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.
| 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.
| 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.
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:
| 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 |
| 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 |
| 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.
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 |
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.
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.