#Performance degradation with DXGI and WGC capture method\2.6.0.5 beta
213 messages · Page 1 of 1 (latest)
Can your mouse be shown after zooming
The beta version is not working properly
I have this problem too. My mouse also disappeared after zoomed, I don't know if you will have this problem
my mouse did not disappear, but my game window does not increase from 720p to 1080p
the problem with the beta is different, so I'm not sitting on the beta version, I'm using the stable version of the program
Try these settings, but it's not a fact that you'll see a mouse.
What scaling options you using?
LS1 and AMD FSR
a new error has occurred
2.6.0.4 beta 5 Screen upscaling does not work
this happens most often in beta
after the error that I showed above, LS crashes
Whats your hardware? Any dgpu igpu?
I have a laptop
And you using integrated screen or out to monitor?
I'm using the main monitor
Integrated laptop screen connected to igpu => Set LS in Windows Graphic Prefered to iGPU to make LS run under iGPU
Is that what you mean?
I understand what you mean, I usually put a video card there instead of an integrated graphics processor
Yes but you have to set LS to run on same gpu as where the display connected to (in case of laptop integrated screen, it connected to igpu)
I'll test it now, see what happens
интересное решение, теперь все работает более адекватно
Just remember this so next time you hdmi out to monitor, usually that's hdmi-out connect to dgpu then set LS to run with dgpu
Yea set LS to Power Saving (igpu)
I added LS to the graphics, set up the graphics card for high performance both in the game and in LS, now everything works correctly
now the program works correctly on the main graphics card in a high-performance format
No, if using laptop screen, you have to set LS in Windows Graphic to Power Saving (Igpu)
everything works fine the way I set it
Show me this advanced display of your please
Can you understand at least from Russian ?
Your current screen connect to UHD Graphic -> igpu
Set Lossless Scaling here to Power Saving to run on Intel igpu
as programmers say, if everything works correctly, then it's better not to touch it.
I found a good working solution that works perfectly with the graphics card
Why is there such a graft to the built-in GPU?
Because LS capturing image on screen, so have to be on same gpu as screen
Then inside LS app, you can try to set Prefered GPU to igpu or dgpu if you like
doesn't LS intercept the video card codecs during graphics processing by the main video card?
LS capturing image on screen, so have to be on same gpu as screen in Windows Setting
If you want LS to utilise iGPU or dGPU to processing, set it inside LS app
why do you have such a division into IGPU and DGPU? everything is simpler for me GPU And CPU
I understand why you divide processors into an integrated and a separate GPU
by the way, I tested an analog from the Japanese, magpie works worse for them, and the capture system is different, and it works worse on my system, the capture system works more correctly right there, and also frame generation, which works mediocre so far, I will wait for LSFG 2.0.so far, I see prospects in LS, and I believe that the software should not be tied to a certain hardware, but should work on all systems
?
I just wanted to discuss it with you.
Sorry I just dont understand some of word you saying
" I believe that the software should not be tied to a certain hardware, but should work on all systems" => this is because how stupid windows is
it's not about Windows, it's about corporations
Do you have Vencord installed?It just has a translator through which I understand you.
Ah no, I use Discord app
vencord only works on PCs with DS
Thank you for your help with solving the problem
Your welcome
Do you have time to talk to me?
Ok what you want to ask?
Do you live in the USA? or in another country, I'm just from Kazakhstan
No I'm in Asia
Are you from China, Japan, Korea?
Yea
and which of the listed countries?
Why?
tell me which country you are from, which I listed earlier
sometimes it's hard for me to convey my thoughts to you from Russian into English
China
by the way, Kazakhstan is also part of Asia
Anyway I have to leave now
you and I have +2 hours difference, I want to learn more about China, if you come back, I'll be glad to talk to you
The problem is solved\2.6.0.4 beta 5\ Screen upscaling does not work
Developer, I wanted to ask you about frame generation. Since the system does not work quite correctly, is it possible to use software to force LSFG to generate frames without reference to the hertz of the screen and without limiting fps, for example, through the CUDA core, if possible, or in some way intercept information about graphics processing during the game, and then playback at 30 frames per second at 60 Hertz, this is suicide, but the interface in the game is an epileptic's nightmare, if you can get rid of this habit and make a more approximate analogue of RTX frame generation, then this will be a breakthrough LSFG 2.0
forget about FSR 2.0/3.0, DLSS or XeSS
They require in-engine integration they require motion vectors
LS doesn't do that
ok
What about LFSG?
LSFG is ths's own solution and he said there will be newer models and improvements down the road, that one is constantly being worked on
and it doesn't require in-engine information but because of that it's harder to develop it
will the binding scheme change?
What do you mean exactly i'm not sure what you mean here
the binding scheme is 30 fps 60 hertz, 60 fps +140 hertz, and so on
with the latest betas LSFG follows your fps and doubles it exactly there's not exactly a need anymore for a cap but it helps with frame pacing especially if your gpu cant handle going above monitor refresh rate with lsfg
I have a monitor with a frequency of 60 Hertz, in the game I have 100 frames per second + for example, lsfg adds 20 frames per second to me, it turns out 120 frames per second without restrictions and fast virtual pulse, does it work like this now? what to do with twitching of interest at lsfg?
hmm i'm actually not sure about this since i have a 165Hz monitor myself
you shouldn't really use LSFG if you already go above monitor refresh rate w/o it especially at 60hz basically what you'll do is have smth around 90-100 real frames and 90-100 interpolated frames and in the window of 60frames it'll just output w/e is ready be it a real or a fake frame i dont think it will quite help you right now
if dev sees this he can answer it more throughly
my friend has an RTX video card and it +- works on the same principle that I described earlier, it gives out +200 fps without a vertical sync pulse, it gives him another +-100 fps and that's all without pulling up the interface, provided that he has a 60 hertz monitor
Seems to be working just fine LSFG now just discards excess frames above monitor rate
be it REAL or FAKE frames
you'll get 60fps(either real or fake but there's no control which one, it'll get the nearest one that's ready in the queue) out of all those 200 (real & fake frames) with even-ish frame pacing
if I knew how NVIDIA's frame generation works, I could tell the principle of their generation, but the generated frames give a smoother picture with fake frames and give higher productivity and high fps does lsfg finish rendering frames using a view card or processor ? because nvidia most likely generates frames at the expense of CUDA cores
it would be good if LS and lsfg worked directly with the video card, took information from it, and for some reason LS has a greater bias towards the processor than the video card
They already do work with the video card also having a bias towards the processor would be stupid
LS and LSFG require a lot of computation which can also be paralelized CPU suck at that
GPUs are supposed to do math crunch numbers especially operations that can be done in parallel
anyway it uses CPU evenly on all cores already from what hwinfo tells me
the only disadvantage of LS is that in order for it to work correctly, it needs to specify an energy saving parameter in Windows in the graphics settings, that is, on the processor, this is inconvenient
without this action, LS will not work correctly, but I would like the opportunity for it to work correctly in high performance mode, that is, the main video card
of course, I do not require all this, but a paid and promising product should work stably for the average user
The only competitor of LS is Magpie, which is distributed from the Japanese on a free basis
it is a bug with hybrid systems, it'll most likely get fixed i have no issues with this myself with only a dGPU
I see LS as a promising product, I decided to buy it after free use, and when LSFG came out, this news was spread everywhere, which attracted more attention to LS
if a developer polishes his software, then he has every chance to become a good player in the software market
Do you have any information about when LFSG will start working normally on monitors with a frequency of 60 Hertz at 70+100 fps and without interface flickering?
Nope no idea i'm just a normal user 
is there an opportunity for the developer to make a fake ray tracing?
there is no way for that due to that requires game data
reshade mods can do that because they attach to pipleines for info, use them
reshade is banned in many online projects
Well it's simple as that then it cant be done
is it possible to track the location of the light in the frame without touching the conveyor?
Raytracing cannot be done on Screen Space color pixel information it needs ingame data
Nope no chance
LS has no aceess at anything besides pixel color information
exactly
you cant tell from pixel color information alone what is a light source what is a ray
you dont know where objects are
you just cant
not to mention material properties
interesting and complex information, it turns out that the marketers have won
at most you can do some fancy edge detection and pattern recognition to isolate some objects but again you dont know where is the light source and material information
therefore ray tracing is impossible without in-engine integration
or without hooking like reshade does
and is there a way to cheat the upscaling system by the type of craftsmen who open the DLSS function in single-player games?
wouldn't say that because raytracing and path tracing were always there, just previously the hardware wasn't powerful enough for that in real time
There literally were server farms just to render a frame of a single movie in damn hours
now that the power is here it was the next logical step in the evolution
I work for Chaos and can confirm that 😄
Are you from China?
Vantage can now do amazing job and we collaborated with ngreedia to add dlss 3.5 to it
use DeepL to translate
I use vencord for translation
again DLSS requires motion vectors from ingame data LS doesnt have access and LS will never have because it's general purpose software with maximum compatibility that will never resort to hardware specific and also will always stay like this without injecting itself in a game or modifying game files so no cheats here
LS already uses for LS1 some sort of neural network for it's upscaling but it's purely spatial, it's not temporal like DLSS is
never heard of that but I guarantee that DeepL does an amazing job and supports chinese
vencord is a plugin for DS, there is a translator plugin, and many other useful functions
I'm using the translator only to convey my thoughts to you correctly
I still prefer DeepL, it is a translator with machine learning that translates with an amazing quality, been using it since 2018. You can download it as an app or use it from their website but as an app you just mark the text, hit Ctrl+ Double C and it automatically copies the text, opens the app, recognized the lang, and translates it
I know about DeepL, ChatGPT 3.5 translates well too\ there is a PC version of ChatGPT on github
by the way, I have a bachelor's degree in programming by education, but I cannot study programming languages, because if I study programming languages, then I do not know what to do
yes, it is a pity that it is impossible to implement a lot without invading the game files
by the way, fake HDR works a little strangely, it turns the tones of the game into a dark gridient
This purely wrong perceiption, the setting in Windows Graphic is to let LS capture the game image where it display (because your laptop case dgpu to process game, but displaying game to integrated screen using igpu). You can choose inside LS which GPU to process
my brain is buzzing with information
It is not clear why this is so, because the laptop actually has two video cards, one integrated and one main, which prevents you from taking information from the main video card information as even in the game the main video card is used
Okay, the main thing is that LS should work without buggy lags and delays.
thank you for your help and information
Imaging this
Desktop PC (HDMI out from VGA/dGPU): Game => dGPU processing => dGPU displaying out to Monitor
Laptop (Screen attached to Mainboard/iGPU but you choose dGPU in Windows Graphic for processing): Game => dGPU processing => iGPU displaying out to Integrated Screen
And with LS you need input (capture game frame/image) => LS processing => LS output (re-rendering/re-displaying)
You can explain it in a simpler way: the program processes the image with the help of integrated graphics, as it has an Intel chip installed, and with its help through the drivers you can change the color correction of the monitor and thus connect it to the screen
And it will be this:
Desktop PC: Game => dGPU processing => dGPU displaying out => LS capturing dGPU displaying => LS processing using what GPU you choose inside LS app => LS redisplaying from where it capture
Laptop: Game => dGPU processing => iGPU đisplaying out => LS capturing displaying out => LS processing by whatever gpu you choose => LS ređisplaying
So to make LS work correctly you should choose where the output đisplay, if wrong it might work unstable or not working at all
don't work so hard
The most heavy part is image processing which you inside LS app to let igpu or dgpu do it
Right now my brain is overloaded and I can't take in heavy information.
Lol
Ok read it slowly
Just read the Laptop case which is your case
it's not about reading, it's about realizing
reading it is one thing, but recognizing it is another, I need to work on it myself to understand.
I don't have a projection of what I can associate it with.
When i fix the igpu trick my performance decreases a lot in ls
In 2.5.1 it was working for me without the igpu graphic trick
Performance degradation with DXGI and WGC capture method\2.6.0.5 beta
Performance drops in games with DXGI and GDI capture methods, is there any way to fix this ?
No. But if it is visually smooth it is ok.
In general, the conclusion is that in API DXGI\GDI FPS is not stable 30-40 frames, instead of stable 60, in WGC FPS stable exactly 60 frames, maybe more. Upskelling AMD FSR with API , works krane heavy and not productive, which entails a decrease in performance in games.
Dont use gdi except for older games.
Dxgi should tax less performances than wgc. It is what happens in the game I play.
I'm testing it all out on Wolfenstein The New Order.
Maybe in other games the API works much better
Frame Generation should bring visual smooth, no matter the performance of the game. But better to use dxgi.
I don't use Frame Generation because it's still raw and it has a twitchy interface
and I have a 60 Hertz monitor in my laptop.
Hummm... Are you talking about the lsfg ? If so, which interface are you talking about ?
the interface in the game jerks when using lsfg
he means that on 30fps the ghosting and artifacts are more noticeable
and beacuse he is with 60hz monitor that is not a viable option for him
halos and artefacts are noticed at more than 60 FPS
yes, but less prominent
due to that the recommended when you put your mouse cursor over LSFG is 60 fps
very noticeable, artefacts are not really visible if you play from 3rd person.
tried both 3rd and 1st person games with lsfg
the only one that had more noticeable issues for me was AC: Valhalla due to having lots of UI around the edges where the issue are more noticeable
otherwise it was slight enough to not cause annoyance for me
played with 72FPS cap for 144Hz setup
It's much more annoying in 1st person because I play 1st person shooters most of the time.then this is not a problem for you since you have a high hertz monitor.
depends on the game, some have these more and some have this less
the ones I played with lsfg did not had too much of an issue
without exception all games with first person LFSG and which have an aiming device in the middle and when you run or turn the mouse sharply, cause artevacs in the form of twitching of the aim or halos.
well, for me not all of the games experience the crosshair ghosting, some have it slight, some have it bigger
for example in hunt the ghosting is slight n the crosshair
halos make it impossible to aim properly in online games.
I meant halos.
