https://store.steampowered.com/app/993090/
Lossless Scaling Tutorial: Upscaling & Frame Generation - https://www.youtube.com/watch?v=xTgGAzip9X0
https://store.steampowered.com/app/993090/
Lossless Scaling Tutorial: Upscaling & Frame Generation - https://www.youtube.com/watch?v=xTgGAzip9X0
For the Linux folks out there: https://github.com/PancakeTAS/lsfg-vk and for Steam Deck specifically: https://github.com/xXJSONDeruloXx/decky-lsfg-vk

This is used on the deck specifically for framegen. Native frame gen options in games add a lot of latency at 30 or less fps, which usually makes them unplayable. Lossless scaling 's framegen option is less accurate in creating the in-between frames, but has far less input latency, making it a viable option.
It doesn’t work for all games, some games will still feel really bad with it enabled. But there are a lot of games where you can use it to run a 30fps game at 60fps, with only slightly more input lag than using a Bluetooth controller.
This app is very useful on my laptop with cheap integrated graphics. Unfortunally lsfg only works with vulkan, and games like minecraft (which i play with shaders) does not support it.

I think I saw that Minecraft just added vulkan as a graphics option, but I’m not sure what versions of Minecraft.
This is cool, but it will take time until most of the mods, especially those relying on graphics will get updated to newer versions, with vulkan support implemented.
I imagine it’d more be on (Neo)Forge and Fabric’a respective mod loaders. Hopefully mods won’t have to touch rendering systems too much
It heavily depends on the mod. For the mod I work on, Cobblemon, we need to touch a lot of rendering to make everything work correctly. Any custom shader requires interacting with openGL directly, as well as custom materials or custom rendering tricks.
Neoforge may provide some rendering help (I’m not as knowledgeable about neo) but Fabric is light on it. Modern java versions will be supporting both rendering APIs for a time, complicating things further.
Built in shaders from vibrant visuals should help simplify implementation details, and Molang has said some promising things about rendering and modding as well.
Unrelated, but MoLang would be a fantastic name for the official modding engine that’s definitely coming to Minecraft any century now.
But yeah, to my knowledge, Neo Forge is just a fork of Forge minus a certain absolute dickhead of a maintainer. Last I used Forge back in like 1.17 ish, forge itself handled most of the rendering, though I never dove too deeply into it
Hi, first of all love cobblemon and wanted to say thank you for the work you’ve put on it! My question is if the people making lithium and the other performance mods that touch directly on the rendering of minecraft could help you all with this? I know that they were working on a vulkan version before it was announced, so they know of tips and tricks. Anyway, I do hope the new engine changes don’t give much trouble to you all and that you can continue working on such a fun mod!! Cheers!
From my understanding, some older GPUs don’t support frame gen and upscaling. some older games don’t have native frame gen or scaling support built in.

Yes and not, basically this work very well to give you 60-120fps in some games. Check this x more info.
This is a pretty useful tool if you’re not far off your gsync frame rate and you’re on an older card, though if you push it too far it gets a bit acid trippy
its also cool if you have an unused gpu and a pcie-slot left since you can use that to run the frame generation instead of the main gpu.
frame gen always creates a little overhead that reduces the max frames a gpu cam natively render. you can offload this overhead to second gpu and may get a better result if the main gpu already struggles to get the required frames.
a friend of mine used that to be able to run monster hunter wilds with an acceptable framerate.
I appreciate the info! I had not previously heard of this.
Also, happy cake day!