Lossless Scaling: Setup & Best Settings Guide

How to set up Lossless Scaling (LS) for smooth frame generation (LSFG) and upscaling in almost any PC game, which settings to use for different setups, and how to fix the usual problems (stutter, latency, artifacts, and it "not working").

Researched September 2026 — current as of LSFG 3.1 (June 2025) plus the Performance Mode hotfix (July 14, 2025), the latest official Steam update. Live games change; check the linked sources if something differs.

Quick Start

  1. Set the game to windowed or borderless fullscreen. LS can't capture exclusive fullscreen, except when LS outputs to a second display.
  2. Cap the game's frame rate with the in-game limiter, RTSS, or the driver limiter at a number your PC holds steadily. A stable base frame rate is the most important thing.
  3. Get the base frame rate high enough. The developer's minimum is 30 FPS. 40+ is preferred and 60 is ideal at 1080p.
  4. Start with LSFG 3.1, Fixed mode, X2. Tune from there.
  5. Leave GPU headroom. Frame generation runs on your GPU too. If the game is at 100% GPU usage, LS will make things worse.
  6. Press Scale (or use the hotkey), then click back into the game window within the delay.
  7. Use Flow Scale at high resolutions. Set it to 75% at 1440p or 50% at 4K to cut LSFG's GPU cost with little quality loss.
  8. Save a Game Profile so your settings apply automatically when that game's .exe runs.

What Lossless Scaling Does

Feature What it's for
LSFG (frame generation) Adds generated frames between real ones. The game looks smoother, but your inputs still run at the base frame rate
Scaling (upscaling) Render the game at a lower resolution and upscale it with LS1, FSR, NIS, SGSR and others. Also good for pixel-art and old games
Dual GPU mode Run LS on a second GPU so the game's GPU does no extra work
Game Profiles Per-game settings, applied automatically

LS works on almost anything that runs in a window: games without built-in frame gen, emulators locked to 30 or 60 FPS, older titles, even video.

System Requirements (Steam Store)

Minimum Recommended
OS Windows 10 version 2004 Windows 11 24H2
GPU Modern integrated graphics GeForce RTX 30 / Radeon RX 6000 / Intel Arc series
API DirectX 11 DirectX 11

A community port, lsfg-vk, brings LSFG to Linux (including Steam Deck). You still need a copy of LS for it.

Step-by-Step First Setup

  1. Launch the game and set Display Mode = Borderless / Windowed Fullscreen.
  2. Turn V-Sync off in the game and cap the frame rate (see the table below).
  3. Launch Lossless Scaling. Leave it running.
  4. In LS, choose:
  5. Click Scale and switch back to the game, or use the global hotkey (Ctrl+Alt+S by default, rebindable).
  6. Turn on Draw FPS in LS to confirm it's working. It shows base and generated frame rates.

Choosing Your Frame Cap and Multiplier

Pick a base frame rate your PC always holds, then a multiplier that reaches (or divides evenly into) your refresh rate.

Monitor Suggested base cap Mode Result
60 Hz 30 Fixed X2 60 (only if you can't reach 60 natively; latency is noticeable)
120 Hz 60 Fixed X2 120
144 Hz 48 Fixed X3 144
144 Hz 72 Fixed X2 144
165 Hz Uncapped or 60 Adaptive, target 165 165
240 Hz 60 Fixed X4 240
240 Hz 80 Fixed X3 240

Fixed vs Adaptive:

Every Important Setting Explained

Frame Generation

Setting Recommendation
LSFG version LSFG 3.1 (the current model)
Performance Off by default. Turn it on for weak GPUs, iGPUs or handhelds. The developer says it cuts LSFG's GPU load by up to half with a slight quality drop, and it can look better overall if it lets the game keep a higher base FPS
Flow Scale (called "Resolution Scale" in older builds) 100% at 1080p, 75% at 1440p, 50% at 4K. Lower = cheaper motion estimation
Multiplier / Target See the table above

Scaling

Type Best for
LS1 LS's own upscaler for modern 3D games. Has a sharpness slider
FSR Modern games, good all-rounder
NIS Modern games, NVIDIA's spatial scaler (works on all GPUs)
SGSR Snapdragon's very lightweight spatial upscaler, useful on weak hardware
Integer Pixel art at exact multiples. Perfectly sharp pixels
XBR Smoothing pixel art
Anime4K Cartoons, anime and cel-shaded content

Rendering and Capture

Setting What it does Suggested
Sync mode How LS presents frames (V-Sync style vs allow tearing) Default, or Off (allow tearing) with VRR/G-Sync
Max frame latency How many frames the LS output queue can hold Low values for lower latency
Capture API DXGI or WGC Try WGC first on Windows 11 24H2, and switch if you see stutter
Queue Target 0 = unbuffered, lowest latency. 1 = default. 2 = smoothest for uncapped or unstable base FPS 1, or 0 if your base FPS is locked and your GPU has headroom
G-Sync / VRR support Lets LS work with variable refresh On if your monitor supports it (also enable G-Sync for fullscreen in the driver)
HDR support Correct output for HDR games On only when the game is in HDR
Draw FPS On-screen counter On while tuning
Preferred GPU Which GPU runs LS Your second GPU in a dual-GPU setup
Output display Which monitor LS shows on Usually your main display

Windows 11 24H2 note: 24H2 changed how DXGI capture works, and it now depends on MPO (Multiplane Overlay) support. If frame pacing broke after that update, switch the capture API to WGC.

Dual GPU Setup (Advanced)

  1. Plug your monitor into the second GPU, the one that will run LS.
  2. In Windows Graphics settings, set the game to render on the main GPU.
  3. In LS, set Preferred GPU to the second GPU.
  4. Use Adaptive mode targeting your refresh rate, and let the game run uncapped or loosely capped.

The payoff: frame gen no longer takes FPS away from the game, and latency can be lower. The second GPU needs enough power and PCIe bandwidth for your resolution and output FPS. Community spreadsheets list what different cards manage.

Situation Settings
Emulator locked at 30 FPS on a 60 Hz screen LSFG 3.1, Fixed X2, Flow Scale 100%, Queue Target 1
Locked-60 PC port on a 144/165 Hz screen LSFG 3.1, Adaptive target = refresh rate
Heavy AAA at 4K, 120 Hz TV Cap at 60, Fixed X2, Flow Scale 50%
Handheld PC / iGPU Cap at 40, Fixed X2, Performance ON, Flow Scale 75–90%
Pixel-art game Scaling: Integer (or XBR), no frame gen needed
Anime / cel-shaded Scaling: Anime4K, plus Fixed X2 frame gen if you like

Anti-Cheat and Online Games

The community has found LS safe with most online games that use anti-cheat. It reads the screen rather than injecting into the game. The developer says this can't be guaranteed, though, so use it at your own risk in competitive games. It's also a poor fit for twitch shooters in general, because frame gen adds latency.

Common Mistakes to Avoid

Advanced Tips

FAQ

Why isn't Lossless Scaling working? The game is probably in exclusive fullscreen, you didn't click back into the game after pressing Scale, or the capture API doesn't suit your Windows build. Switch to borderless, check the delay timer, and try WGC.

Does Lossless Scaling add input lag? Yes, some. It's lowest with a locked, high base frame rate, Queue Target 0 or 1, and in-game V-Sync off. The developer measured LSFG 3 at roughly 24% better end-to-end latency than LSFG 2 in its test (40 base FPS, X2).

What base FPS do I need? At least 30. 40 or more is better, and 60 is ideal at 1080p.

Fixed or Adaptive? Use Fixed when base × multiplier equals your refresh rate. Use Adaptive for awkward caps, uncapped games, or dual GPU.

Is it safe with anti-cheat? The community generally reports that it is, but the developer can't guarantee it.

Does it work on Steam Deck or Linux? Through the community lsfg-vk project, yes.

Should I use LS instead of DLSS/FSR frame generation? If a game has native frame gen, that's usually better quality and latency. LS is for everything that doesn't.

Sources