being shrunk and processed fast. Interesting. So let's try 40.

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Sure. OK, so turning it down is supposed to give me

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like maybe less computational overhead. A little bit. It seems like you're like a few frames higher,

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but then you might notice more anomalies in your generation.

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What a great utility. Can you imagine a world where like GPU vendors just built

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stuff like this that's completely platform agnostic and just no nonsense.

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Here's the sliders. Here's what everything does. There's no obfuscating what the actual performance is.

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Like their FPS counter tells me how many real frames I have

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and then how many of them are generated. So good. Like just don't mark it to me.

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Just tell me what it is. So good. Obviously, there are limitations and we're seeing them.

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But overall, if I didn't see how well this worked with my own eyes, I wouldn't believe

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that this could be made by just one person. How?

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OK, well, like many programs that benefit from open source projects, it's not actually one person,

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but one of the most impressive pieces, lossless scaling frame gen is.

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So we reached out to the creator of lossless scaling who goes by the pseudonym THS to explain how it wakes.

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Lossless scaling frame generation is a convolutional neural network

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developed from scratch. It takes only the final frame as input,

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and specifically in the LSFG3 version, is capable of generating any number of intermediate frames

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for arbitrary time stamps. This enables both adaptive and any multiplier fixed modes.

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Compared to DLSS or FSR, which receive extensive information

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from the game engine, LSFG operates with significantly

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less input data. While this limits its potential output quality.

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Yeah, about that. Lacking motion vectors to help process the image

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and not being able to differentiate HUD elements from game objects means that visual anomalies can be pretty

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distracting in some situations. But it also gives LSFG a major advantage in terms

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of the wide range of use cases. To ensure broad compatibility across GPUs,

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the trained model was manually ported to DirectX 11

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compute shaders. LS captures via game frames and processes them

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via LSFG shaders, functioning effectively

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as a DirectX 11 application that generates and displays

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frames at the appropriate times based on the selected mode.

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That is probably the coolest part. There is no requirement for specialized AI hardware,

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and DX11 GPUs have been mainstreamed for well over

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a decade now. So yeah, the image quality can only go so far,

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but just about anyone can take advantage of it.

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There are some other caveats. A big one is that you're going to want to keep your GPU usage

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to around 85% to avoid spikes that really hurt lossless

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scaling's quality, which, wait, 85%, I bought the whole GPU.

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I want to use the whole GPU.

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Well, don't worry, THS thought of that. Another super cool thing about lossless scaling

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is that it can be run on a secondary GPU

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or even your integrated graphics, which reduces the load on your primary gaming card

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and frees up a little bit of extra performance. Now, our results with an IGPU were pretty underwhelming,

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but the idea of an upscaling co-processor

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is one that really intrigues me. A lot of people have old GPUs kicking around

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and hey, maybe this $7 piece of software

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can give it a fresh raison d'etre. Let's give it a shot.

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Now let's get this started. There are a couple things that we changed from the B-roll though.

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I actually ended up using the slot that was right next to my primary card because it runs at 8x rather than 4x

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and the data rate to our secondary GPU actually does matter.

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The other thing that we need to do is we have to unplug from our primary GPU

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and actually run our display off of the secondary GPU.

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So this one drives the display, but this one is providing the main gaming grunt.

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It's just routed through the secondary card. What is this to the Velcro?

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Oh, the Velcro is to push these cards apart a little bit

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so this one doesn't overheat. LTTstore.com.

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Now we just need to configure lossless scaling. So we'll change our preferred GPU to RTX 2060.

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That's our preferred GPU for scaling to use.

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Then we're gonna go into our graphics settings in Windows

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and we're gonna change our default high-performance GPU to our faster one that we don't actually

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have our display plugged into. So for us, that's a 4070 Ti.

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You may also find that you need to add an exception for the specific game, but not always.

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Let's lose the adaptive scaling for now then and let's go back to trying like a 3x multiplier.

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Am I getting better performance than before? I feel like I'm over.

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It's as bad, if not worse than it was before. Okay.

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And this sucks. This is really bad.

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Almost at 30 FPS. Yeah, which is not high enough

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for a good gaming experience. You know what though?

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The 2060 is probably not powerful enough

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to do 4K frame gen. So you are at the mercy somewhat

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of the performance of that secondary card. It can't just be like any ancient card

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if you're hoping to run at the highest resolution in detail settings.

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Do we have like a 3060? Yeah, we do. Oh, perfect.

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Okay, let's do that. I feel good. It's gonna work good this time. Oh, it's gonna be so good this time.

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If we'd done like 2x frame gen or if we were running at a lower resolution with that 2060,

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probably would have been fine. But we want 4K gaming.

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At least for now. 4K. Well, yeah. Here we go, here we go.

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So my native performance is exactly what I'd expect. Control Alt S and

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Woo! And my native performance stays exactly the same.

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And I get frame gen. This is the best experience I've had with it so far.

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Okay, this is pretty good. Doesn't do anything about the latency.

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But wow, what a cool idea.

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You wanna see how high the number we can go? I mean, sure.

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Yeah, I guess with the dedicated card we could multiply higher.

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Or we can do it because of the base resolution. Should I go to five this time?

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Okay, I'm going to five. I'm going to five, boys. Dude!

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Look how smooth that is. That's crazy smooth. It looks high refresh rate.

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It is, but it looks it. Dude! I am getting a 5x frame gen multiplier.

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Wow. It still feels in terms of input lag like 40 FPS, but.

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Artifacting is not immediately perceptible either. I mean, this is a pretty like, you know,

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early 2000s brown filter over everything game.

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You lost your scaling. Oh, I did? Yeah.

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What just happened? Oh my God, I think I lost the scale. Oh, no, wait, no, it's back.

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200 frames. No! Now, it's worth noting that the resolution

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that I perceive in motion is not as good

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as when I'm holding still. And that's a significant drawback of these kinds of scaling technologies

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is that if they don't know which direction an object is going because they don't have motion vector data

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from the game engine, you're going to lose some of the clarity

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when you are in motion. I wouldn't use this for a competitive game by any stretch of the imagination.

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Look at your HUD. Look at that crosshair. Sometimes we move really fast.

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Whoa! Whoa! You know what's funny is when I was playing,

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I didn't even notice it though. No, but it's, whoa! As soon as you're looking for it, it's crazy.

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Yeah, that's pretty bad. We are doing 5x frame gen though.

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And that's another thing that is a disadvantage when you don't have any kind of input from the game.

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Like, hey, maybe you don't alter these HUD elements.

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It's something he could add in too. In reshade, you can separate HUD elements manually.

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And so I could see on a game per game basis allowing people to have the HUD be processed separately

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from the rest of the scaling, maybe. Maybe it'd be pretty tough

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because then you're losing some of the advantages of this software is that it just kind of works on everything.

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100%. And then you're building profiles again. And then you're basically just doing

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what AMD and NVIDIA are doing. Fair enough. Overall, I don't think there's a question

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that I would rather play with this on, hmm.

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Maybe turn off the 5x so it doesn't look as stupid. Yeah, here, let's...

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Go back to two. Let's go to a more reasonable scaling multiplier.

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Maybe two. Yeah. At this point, I don't think there's much of a question.

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I would, ah. Now that you're seeing the thing,

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it's like it's, it wasn't as bad before. I think it's even worse.

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That's interesting. Okay, look, let me try yours again.

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Oh, okay.

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No, no, no, it's fine. It's fine, it doesn't matter. It's just like, I was questioning

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whether I would turn this on and I'm like, oh, maybe neither of these are what I would configure

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because I would want a higher base frame rate regardless, even if it means turning down some details.

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But there's no question that the software is pretty impressive

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and we haven't even touched on the actual scaling

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that it was originally named for. THS said that the reason they originally made

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lossless scaling was that they bought a 4K monitor for coding and their computer couldn't handle it for gaming.

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Now, obviously you can just run your monitor

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at a non-native resolution, but at the time, graphics drivers could only do

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nasty hobbits' soft, bilinear scaling, yuck.

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So, THS developed the first version

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to make sharp, sexy, integer scaling a breeze

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and then just kept adding features until we got the flexible array of options

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that we're left with today. It's even great for non-gaming applications.

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Do you love anime? Well, you can boost the sharpness with anime 4K.

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More into emulating retro games, THS included XBR scaling to make pixel art games

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really look their best. And if you wanna scale your demanding 3D games,

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well, hey, you can try AMD's FidelityFX Super Resolution,

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FSR, or NVIDIA image scaling, even in games that don't support them.

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That versatility and the convenient package it's wrapped in is genuinely fantastic.

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Let's try using FSR. Let's start with Doom the Dark Ages,

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which actually does support FSR. So David is gonna turn it on in-game

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and then I am gonna turn it on using lossless scaling. I'm also gonna disable my secondary GPU

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because that's not really apples to apples otherwise. So I guess I want the optimized version,

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a non-original optimized version of AMD FSR, which is better to do for the less powerful.

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RGPs are also powerful. Yeah, let's leave that off. Sharpness, let's leave that in the middle.

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To do that, I need to set my game to borderless windowed and then I'm gonna set my resolution

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to whatever I would want my input resolution to be for my scaling technology.

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So let's go with 1080p. I wanna really play at a high frame rate.

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Now we go into lossless scaling and we set our type to FSR.

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We're just gonna leave it on auto, I guess.

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Will that do a 2x factor? Well, it's gonna bring it

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to whatever your monitor's resolution is. Oh, brilliant.

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Okay, oh yeah, right. I'm definitely scaling because I was running

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at that lower resolution before and if it's not on, it's running like this

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and if it's on, it's running like that. That's a lot of daring.

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We are running into some v-sync issues. I've noticed there's limitations

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based on the monitor's refresh rate when you're using lossless scaling

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and because we're going to a capture that is limited to 60, we are gonna be kinda locked around 60

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even if you turn v-sync off and everything. Let's lose the capture then

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and we'll just use the over the shoulder. Wait, how are you at 93 FPS?

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I have FSRs on. Oh, that's right, I forgot. Okay, so now we're pixel peeping a little bit.

00:16:56.100 --> 00:16:59.140
Why don't we just play for a little bit first? Hey, I'm getting more FPS than you.

00:16:59.140 --> 00:17:03.140
No, I just wanna make sure that my settings are correct. FSR performance would be 1080p.

00:17:03.140 --> 00:17:06.420
Ooh, now I'm not feeling the latency, boys. Well, those are real frames.

00:17:06.420 --> 00:17:11.980
They're just lower resolution. You know what, man, they look pretty okay to me.

00:17:11.980 --> 00:17:15.260
Yeah, I can't immediately tell the difference in sharpness between ours.

00:17:15.260 --> 00:17:18.700
Oh, I'm up at 100 now. Performance is quite similar.

00:17:18.700 --> 00:17:23.180
And mine was easier to set up than yours was. That's fair.

00:17:23.180 --> 00:17:27.460
Got a little finicky problems. It's definitely not as sharp.

00:17:27.460 --> 00:17:31.620
Like I'm looking at these chains that there's baddies kinda hanging down from or whatever.

00:17:31.620 --> 00:17:37.020
Like... But same with mine, the native FSR is not perfect.

00:17:37.020 --> 00:17:40.940
Now, is this supposed to be as good as proper integrated FSR?

00:17:40.940 --> 00:17:44.860
I don't think so, because I think

00:17:44.860 --> 00:17:47.860
the integrated FSR gets access to a little more information

00:17:47.860 --> 00:17:50.980
than just the output frame. It really doesn't look that different to me, though.

00:17:50.980 --> 00:17:55.900
I mean, can you do me a favor and go find that chain again and then just like do the same back and forth?

00:17:55.900 --> 00:18:00.300
Cause I've got crazy ghosting on mine. Whoa, buddy.

00:18:00.300 --> 00:18:05.020
Mine's not doing it. Huh. I would have assumed that the one built into Doom

00:18:05.020 --> 00:18:10.020
would be better, but I don't know if that's necessarily true. Another big one is distant foliage.

00:18:10.020 --> 00:18:14.500
So let's just find a tree or something to look at. Here we go, against these mountains,

00:18:14.500 --> 00:18:18.500
there are like these birds and stuff behind you. Behind? Up there, yeah.

00:18:18.500 --> 00:18:21.900
I am not perceiving a major difference here.

00:18:21.900 --> 00:18:26.780
No. Oh, you know what? No, this tree is better on yours.

00:18:27.780 --> 00:18:31.780
Yeah, you're right. Definitely. So it looks like it's gonna be a bit of a mixed bag,

00:18:31.780 --> 00:18:35.740
but what's cool about loss of scaling is I have all other kinds of different options.

00:18:35.740 --> 00:18:39.540
Which one do you want? LF1, let's do it. That's the scaling that they built.

00:18:41.860 --> 00:18:45.260
Uh, yeah. I don't think it's as good as that.

00:18:45.260 --> 00:18:47.460
Yeah. Well, let's look at the chain.

00:18:49.020 --> 00:18:53.180
Yeah, the tree's not as good. I can tell you that much for sure. Hey, my chain's still better than your chain though.

00:18:53.180 --> 00:18:57.140
Got them. This is so crazy. I mean, that's the thing with all of these technologies

00:18:57.140 --> 00:19:02.420
is they do tend to be a bit of a mixed bag and you're gonna have to play around and find out what works best for you.

00:19:02.420 --> 00:19:07.300
And again, what's cool about loss of scaling is that I don't even need the game to support it at all.

00:19:07.300 --> 00:19:12.260
So why don't we fire up a game that doesn't support loss of scaling? Like, Halo Infinite?

00:19:12.260 --> 00:19:16.340
No. Why? Because... Why do you guys never let me play Halo Infinite

00:19:16.340 --> 00:19:21.020
on set anymore? Well, first off, you play too long. Secondly, because of the way Halo Infinite

00:19:21.020 --> 00:19:25.620
does its resolution, we can't change it to a smaller size to scale up.

00:19:25.620 --> 00:19:29.300
So it won't work with loss of scaling in that way.

00:19:29.300 --> 00:19:32.380
Yay, Halo Infinite! Woohoo!

00:19:32.380 --> 00:19:35.660
And I'm getting more FPS, boys!

00:19:36.660 --> 00:19:40.420
Not by that much. As for image quality,

00:19:41.500 --> 00:19:44.540
let's have a look here. Hey, meet me at the Bazaar. The Bazaar.

00:19:44.540 --> 00:19:48.020
The Bazaar! Stop it, I'm doing a video!

00:19:48.020 --> 00:19:51.620
Leave me alone. You shouldn't put so many bots in the game then.

00:19:51.620 --> 00:19:54.380
Don't leave the option to change much. Okay, let's see.

00:19:55.860 --> 00:19:59.300
I mean... Yeah, I'm upscaling from 1440,

00:19:59.300 --> 00:20:01.780
but like, this is pretty good.

00:20:02.740 --> 00:20:05.780
The text is a little fuzzy. Like, that's noticeable to me,

00:20:05.780 --> 00:20:09.580
but like, I have to go looking for it. Not bad.

00:20:09.580 --> 00:20:13.060
Of course, I'm not getting a huge performance benefit right now either.

00:20:13.060 --> 00:20:16.420
I'm getting about the same frame rate that you are.

00:20:16.420 --> 00:20:20.900
Wait, do I not have it on? I do have it on, because I have my performance counter.

00:20:20.900 --> 00:20:26.060
Okay, I'm gonna turn and frame you as well, just for loss. My image quality looks darn near the same as yours,

00:20:26.060 --> 00:20:29.980
but my FPS is also darn near the same as yours.

00:20:30.900 --> 00:20:34.980
You're doing a little bit better than me. I'd be interested to try the adaptive frame rate.

00:20:34.980 --> 00:20:39.020
I think that's one of the cool use cases for it. If you have an old eSports monitor

00:20:39.020 --> 00:20:43.100
that doesn't support variable refresh rate, you can kind of just force it computationally

00:20:43.100 --> 00:20:47.900
and hit a consistent frame rate, even if some of those frames are generated.

00:20:47.900 --> 00:20:52.140
Okay, let's turn on frame gen and have a look at how things go. Yeah.

00:20:52.140 --> 00:20:56.180
Okay, so... I love that this, the first thing I think

00:20:56.180 --> 00:20:58.580
when I see LSFG is let's f***ing go.

00:20:59.340 --> 00:21:03.220
Let's f***ing go. Okay, I'm gonna try 2x multiplier to start.

00:21:03.220 --> 00:21:06.260
With the higher input frame rate, dude,

00:21:06.260 --> 00:21:10.580
obviously it doesn't feel quite right. It looks really smooth.

00:21:10.580 --> 00:21:13.860
I can force it to artifact, like look at this crane in the back.

00:21:13.860 --> 00:21:18.340
Oh yeah. Like I can make it kind of do weird stuff, but it's not the sort of thing that I would notice

00:21:18.340 --> 00:21:23.140
if I was just playing the game. No. Okay, like hold on, let me try yours for a sec.

00:21:23.140 --> 00:21:27.580
Let me try yours for a sec. Dude, I would play on that one for sure.

00:21:27.580 --> 00:21:32.780
No question, actually. Like I thought I was gonna be like, hmm, I guess the pros and cons, you see,

00:21:32.780 --> 00:21:36.260
they kind of somewhat outweigh or they don't outweigh.

00:21:36.260 --> 00:21:40.020
Like... And it's surprising, this is kind of like an eSports situation,

00:21:40.020 --> 00:21:44.220
and I thought this would be totally something that is not in the wheelhouse of loss of scaling.

00:21:44.220 --> 00:21:49.780
Okay, switch again. I wanna see, I wanna confirm. It just goes to show that frame generation is best

00:21:49.780 --> 00:21:53.540
in situations where you least need it. My base experience is pretty good.

00:21:53.540 --> 00:21:56.740
It's just a little boosted by that frame gen.

00:21:56.740 --> 00:22:00.500
I gotta say I like it, which you might see as a reversal

00:22:00.500 --> 00:22:04.380
from my previous position, where generally I avoid upscaling

00:22:04.380 --> 00:22:08.900
or frame generation technologies whenever possible. But there's a big difference to me

00:22:08.900 --> 00:22:12.380
between what AMD and especially NVIDIA have been selling,

00:22:12.380 --> 00:22:16.580
which is fake frames for real dollars and what THS is selling,

00:22:16.580 --> 00:22:19.860
which is a shot of adrenaline for your older card

00:22:19.860 --> 00:22:22.900
for the very reasonable price of $7.

00:22:22.900 --> 00:22:27.900
And I know that some folks are still gonna be adamantly against using scaling technologies

00:22:27.900 --> 00:22:33.860
or frame generation technologies of any sort, but the controls in here are granular enough

00:22:33.860 --> 00:22:39.660
that I think even if all you want is an extra five or 10% headroom on an older card

00:22:39.660 --> 00:22:44.500
or to hit a target frame rate, you might appreciate having this tool in your toolkit

00:22:44.500 --> 00:22:48.500
and deciding for yourself if it's worth the compromises.

00:22:48.500 --> 00:22:53.060
I guarantee that you have $7 games in your Steam library right now that you've played less

00:22:53.060 --> 00:22:56.360
than you'll tinker around with this. Just like you should check out the last time

00:22:56.360 --> 00:23:00.360
we did something fun with a GPU. Okay, that was fun and very dumb,

00:23:00.360 --> 00:23:04.560
but boy, did it ever go brrrrrrr, and like this kind, brrrrrrr.

00:23:04.560 --> 00:23:05.400
It was cold.
