Lossless Scaling frame gen on Linux gets some help from the original dev, next 3 steps outlined by creator
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In case you missed it, the popular all-in-one upscaling and frame generation tool, Lossless Scaling, got a Linux port yesterday for the frame gen aspect of the tool. It’s very much a work in progress, and now, the fan-made project has been endorsed on the tools’ official Discord server (what doesn’t have a Discord server these days?). They were quick to point out that it is an unofficial port, however.
On top of that, the progress of the Linux version is now being tracked on the server, with contributor PancakeTAS announcing a few goals and hurdles for the project moving forward. Some good news is that THS, the creator of Lossless Scaling, is helping with some aspects of the project, such as translating it to the latest version of LSFG, v3.1.
Lossless Scaling frame generation on Linux has a few targets to hit
Despite some help from THS, the Linux port is still very much a “single developer” job, and with Pancake having university exams coming up, time spent on the project is understandably limited. She notes that “porting LSFG was an extremely slow and painful process,” and the biggest issue so far is game integration – “pretty much every single user report” is related to this.
Due to using a Vulkan layer to integrate Lossless Scaling into the game, compatibility has proven to be tricky. Not every game, game engine, or game overlay reacts the same to the modifications being made. After that revelation, Pancake has outlined the next three steps:
Source: Discord
- The translation of LSFG 3.1 (the latest version of LSFG) is going much faster due to the help of @ths behind the scenes, and should release alongside with flow scale in the near future. (I haven’t taken a look at performance mode yet).
- I’ll be taking a look at a bunch of user reports and examining each and every single one to hopefully fix compatibility with most games. I should mention, that I am no expert in things Vulkan whatsoever. I have barely any experience in Vulkan, let alone the various game engines the games run on. Most of the fixes will likely be random guesswork, so if you are a developer and have any idea how to help, please do!
- Once game compatibility is fixed, frame pacing is the next big issue. At the moment is really depends on the game, ingame settings and hardware if your frame pacing works out. You might notice stuttering in some games, some other games might have a weird slow motion effect. I’ll be trying to fix this as well.
So, to recap: upgrade to LSFG 3.1, fix compatibility with most games, and address frame pacing issues. We’re keen to see how this project unfolds; we recommend checking out the LSFG-VK GitHub repository for the latest activity.
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