Despite some limitations, this is a genuinely great new option.

In contrast, Lossless scaling is more like a mod, without any access to the game’s internals.

Another error that you might sometimes see is a subtle flickering of transparent objects like shadows or particles.

Cover image for YouTube video

These disappear every other frame, making them look almost faded or more raw than they otherwise would.

Another issue can be found at the edges of the screen.

The last error you see often with Lossless Scaling’s frame generation concerns HUD elements or the mouse cursor.

lossless scaling vs fsr 3.1 vs dlss 3.7 frame generation compared in ghost of tsushima

This comes with the territory for post-process effects, but it is still jarring.

At 240Hz or more, I think this feature could really sing.

Visuals are not everything though, as frame generation techniques also come with a penalty to input lag.

Lossless Scaling’s latency penalty vs FSR 3.1 and DLSS 3.7 - 99ms (LS 2x), 92ms (LS3x), 59ms (DLSS 2x), 44ms (no frame-gen).

In a like-for-like 2x scenario, Lossless Scaling’s latency is nearly double that of DLSS 3.

In my experience though, I found it compelling, functional and genuinely worthwhile - most of the time.

Enjoying Lossless Scaling’s frame-gen tech does require that you keep your expectations in check.

Beyond quality and latency concerns, this app cannot fix a game’s poor performance.

If you get this wrong, the game will look juddery and just isn’t fun to play.

Using Special K’s frame-rate limiter or the in-game half-rate or third-rate v-sync option solves the issue.

Despite its limitations, Lossless Scaling is a great tool for PC users to take advantage of.