It is increasingly difficult to obtain a game to have a stable fragment rate, if we are talking about new versions, we can have problems for the requirements they ask, while the oldest games can present a Certain type of problem related to compatibility which prevents having stable FPS. On several occasions, we can think that there is no way to resolve it beyond the modification of the graphics card to be taken configure,, Lossless Bursting.
The “battle of false frames” is a way to call the big problem that there is currently with the optimization of games and the power of graphics, many outgoing titles have disastrous versions due to the fact that they Work with a much lower performance than what we can expect. This is why the arrival of Re-Scalared techniques as well as the generation of frame has changed things a lot, being able to have a technology that allows games to work stable, even if it is not with real FP, this allows you to maintain a fluid gameplay without problems such as stuttering.
How to add re-scalared technology to any game
Lossless scaling offers a large number of options that allow us to modify many aspects related to game performance and that this payment application that we can find in Steam for $ 7 can do wonders. One of the first options that allows us to do is implement a re -sclastic technology in any title, but we must know the parameters to be able to configure it correctly:
- Climbing mode: We can select that it is automatic or personalized, the first option at the automatic scale of the game in full screen or with the appearance of our monitor, while the personalized mode will allow us to choose the climbing factor That we also want to offer the possibility of resize the window before climbing it.
- Automatic: Recommended for window fashion games, the configuration consists in changing the resolution of the window mode of the game itself so that the application then automatically evolves in full screen.
- Personalized: Recommended for “full screen in the window (without border)”, the climbing factor will involve the type of quality, you can put the one you want, but these are the generics in case you have doubts:
- Native factor 1
- Factor 1.3 Ultra-quality
- 1.5 quality factor
- 1.7 balanced factor
- Factor 2 performance
- Climbing type: Here, we can select all the options related to the climbing technology that we will use, we will find several known as FSR of AMD or NVIDIA NIS in addition to many others. Each type of climbing has different configurable options, LS1 and AMD, for example, allow you to select the sharpness of the image with a mode that best suits the lower power graphics.


What type of scaling use
One of the most complicated configurations that loss -free scaling really has in the type of climbing that we can use, everyone can offer certain advantages compared to others in certain specific games or systems, so the Most of the time, you need to be tested until we are with the one that benefits us the most. But there are still several which are generally better, so if you do not want to try one by one, you can use the following:
LS1: The algorithm created by the application developer is good for games that do not suffer from overcoming because it can create visual artefacts in these cases.
FSR: An knowledge of everyone, an AMD technology that offers very good performance even in titles that tend to suffer from an overlapping of visual artefacts and to be perfect to avoid the TAA blur when a resolution native is used.
Anime4K: A type of climbing that can be used to improve the quality of videos, whether online or downloaded, softened compression artifacts with resolution scaling. It is not advisable to use it for games because it consumes many resources.
In general, users most recommended by this application are LS1. This type of climbing has a consumption greater than the FSR in resource management, but implements all the good that AMD has in a practically improved way. If what you are looking for is the one that consumes the least resources, the option would be SGSR because it is designed to consume less, although it has a performance slightly lower than the FSR.
How to add a frame generation to a game
In addition to climbing algorithms, we also have the generation of executives that the program adds, a technology to which many graphics do not have access because it is only present in the latest generations of GPU that we can find on the market. This function adds a series of “false” FPS to allow us to maintain superior stability, in addition to offering the possibility of limiting the FPS to the RTS of our screen, that is to say that if we have a screen of 120 Hz even if it appears that the game it works at 48-60 Real FPS, it will really go to 120 IPS.
This function has so far has three generation versions of different frames, LSFG 1.1, LSFG 2.3 and LSFG 3.0. It can also be used independently, that is to say that it is not necessary to activate the scaling to take advantage of it.
What type of generation of photograms choose
You don't really need to eat a lot of head to find out which one to choose, because the latest version is always the best because of the functions it adds and the failures you correct. In this case, LSFG 3.0 adds several additional options which are not present in the previous two, being the most important to be able to choose the way in which we wish it in a personalized manner.
- Mode X2: multiplier which offers the possibility of generating a double “false” SPF which we are real, that is to say if we have 60 real FPS, we will obtain a total of 120 IPS.
- X3 mode: multiplier that triples the “false” SPF, in a game with 60 IPS, we will get 180 IPS.
- Mode X4: similar to the previous ones, in a title with 60 IPS, we will reach 240 IPS.
- Personalized mode: allows you to select the multiplier that we want until X20, but the recommended options are to be used as much as X8, because it can cause visual artefacts in the game, so it is recommended to use it Only with screens that have higher frequency refreshment.
- If we have 48 FPS real and establish option X5, we will reach 240 IPS synchronized at 240 Hz on a screen.
- If we have 60 FPS real and establish option X6, we will reach 360 IPS synchronized at 360 Hz of a screen.
- If we have 60 FPS real and establish the X8 option, we will reach 480 IPS synchronized at 480 Hz of a screen.
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