Forget DLSS 4: this application already performs multi-frame generation.
DLSS 4 promises multi-frame generation for RTX 50 series graphics cards; however, this application offers the feature for any graphics card.
Since Nvidia's recent presentation of its RTX 50 series GPUs, not all PC gaming enthusiasts have reacted with enthusiasm, especially regarding the new DLSS Multi-Frame Generation feature. While it’s likely that these graphics cards will rank among the best on the market, the new DLSS 4 feature, which includes multi-frame generation and is exclusive to these recent models, has not managed to capture everyone's attention. For me, the reason lies in the fact that I have been using an application called Lossless Scaling for almost a year, which has been paving the way for this multi-frame generation.
For those who aren't familiar, Lossless Scaling is a frame scaling and generation tool available on Steam for $7. It works with any graphics card and game, as frame generation occurs at the display stage without interfering with the game engine. This enables its use in online games and those that have a frame rate cap, like Elden Ring.
Unlike DLSS or AMD's FSR 3, Lossless Scaling does not rely on AI hardware in the graphics card. Instead, it features three algorithms developed with machine learning, with LSFG 3 being the most recent, allowing standard frame generation as well as three and four times settings, similar to DLSS 4. You can also set your own frame generation factor, up to 20X, although it is recommended not to exceed 4X, as with an adequate base frame rate, performance is optimal. For example, using an RTX 4080, I was able to boost my frame rate from approximately 50 fps to between 170 and 180 fps in Marvel Rivals, all without applying additional scaling.
The new LSFG 3 algorithm shows good compatibility with multi-frame generation. Previously, when testing this feature in Elden Ring, I experienced many visual artifacts. However, with the latest update, these artifacts are minimal and not distracting, and even the cursor display remains stable, an area where significant issues usually arise.
One feature that Lossless Scaling offers that challenges what Nvidia provides with DLSS is a resolution slider. This option allows users to reduce the resolution of the frames processed by the frame generation algorithm, helping to decrease latency and improve overall performance while maintaining display at the monitor’s native resolution.
Despite the positives, Lossless Scaling is not perfect and has its limitations. It uses frame interpolation, which implies some latency since it must render two frames beforehand to generate an additional one. This is even more noticeable if the base frame rate is low; therefore, it is recommended to have an average of at least 40 fps before activating frame generation. Ideally, around 60 fps is optimal for a smooth experience.
While I have not thoroughly tested DLSS 4, it excels in quality, as it operates within the rendering pipeline and can access data from the game engine, like motion vectors. Unlike Lossless Scaling, which works at the display stage and can see static elements on the screen, DLSS 4 has the ability to mask these components, preventing visual artifacts.
Although Nvidia's upcoming RTX 50 GPUs may be impressive, tools like Lossless Scaling are disrupting price dynamics in the market. If you already own a GPU that satisfies you, exploring Lossless Scaling could be a more affordable option compared to investing in expensive new components.