Resolution Scale, SGSR v1, and Windows 11 24H2 Compatibility

Lossless Scaling

All-in-one gaming utility for scaling and frame generation

[list] [*] Introduced a new "Resolution Scale" option for LSFG. This feature allows input frames to be processed at a reduced resolution while generating output at the original resolution. For example, when playing at 1440p, setting the scale to 50% enables LSFG to generate 1440p output from a 720p input. This provides a performance boost with only a minor quality trade-off (depending on the game). Note that this is not related to image scaling; rather, it reduces the amount of information available to LSFG for motion estimation. [*] LSFG 1.1 has been fully replaced by LSFG 2.3 and is no longer available. For instance, at a resolution scale of 90%, LSFG 2.3 Performance is both faster and of higher quality. If you still wish to use LSFG 1.1, LS 2.11 remains available in the Betas section on Steam. [*] Introduced SGSR v1, a highly lightweight spatial upscaler. For more details, visit the official page: https://github.com/SnapdragonStudios/snapdragon-gsr. [*] With the latest Windows 11 24H2 update, Microsoft changed how the Desktop Duplication API (DXGI) functions, making it heavily reliant on MPO (Multiplane Overlay) support. Without MPO, DXGI cannot reliably distinguish between updates from game window and the LS window when both are displayed on the same monitor. This prevents it from capturing only new frames, thereby breaking the existing framepacing algorithm. MPO support varies between systems, and there is no definitive way to determine why it is supported on some setups and not on others. You can use dxdiag to check if your system has MPO support. In some cases, you might be able to work around the issue. For instance, if you have two monitors connected, disconnecting one may force the remaining monitor to support MPO. As of the 24H2 update, DXGI is no longer a reliable capture method unless Microsoft changes its approach or Nvidia and AMD improve MPO support in their drivers. On the other hand, Microsoft has addressed a five-year-old bug in the Windows Graphics Capture (WGC) API, which previously prevented it from capturing only new frame updates. Starting with version 24H2, WGC now works as expected for the most part. Essentially, DXGI and WGC have switched roles in this update. WGC capture in LS has been updated with a new framepacing algorithm to replace DXGI on newer systems while maintaining the same behavior as before on older systems. DXGI continues to function normally up to version 23H2, but beyond that, it depends on MPO support. While WGC generally offers some advantages over DXGI, such as allowing LS to be recordable by most tools, it also has drawbacks without MPO support. Specifically, in games where a hardware cursor is displayed and VRR is enabled, WGC disables independent flip mode globally. This can lead to issues with LS and VRR functionality. Starting with Windows 11 24H2, MPO support becomes highly desirable. We can hope that future updates from Microsoft, Nvidia, and AMD will address these challenges. Notably, there have been reports that DXGI is functioning correctly again on the Windows 11 Dev branch. [/list]