One of the historic trade-offs of frame generation is input lag. Version 3.1.0 introduces more efficient processing pipelines that minimize the delay between user input and screen response, making the experience feel "native" even at high multiplication factors. Improved Clarity:
No software is perfect. As of the current patch, users have reported:
The old interface felt like a developer’s debug menu. Version 3.1.0.0 introduces a streamlined, tab-based interface.
This is the elephant in the room. Any frame generation injects latency because you are displaying a "future" frame that hasn't been rendered by the game engine. NVIDIA DLSS 3 uses Reflex to mitigate this; Lossless Scaling cannot access Reflex.
Using a high-speed camera (LDAT v2), we measured system latency (click-to-pixel) on a 144Hz monitor.
To get the "best version" of this story on your own PC, experts recommend the following settings :
Lossless Scaling V3.1.0.0
One of the historic trade-offs of frame generation is input lag. Version 3.1.0 introduces more efficient processing pipelines that minimize the delay between user input and screen response, making the experience feel "native" even at high multiplication factors. Improved Clarity:
No software is perfect. As of the current patch, users have reported: Lossless Scaling v3.1.0.0
The old interface felt like a developer’s debug menu. Version 3.1.0.0 introduces a streamlined, tab-based interface. One of the historic trade-offs of frame generation
This is the elephant in the room. Any frame generation injects latency because you are displaying a "future" frame that hasn't been rendered by the game engine. NVIDIA DLSS 3 uses Reflex to mitigate this; Lossless Scaling cannot access Reflex. As of the current patch, users have reported:
Using a high-speed camera (LDAT v2), we measured system latency (click-to-pixel) on a 144Hz monitor.
To get the "best version" of this story on your own PC, experts recommend the following settings :