Lossless Scaling V3.1.0.0 Jun 2026

You have integrated graphics. You want to play Baldur’s Gate 3 at 720p/40fps. Scale via FSR to 1080p, then generate to 80fps. It’s witchcraft.

Using a high-speed camera (LDAT v2), we measured system latency (click-to-pixel) on a 144Hz monitor.

The Ultimate Guide to Lossless Scaling v3.1.0.0: Next-Gen Frame Generation for Every PC Game

However, the game-changer arrived with . This proprietary algorithm analyzes two consecutive frames rendered by your GPU and generates an interpolated frame between them. The result? You can lock a game to 30 FPS or 60 FPS and watch it transform into a visually fluid 60 FPS or 120 FPS experience.

Select LS1 for modern 3D games or Integer Scaling for pixel art titles. Lossless Scaling v3.1.0.0

Note: While LSFG 3.0 produces impressive results, it cannot replace native high refresh rates or dedicated hardware frame generation (e.g., DLSS 3 FG). Users sensitive to input latency (e.g., competitive esports players) should stick to native rendering or simple scaling modes.

Are you prioritizing or the highest possible frame rate ? I can give you the exact settings to use for your hardware. Share public link

In mid-2025, a quiet revolution shook the world of PC gaming: received its 3.1 update. This tool, available for a one-time purchase on Steam, enables FSR-like scaling and frame generation that is compatible with almost any GPU and any game . The 3.1 update particularly focuses on a new "Performance Mode" designed to reduce GPU load by up to 50% and provide cleaner visuals than ever before.

Click the button in the top right corner of the Lossless Scaling app. You have integrated graphics

The developer’s roadmap (shared on Discord) hints at by Q3 2025. Leaked features include:

The v3.1.0.0 update is focused on refining the LSFG 2.0+ technology, introducing improvements to performance, compatibility, and visual quality. 1. Enhanced LSFG (Lossless Scaling Frame Generation)

The developer, THS, has hinted that v3.1.0.0 lays the groundwork for —where the multiplier changes on the fly based on motion complexity. Furthermore, community modders have discovered strings in the code referencing "LSFG 3.0" and "Per-application profiles."

Example: On a 144Hz monitor using X3 mode, cap your game at 48 FPS. Lossless Scaling will smoothly output exactly 144 FPS. Performance and Compatibility Comparison Metric / Feature Native FG (DLSS 3 / FSR 3) Lossless Scaling v3.1.0.0 Restricted (RTX 40-series / RX 7000+) Universal (NVIDIA, AMD, Intel) Game Compatibility Must be integrated by developers Works on any game or emulator UI/HUD Artifacts Low (Processes UI separately) Minimal to Low (Improved in v3.1.0.0) Input Latency Low (Utilizes Reflex/Anti-Lag) Moderate (Requires solid base FPS) The Verdict on v3.1.0.0 It’s witchcraft

The proprietary Lossless Scaling Frame Generation (LSFG) machine learning model receives critical updates in this version. LSFG analyzes consecutive frames to estimate pixel motion and insert an intermediate frame, effectively doubling or tripling the perceived frame rate. Version 3.1.0.0 minimizes common motion artifacts, such as ghosting around fast-moving user interface elements and shimmering textures, which often affect temporal frame generation methods. 2. Diversified Scaling Algorithms

: Moving beyond fixed multipliers (like 2x or 3x), the introduction of Adaptive Mode

: This version solidifies the reliability of "X3" mode, allowing users to triple their perceived frame rate (e.g., turning 30 FPS into 90 FPS) with improved stability compared to previous beta iterations.

Lossless Scaling v3.1.0.0 is more than an update; it is a statement on the versatility of software rendering. It empowers users to bypass the limitations of game engines and aging hardware pipelines. Whether it is breathing new life into a Steam Deck by lowering render resolution and scaling up, or transforming a 60 FPS locked title into a 144 Hz masterpiece on a high-end OLED monitor, the utility serves a singular purpose: the pursuit of the perfect frame. It stands as a testament to the idea that resolution and framerate are no longer just hardware metrics, but variables that can be manipulated through intelligent software design.

. This makes it more viable for lower-end hardware, though it may slightly impact visual clarity. Latency Reductions: