WEBVTT

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

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

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rates. But I don't want to shell out for a new graphics card just to unlock a

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feature that I never really wanted in the first place. There's got to be a way

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to squeeze more out of the GPU I already

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have. And there is. It's one of the best kept open secrets to get more

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performance for your dollar and cost just $6.99. Nice. Or $420 on sale. Extra

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nice. It's made by one developer. And the best part is it works on pretty much

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any graphics card, new or old, in every

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game. Meet Lossless Scaling, an app that

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can both upscale your games from lower resolutions and even use frame

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generation to multiply your FPS by as much as you want, albeit with mixed

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results once you get past a certain point. And that's not all. Man, I need

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to see this for myself. on these systems

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powered by today's sponsor, War Thunder. If you're into vehicle combat games, War

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and mobile devices. Play for free using the link in the description.

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To start things off, both David and I are going to be experiencing Doom: The

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Dark Ages on a 4070Ti at 4K high without

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any form of scaling or frame generation. This is really a great example of a

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modern game that really doesn't run perfect if you're not using any kind of

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cheat. So, why don't we cheat? Crl Alt S

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will toggle loss of scaling, which we've configured with two times frame gen,

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which is a lot smoother, but like any frame

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generation technology, I'm still feeling 40 FPS worth of input latency. With that

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said, I was expecting the image quality of those interpolated frames to be

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worse. >> Oh, it's really not bad. >> It's really not bad. I think if I didn't

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know frame gen was on, I would have a hard time immediately recognizing that

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it was, >> which is both a good thing and a bad one. >> Yes. Okay, now you've tried the two time

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multiplier. Do you want to go higher? >> I do want to go higher.

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>> This is your first look at this interface, too.

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

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>> just try three to start. >> Okay,

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it's definitely smoother, but now I'm really getting that uncanny.

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It almost feels like um like motion's

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moving on my TV, >> you know, like it's not right. >> Yeah. But I mean, when you look back

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over at this native 4K, 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

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not bad. >> Well, I had reason to believe that this would be substantially worse frame gen

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than the stuff that NVIDIA and AMD 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. Oh, wow.

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Oh, that's interesting. It's not even pretending that I'm able to do much more

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than about Oh, no. That is about 5x right now. >> It's just your base frame rate drops so

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much because so much computation is happening on your graphics card,

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>> right? So, there's a reason that NVIDIA

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capped out their solution at 4x. It's

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just so costly on the compute side that you're not getting enough base FPS to

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even get a net benefit from it. Interesting.

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>> Yeah, the higher your multiplier goes, the more I think native is the better

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choice. >> Yeah, this is not only not a better

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

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experience. What we want to explore next is fixed versus adaptive frame gen. So

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fixed is just the multiplier like NVIDIA has, but adaptive will add in between

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frames to hit a set frame rate. Sort of like a computational variable refresh

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rate to oversimplify it a lot. So instead of having my multiplier, I'm

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going to go adaptive and I'm going to say I want to game at I think 120 is

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asking a lot at these settings, but maybe I want to game at about 85 FPS. I

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think that's a really nice sweet spot. It's much much better feeling than 60,

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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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>> Mhm. >> Like 40 feels input laggy. I would

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probably want to turn this game down a little bit, but in terms of the

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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

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refresh rate. It looks great. >> It looks really good. You can do 120

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though. >> Uh, I wouldn't. It It feels too uncanny.

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Like the the disconnect between how the latency feels and how the smoothness

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looks is just too great. >> There's actually one more slider we can

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mess around with to change the performance. So, why don't you switch to

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loss of scale and I'll show you. This is the flow scale. Basically, it's the size

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of the images that are going into loss of scale. So, it takes the full screen

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and then it lowers the resolution to process that uh the lower your flow

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scale is. And so right now the sweet spot's between 50 and 60% which is where

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we are. But you could theoretically get a better image out of the higher flow

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scale cuz there's more information for it to process and more performance at

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the low end because those images are being shrunk and processed faster. >> Interesting. So let's try 40. Sure.

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>> Okay. So turning it down is supposed to give me like maybe less computational

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overhead >> a little bit. It seems like you're like a few frames higher, but then you might

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notice more anomalies in your generation. >> What a great utility. Can you imagine a

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world where like GPU vendors just built stuff like this that's completely

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platform agnostic and just no nonsense. Here's the sliders. Here's what

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everything does. There's no obfiscating what the actual performance is. Like

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their FPS counter tells me how many real frames I have and then how many of them

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are generated. >> So good. >> Like just don't mark it to me. Just tell me what it is.

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>> So good. >> Obviously there are limitations and we're seeing them. But overall, if I

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

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could be made by just one person. How? Okay. Well, like many programs that

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benefit from open- source projects, it's not actually one person, but one of the

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most impressive pieces. Lossless scaling frame gen is. So, we reached out to the

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creator of lossless scaling, who goes by the pseudonym THS, to explain how it

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works. Loss of scaling frame generation is a convolutional neural network

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

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specifically in the LSFG3 version is capable of generating any number of

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intermediate frames for arbitrary timestamps. This enables both adaptive

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and any multiplier fixed modes. Compared to DSS or FSR which receive extensive

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information from the game engine, LSFG operates with significantly less input

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data. While this limits its potential output quality,

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>> yeah, about that. Lacking motion vectors to help process the image and not being

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able to differentiate HUD elements from game objects means that visual anomalies

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can be pretty distracting in some situations. But it also gives LSFG a

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major advantage in terms of a wide range of use cases. To ensure broad

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compatibility across GPUs, the trained model was manually ported to DirectX11

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compute shaders. Ellis captures via game frames and processes them via LSFG

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shaders functioning effectively as a DirectX1 application that generates and

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displays frames at the appropriate times based on the selected mode. That is

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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 a decade now. So, yeah, the

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image quality can only go so far, but just about anyone can take advantage of

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it. There are some other caveats. A big

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one is that you're going to want to keep your GPU usage to around 85% to avoid

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spikes that really hurt lossless scaling's quality, which wait 85%? I

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bought the whole GPU. 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

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scaling is that it can be run on a secondary GPU or even your integrated

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graphics, which reduces the load on your primary gaming card and frees up a

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little bit of extra performance. Now, our results with an iGPU were pretty

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underwhelming, but the idea of an

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upscaling co-processor is one that really intrigues me. A lot of people

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have old GPUs kicking around. And hey, maybe this $7 piece of software can give

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it a fresh razison on Desra. Let's give it a shot. Now, let's get this started.

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There are a couple things that we changed from the B-roll, though. I actually ended up using the slot that

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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. The other thing

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that we need to do is we have to unplug from our primary GPU and actually run

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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

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grunt. It's just routed through the secondary card. >> Uh, what does this do? The Velcro.

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>> Oh, the Velcro is to push these cards apart a little bit so this one doesn't

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overheat. >> ltstore.com.

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

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GPU for scaling to use. Then we're going

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to go into our graphics settings in Windows and we're going to change our default high performance GPU to our

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faster one that we don't actually have our display plugged into. So for us,

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that's a 4070 Ti. You may also find that

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you need to add an exception for the specific game, but not always. Let's

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

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multiplier. feel like you're

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>> Am I getting better performance than before? I feel like >> I think you are. It's as bad if not

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worse than it was before. >> Okay.

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And this sucks. >> This is really bad. Almost at 30 FPS.

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>> Yeah. Which is not high enough for a good gaming experience.

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>> You know what though? The 2060 is probably not powerful enough

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

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that secondary card. It can't just be like any ancient card if you're hoping

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to run at the highest resolution in detail settings. Do we have like a 3060?

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>> Yeah, we do. >> Oh, perfect. Okay, let's do that. I feel

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good. It's going to work good this time. >> Oh, it's going to be so good this time.

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>> If we' done like 2x frame gen or if we were running at a lower resolution with

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that 2060, probably would have been fine. >> Mhm. >> But we want 4K gaming.

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

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go. So, my native performance is exactly what I'd expect. Ctrl Alt S and

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my native performance stays exactly the same and I get frame gen. This is the

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best experience I've had with it so far. Okay, this is pretty this is pretty

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good. Doesn't do anything about the latency, but wow, what a cool idea.

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>> You want to see how high 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 will we? Because of the base resolution. >> Should I go to five this time? >> Yeah.

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>> Okay, I'm going to five. I'm going to five, boys. Dude, look how smooth that

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is. >> That's crazy smooth. It looks high refresh rate. It is, but it looks it.

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>> Dude, I am getting a 5x frame gen

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multiplier. >> Wow. It still feels in terms of input

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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, but

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>> you lost your scaling. >> Oh, I did. >> Yeah. >> What just happened? Oh. Oh my god. I

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think lost the scale. Oh, no. Wait, no, it's back. >> 200 frames.

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>> No. Now, it's worth noting that the

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resolution that I perceive in motion is

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not as good as when I'm holding still. And that's a significant drawback of

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these kinds of scaling technologies is that if they don't know which direction

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an object is going because they don't have motion vector data from the game

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engine, you're going to lose some of the clarity when you are in motion. I

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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 when you move

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really fast,

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>> you know what's funny is when I was playing I didn't even notice it though. >> But as wa as soon as you're looking for

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it, it's crazy. >> Yeah, that's pretty bad.

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>> We are doing 5x frame J though. >> And that's another thing that is a

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disadvantage when you don't have any kind of input from the game like hey

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maybe uh 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

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manually. And so I could see on a game-game basis allowing people to have

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the HUD be processed separately from the rest of the scaling. Maybe

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>> maybe it'd be pretty tough because then you're losing some of the advantages of

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this software is that it just kind of works on everything >> 100%.

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>> And then you're building profiles again and then you're basically just doing what AMD and NVIDIA are doing.

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>> Fair enough. >> Overall, I don't think there's a question that I would rather play with

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this on >> maybe turn off the 5X so it doesn't look

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as stupid. Yeah. Here, let's uh >> go back to two.

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>> Let's Let's go to a more reasonable scaling multiplier. Maybe two.

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

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>> Now that Now you're seeing the the thing, it's like it's

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>> Yeah, >> it wasn't as bad before. >> I think it's even worse. That's

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interesting. Okay, look. Let me try yours again. Oh,

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okay. Uh, no, no, no. It's fine. It's fine. It

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doesn't matter. It's just like I was questioning whether I would turn this on

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and I'm like, "Oh, maybe neither of these are what I would configure because

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I would want a higher base frame rate regardless, even if it means turning

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down some details." But there's no question that the software is pretty

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impressive. And we haven't even touched on the actual scaling that it was

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originally named for. ths said that the reason they originally made lossless

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scaling was that they bought a 4K monitor for coding and their computer

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couldn't handle it for gaming. 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 by linear scaling.

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Yuck. So ths developed the first version

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to make sharp, sexy integer scaling a

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

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

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

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4K. More into emulating retro games? THS

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included XBR scaling to make pixel art games really look their best. And if you

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want to scale your demanding 3D games, well, hey, you can try AMD's Fidelity

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Effects Super Resolution FSR or NVIDIA Image Scaling even in games that don't

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support them. That versatility and the convenient package it's wrapped in is

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genuinely fantastic. Let's try using FSR. Let's start with Doom: The Dark

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Ages, which actually does support FSR. So, David is going to turn it on in

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game, and then I am going to turn it on using lossless scaling. I'm also going

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to disable my secondary GPU cuz that's not really apples to apples otherwise.

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So, I guess I want the optimized version, a nonoriginal optimized version

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of AMD FSR, which is better for less powerful.

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>> Yeah, let's leave that off. Sharpness, let's leave that in the middle.

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>> Sure. >> To do that, I need to set my game to borderless windowed. And then I'm going

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to set my resolution to whatever I would want my input resolution to be for my

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scaling technology. So, let's go with 1080p. I I want to really play at a high

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frame rate. No. Now we go into lossless

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scaling and we set our type to FSR.

00:16:20.959 --> 00:16:26.560
We're just going to leave it on auto, I guess. Right. Will that do a a 2x

00:16:25.920 --> 00:16:33.519
factor? >> Well, it's going to bring it to whatever your monitor's resolution is.

00:16:29.839 --> 00:16:36.320
>> Oh, brilliant. Okay. Oh, yeah. Right.

00:16:33.519 --> 00:16:40.240
I'm definitely scaling because I was running at that lower resolution before.

00:16:38.000 --> 00:16:45.360
And if it's not on, it's running like this. And if it's on, it's running like

00:16:43.279 --> 00:16:48.480
that. That's a lot of tearing. >> We are running into some vssync issues.

00:16:47.360 --> 00:16:53.279
I've noticed >> there's limitations based on the monitor's refresh rate when you're using

00:16:51.759 --> 00:16:57.120
loss of scaling. And because we're going to a capture that is limited to 60,

00:16:55.600 --> 00:16:59.519
>> we are going to be kind of locked around 60 even if you turn VSYNC off and

00:16:58.880 --> 00:17:04.079
everything. >> Let's lose the capture then and we'll just use the over the shoulder. Wait,

00:17:02.720 --> 00:17:09.520
how are you at 93 FPS? >> I FSR is on. >> Oh, that's right. I forgot.

00:17:07.280 --> 00:17:12.160
>> Okay, so now we're pixel peeping a little bit. Why Why don't we just play

00:17:10.640 --> 00:17:15.679
for a little bit first? Hey, I'm getting more FPS than you. >> Yeah, I just want to make sure that my

00:17:13.760 --> 00:17:18.640
settings are correct. FSR performance would be 1080p.

00:17:16.880 --> 00:17:22.079
>> Ooh, now I'm not feeling the latency, boys. >> Well, those are real frames. They're

00:17:20.240 --> 00:17:25.600
just lower resolution. >> You know what, man? They're They look

00:17:24.160 --> 00:17:30.880
pretty okay to me. >> Yeah, I can't immediately tell the difference in sharpness between ours.

00:17:28.880 --> 00:17:36.160
Oh, I'm about I'm up at 100 now. Performance is quite similar. And mine

00:17:32.960 --> 00:17:36.960
was easier to set up than yours was.

00:17:36.160 --> 00:17:41.520
>> That's fair. >> Had a little finicky problems. It's

00:17:39.600 --> 00:17:44.880
definitely not as sharp. Like I'm looking at these chains that there's

00:17:42.960 --> 00:17:49.840
baddies kind of hanging down from or whatever. Like

00:17:46.799 --> 00:17:50.799
>> same with mine. The native FSR is not

00:17:49.840 --> 00:17:54.720
perfect. >> Now, is this supposed to be as good as

00:17:53.120 --> 00:17:58.720
proper integrated FSR? >> I

00:17:56.320 --> 00:18:02.240
don't think so because I think the integrated FSR gets access to a little

00:18:00.559 --> 00:18:05.760
more information than just the output frame. >> It really doesn't look that different to

00:18:04.160 --> 00:18:10.400
me, though. I mean, can you do the can you do me a favor and go find that chain again and then just like do the same

00:18:08.720 --> 00:18:15.280
back and forth cuz I've got crazy ghosting on mine.

00:18:12.000 --> 00:18:18.000
>> Whoa, buddy. Mine's not doing it.

00:18:15.280 --> 00:18:21.679
>> Huh. I would have assumed that the one built into Doom would be better, but I

00:18:20.160 --> 00:18:26.160
don't know if that's necessarily true. >> Another big one is distant foliage. So,

00:18:23.919 --> 00:18:29.200
let's just find a a tree or something to look at. Here we go. On these against

00:18:27.600 --> 00:18:34.400
these mountains or like these birds and stuff behind you. >> Behind.

00:18:31.039 --> 00:18:35.679
>> Up there. Yeah, I am not perceiving a

00:18:34.400 --> 00:18:41.440
major difference here. >> No. >> Oh, you know what? No, this tree is

00:18:39.600 --> 00:18:43.280
better on yours. >> Yeah, you're right. >> Definitely.

00:18:42.880 --> 00:18:48.240
>> Yeah. >> So, it looks like it's going to be a bit of a mixed bag. But what's cool about

00:18:46.559 --> 00:18:50.000
lossless scaling is I have all other kinds of different options. Which one

00:18:49.679 --> 00:18:55.559
you want? >> LS1. >> LS1. Let's do it. >> That's the scaling that they built.

00:18:55.679 --> 00:19:04.160
>> Uh, yeah. >> I don't think it's as good as that. >> Uh, yeah. Well, let's look at the chain.

00:19:02.720 --> 00:19:08.799
>> Yeah, the tree is not as good. I can tell you that much for sure. Hey, my chain's still better than your chain,

00:19:06.799 --> 00:19:11.679
though. Got them. This is so crazy. >> I mean, that's the thing with all of

00:19:10.080 --> 00:19:17.440
these technologies is they do tend to be a bit of a mixed bag. And you're going to have to play around and find out what

00:19:14.880 --> 00:19:20.559
works best for you. And again, what's cool about loss of scaling is that I

00:19:19.360 --> 00:19:26.080
don't even need the game to support it at all. So, why don't we fire up a game that doesn't support lossless scaling,

00:19:23.760 --> 00:19:29.360
like uh Halo Infinite? >> No. >> What? Why? Because

00:19:28.000 --> 00:19:34.400
>> why am I why do you guys never let me play Halo Infinite on set anymore? >> Well, first off, you play too long.

00:19:32.640 --> 00:19:39.280
Secondly, because of the way Halo Infinite does its resolution, we can't

00:19:36.400 --> 00:19:43.120
change it to a smaller size to scale up. So, it won't work with loss of scaling

00:19:42.080 --> 00:19:50.559
in that way. >> Yay, Halo Infinite.

00:19:45.120 --> 00:19:52.559
>> Woohoo. And I'm getting more FPS, boys.

00:19:50.559 --> 00:19:56.799
Not by that much. >> As for image quality, uh, let's have a

00:19:55.520 --> 00:20:02.000
look here. Why? Hey, meet me at the bazaar. >> The bazaar. >> The bazaar.

00:19:59.600 --> 00:20:05.200
>> Stop it. I'm doing a video. Leave me alone. You shouldn't put so many bots in

00:20:04.160 --> 00:20:09.600
the game then. >> I don't think you get the option to change much.

00:20:07.200 --> 00:20:15.600
>> Okay, let's see. I mean, yeah, I'm upscaling from 1440,

00:20:13.039 --> 00:20:18.720
but like this is pretty good. >> Yeah,

00:20:16.400 --> 00:20:21.520
>> the text is a little fuzzy. Like that's noticeable to me, but like I have to go

00:20:20.559 --> 00:20:26.320
looking for it. >> Yeah, >> not bad. Of course, I'm not getting a

00:20:24.720 --> 00:20:30.799
huge performance benefit right now either. I'm getting about the same frame

00:20:28.240 --> 00:20:34.640
rate that you are. Wait, do I not have it on? I do have it on because I have my

00:20:33.120 --> 00:20:37.360
performance counter. >> I'm going to turn on frame view as well, just for LS.

00:20:36.880 --> 00:20:44.000
>> Yeah, >> my image quality looks darn near the same as yours, but my FPS is also darn

00:20:42.799 --> 00:20:49.200
near the same as yours. So, >> yeah, you're doing a little bit better than me. I'd be interested to try the

00:20:47.200 --> 00:20:53.280
adaptive frame rate. Uh, I think that's one of the cool use cases for it. If you

00:20:51.600 --> 00:20:56.720
have an old esports monitor that doesn't support variable refresh rate, you can

00:20:55.280 --> 00:21:01.679
kind of just force it computationally and hit a consistent frame rate even if

00:20:58.880 --> 00:21:05.840
some of those frames are generated. >> Okay, let's turn on frame gen and have a

00:21:03.520 --> 00:21:11.840
look at how things go. >> Okay, so I love that this. The first

00:21:09.440 --> 00:21:16.000
thing I think when I see LSFG is let's go.

00:21:14.240 --> 00:21:21.679
Okay, I'm going to try 2x multiplier to start with the higher input frame rate.

00:21:18.880 --> 00:21:24.240
Dude, obviously it doesn't feel quite right.

00:21:22.559 --> 00:21:27.520
>> It looks really smooth. >> I can force it to artifact. Like look at

00:21:26.320 --> 00:21:31.280
this crane in the back. >> Oh yeah. >> Like I can make it kind of do weird

00:21:29.919 --> 00:21:33.919
stuff, but it's not the sort of thing that I would notice if I was just

00:21:33.039 --> 00:21:38.240
playing the game. >> No. >> Okay, hold on. Let me try yours for a

00:21:36.720 --> 00:21:43.440
sec. Let me try yours for a sec. >> Dude, I would play on that one for sure.

00:21:41.360 --> 00:21:48.080
>> No question, actually. Like I thought I was going to be like yes, well the pros

00:21:45.600 --> 00:21:52.080
and cons you see they kind of somewhat outweigh or they don't outweigh like

00:21:50.720 --> 00:21:56.400
>> and it's surprising this is kind of like an esports situation and I thought this

00:21:54.400 --> 00:21:59.679
would be a totally something that is not in the wheelhouse of loss of scaling.

00:21:57.919 --> 00:22:04.240
>> Okay, switch again. I want to see I want to confirm. >> It just goes to show that frame

00:22:02.640 --> 00:22:08.799
generation is best in situations where you least need it. My base experience is

00:22:06.559 --> 00:22:14.159
pretty good. It's just a little boosted by that frame gen. I got to say I like

00:22:11.600 --> 00:22:18.720
it, which you might see as a reversal from my previous position where

00:22:16.240 --> 00:22:21.919
generally I avoid upscaling or frame generation technologies whenever

00:22:20.080 --> 00:22:27.120
possible. But there's a big difference to me between what AMD and especially

00:22:24.799 --> 00:22:32.640
NVIDIA have been selling, which is fake frames for real dollars, and what ths is

00:22:30.080 --> 00:22:37.679
selling, which is a shot of adrenaline for your older card for the very

00:22:34.080 --> 00:22:39.280
reasonable price of $7. And I know that

00:22:37.679 --> 00:22:42.559
some folks are still going to be adamantly against using scaling

00:22:40.960 --> 00:22:47.520
technologies or frame generation technologies of any sort, but the

00:22:45.120 --> 00:22:53.360
controls in here are granular enough that I think even if all you want is an

00:22:50.480 --> 00:22:57.520
extra 5 or 10% headroom on an older cart or to hit a target frame rate, you might

00:22:55.919 --> 00:23:03.039
appreciate having this tool in your toolkit and deciding for yourself if

00:22:59.760 --> 00:23:04.799
it's worth the compromises. I guarantee

00:23:03.039 --> 00:23:07.919
that you have $7 games in your Steam library right now that you've played

00:23:06.480 --> 00:23:11.919
less than you'll tinker around with this. Take to the skies, strike from the

00:23:09.919 --> 00:23:16.080
sea, and dominate on land with War Thunder's thousands of vehicles, each

00:23:13.919 --> 00:23:19.280
modeled accurately from their real life counterparts. You'll be immersed in the

00:23:17.919 --> 00:23:23.600
action thanks to authentic sound effects, in-depth customization options,

00:23:21.360 --> 00:23:27.440
and realistic damage modeling. Their X-ray view can let you see where your

00:23:25.520 --> 00:23:31.200
vehicle took damage, giving you vital information to make your next engagement

00:23:29.360 --> 00:23:34.960
go even more smoothly. And if you're worried that everything sounds too

00:23:32.720 --> 00:23:39.120
hardcore, they have multiple distinct modes. So whether you're a milsim

00:23:37.120 --> 00:23:43.280
enthusiast or a, let me just blow a few things up, casual enjoyer, there's fun

00:23:41.440 --> 00:23:47.919
to be had for everybody. And besides their PC and console versions, they have

00:23:45.360 --> 00:23:52.480
a mobile app for iOS and Android, so you can rebel in the destruction wherever

00:23:50.000 --> 00:23:56.320
you may be. Join over 70 million players and play War Thunder for free by using

00:23:54.320 --> 00:24:00.000
our link in the description. Just like you should check out the last time we

00:23:57.520 --> 00:24:05.799
did something fun with the GPU. Okay, that was fun and very dumb, but boy did

00:24:02.480 --> 00:24:05.799
it ever go.
