Lossless Scaling -lsfg 3- | Updated | 2027 |
The primary selling point is the multiplier effect.
In practice, the final FPS is not exactly double or triple the base framerate due to the computational overhead of the frame generation process itself.
| Feature | NVIDIA DLSS 3/FG | AMD AFMF 2 | Lossless Scaling LSFG 3 | | :--- | :--- | :--- | :--- | | Hardware Required | RTX 40-series only | RX 6000/7000 series | Any DirectX 11/12/Vulkan GPU | | Game Support | Requires developer integration | Works globally (Driver level) | Works globally (Any window/app) | | Max Multiplier | 2x | 2x | 4x (240Hz support) | | Cost | "Free" (via $400+ GPU) | Free | $7 (One time) | | Latency | Best (with Reflex) | Good | Good (Requires manual FPS capping) |
Here is the pro workflow for using LSFG 3 effectively: Lossless Scaling -LSFG 3-
| Feature | LSFG 2.2 | LSFG 3 | |---------|----------|--------| | Max multiplier | 2x | 4x | | GPU load for 2x | Higher | ~20-30% lower | | Motion artifacts | More visible | Reduced | | UI stability | Worse on dynamic HUD | Improved |
Always use LSFG 3 unless your GPU is too weak – then use 2.2.
Compared to previous iterations (LSFG 1.0/2.0), the "3" architecture brings significant optimizations: The primary selling point is the multiplier effect
In the app’s Performance tab:
No article on LSFG 3 is complete without addressing the elephant in the room: Latency.
Frame generation adds latency. It has to hold two frames, calculate the third, and then display them. With DLSS 3, NVIDIA uses Reflex to offset this. Lossless Scaling does not have access to Reflex. In practice, the final FPS is not exactly
To use LSFG 3 successfully, you must have a base frame rate of at least 40-50 FPS, ideally 60 FPS.
If you try to generate from 30 FPS to 120 FPS, the input lag will feel like you are moving a cursor through molasses. The magic of LSFG 3 happens when you have a playable frame rate (50-70 FPS) and want a luxurious frame rate (144-240 FPS).