Lossless Scaling Build 17002899 ((link))

HDR support was introduced in earlier versions but was often broken. Build 17002899 fully stabilizes HDR metadata passthrough, allowing you to generate frames in an HDR container without washing out colors. This is a boon for 4K HDR gamers using modded Skyrim or emulated PS3 games via RPCS3.

Based on reverse-engineering community findings:

: While earlier versions were often limited to doubling frame rates, Build 17002899 supports higher multipliers, even theoretically reaching X20 , though X2, X3, and X4 remain the recommended sweet spots for visual stability. Lossless Scaling Build 17002899

The only caveat: competitive multiplayer games (Valorant, Overwatch 2, Apex Legends) remain off-limits. The added latency—even reduced—will get you killed. For everything else? Single-player epics, emulated classics, or even watching 24FPS movies at 60FPS with SVP-like smoothness?

: Bringing 120 FPS smoothness to classic games or emulators that have physics or animations hard-coded to 30 or 60 FPS. Handheld Devices : Enhancing the experience on devices like the Steam Deck Lenovo Legion Go HDR support was introduced in earlier versions but

The heart of the build. Unlike NVIDIA’s optical flow hardware, LSFG uses a running on compute shaders.

Previous builds suffered from "judder" due to uneven frame pacing when multiplying by 4x. This build introduces , which aligns generated frames to display refresh boundaries. The result: 30 FPS sources now look almost native at 120 Hz, with no soap-opera-effect tuning required. For everything else

: Lowering end-to-end latency by approximately 24% compared to the previous 2.x versions. Visual Fidelity

9.2/10 Recommended for: Budget gamers, emulation fans, HDR enthusiasts. Avoid if: You play online competitive shooters exclusively.

| Game/App | Native | Target | LS Build 169xxx | LS Build 17002899 | Latency Δ | |----------|--------|--------|-----------------|-------------------|------------| | Elden Ring (capped 60) | 60 fps | 144 fps | 128 avg, stutters | 141 avg, smooth | -4.1 ms | | Yuzu (TotK, 30 fps) | 30 fps | 120 fps | 92 avg, artifacts | 114 avg, clean | -6.2 ms | | Cyberpunk 2077 (no in-game FG) | 45 fps | 90 fps | 78 avg, UI flicker | 88 avg, stable | -3.8 ms | | RetroArch (240p→1080p) | 60 fps | 120 fps | 116 avg, ghosting | 119 avg, minimal | -2.9 ms |

Perhaps the most crucial fix. Lossless Scaling always introduced a one-to-two-frame delay, which could make games feel "floaty" at base framerates below 30 FPS. Build 17002899 optimizes the capture queue and GPU pipeline, shaving off an average of of latency at 60 FPS output. While not imperceptible to competitive esports players, it makes single-player action games and RPGs far more responsive.