LSFG Comes to Android via GameNative, Tripling Frame Rates in PC Game Tests

GameNative Update Brings Lossless Scaling Technology to Android

Running full PC games on an Android device has evolved from a mere party trick to a practical use case in recent years. Apps like GameNative have played a significant role in bridging the gap between mobile hardware and the desktop gaming experience. The latest update to GameNative takes this a step further by introducing support for Lossless Scaling’s multi-frame generation technology to Android for the first time.

For those unfamiliar, Lossless Scaling Frame Generation (LSFG) is a renowned frame interpolation tool on Windows that can greatly enhance perceived frame rates in games that struggle to achieve high numbers. The new implementation of LSFG in GameNative brings a Vulkan-compatible version of this technology to Android, albeit with some differences from the desktop original.

Instead of functioning as a system-wide overlay, frame generation in GameNative requires users to enable it on a per-game basis through the app’s container settings. Once a game is downloaded via the user’s Steam account and frame generation is activated, users can adjust settings such as the multiplier, flow scale, and toggle a performance-focused variant of the FG model from the quick access menu.

The results showcased in the patch notes are impressive. A test run using The Last of Us Part 1 demonstrated the game running at a base of 30 FPS, with LSFG-VK boosting it to 60 FPS at 2x, 80 FPS at 3x, and a full 100 FPS at 4x frame generation. This is particularly noteworthy as it means GameNative can now fully utilize the high-refresh-rate displays found on most mid-range and high-end Android phones.

For the community of individuals running PC titles on Android hardware, this update is a significant victory. Achieving AAA games at 60 FPS on Android already demands top-tier hardware, making triple-digit frame rates through frame generation a practical solution for fully leveraging high-refresh-rate screens on more typical devices. While the ecosystem may still have its rough edges, it continues to progress forward.

Source: Tom’s Hardware

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LSFG Comes to Android via GameNative, Tripling Frame Rates in PC Game Tests