Lossless Scaling is a very popular application for Windows, and the new lsfg-vk project aims to bring Lossless Scaling's Frame Generation to Linux.
It's a new project and very much in-development, so parts may not work as expected. The developer has been rapidly fixing issues as they come in.
The installation process is a bit involved though, so you need to be pretty Linux-comfortable right now to actually make use of it as it's quite a manual process. You also need to have purchased Lossless Scaling on Steam, and it makes use of a legacy version.
Hopefully now it has been revealed, more Linux hackers can jump in and improve the process for everyone.
On the GitHub Wiki the developer posted up on how they actually achieved it, which is really interesting if you love the technical side of how people do things. Like the "Porting LSFG to native Vulkan" article that mentions the "psychological torture" the dev went through "to make this project work".
You can find it on GitHub.


It's important that these type of projects that address such issues exists. Hopefully it can be implemented on ProtonUp-Qt and ProtonPlus eventually.
Seems to be important to some people though. Maybe it's the size of my screen or something.
And if I can't tell the difference on a still image, I'm definitely not going to notice in-game.
Actually, I think you're much more likely to notice it in game. But not as a positive thing. It comes in the form of dynamic artefacts, which you could never see on screenshots. And I'm so tired of those that I'm actually considering a blanket refund policy on anything that needs upscaling to perform. And unfortunately for game devs, that likely includes everything that needs ray tracing.
And I'm so tired of those that I'm actually considering a blanket refund policy on anything that needs upscaling to perform.I think upscaling is fine when used properly. I remember Serious Sam Fusion had an upscaling option already in 2017, which allowed me to enjoy the game on my shitty laptop back then.
Now frame generation is what baffles me. It actually causes artefacts, lag, and other self-induced problems just to get that artificially high FPS number.
Here is an article that sums it up quite nicely. A bit lengthy and ranty, but worth a read:
https://blog.sebin-nyshkim.net/posts/nvidia-is-full-of-shit/
Would this help with games which don't support HiDPI Screens? Still lots of SDL-based games are nearly impossible to play on HiDPI-Screens without manually chaning the resolution.
Personally, I would use gamescope for that. This project seems to be specifically for frame generation, and if you couple gamescope with the ScopeBuddy wrapper, you can streamline the use of it. It allows you to use a centralized conf file that you can define both Proton and gamescope launch options within, so the only thing you have to define in Steam is "scb -- %command%". And of course, it can be used with games outside of Steam. You can also create individual conf files based on the AppID of a game in case you need to get a bit more granular with one, and it fixes the overlay and Steam Input breakage caused by gamescope. I've made a habit out of just using it with every game now. It works around common windowing and resolution problems I have on Wayland, and until devs stop infighting over xwayland, it's an excellent bandaid.
Last edited by Joom on 7 Jul 2025 at 4:06 pm UTC