A new independent project has come to life to a utility awaited by many Linux users, named "LSFG-VK«, this new utility is positioned as an unofficial adaptation of the Lossless Scalings Frame Generation program, which was originally created for Windows.
This development was carried out by an enthusiast, who, through reverse engineering techniques, has allowed the LSFG functionality to be recreated using the DXVK libraries and the Vulkan graphics API.
LSFG-VK: A Key Tool for Scaling Games on Linux
Utility LSFG-VK aims to allow games designed to run in separate windows can be displayed full screen without loss of quality or scaling issuesMany users find that conventional upscaling methods result in blurry output, especially in games not designed to dynamically change resolution. This tool addresses that problem at its root, offering a smoother and visually cleaner experience.
From reverse engineering to a working Linux solution
The project It was born as an attempt to port a proprietary solution based on Direct3D 11 to Linux.To achieve this, the developer relied on DXVK, which acts as a compatibility layer between Direct3D and Vulkan, and on tools like RenderDoc to obtain an accurate representation of the necessary graphics calls. The shaders, originally designed to run under D3D11, were intercepted and dynamically exported from PE executables, allowing for their analysis and subsequent implementation in Vulkan.
Once a functional basis was obtained on DXVKThe project made the leap to a native implementation based directly on Vulkan. This was achieved through a custom layer that intercepts and modifies graphics API calls, integrating LSFG's interpolation and scaling system into the game's output without requiring modifications to the game's binary.
LSFG-VK is not only limited to scaling images. It also It allows to increase fluidity and frame rate through intermediate frame generation techniques.This is especially useful in games not originally optimized for high FPS. Thanks to its capabilities, the tool can interpolate images using proprietary algorithms and other modern technologies such as AMD FidelityFX Super Resolution (FSR) or NVIDIA Image Scaling.
The choice of scaling algorithm is adapted to the type of gameModern titles benefit from the proprietary LS1 algorithm or technologies like FSR, while classic pixel-art games can take advantage of methods like Integer Scaling or xBR. For those with anime or cartoon aesthetics, Support for the Anime4K algorithm is also included. These possibilities aren't limited to PC games: console emulators can also benefit from the scaling and smoothing this tool offers.
A simple implementation for advanced users
Using LSFG-VK is surprisingly simple for those already familiar with Linux environments. Simply install the shared library liblsfg-vk.so and set the appropriate environment variables. to enable the scaling and interpolation system. No game modifications or external driver installation are required, as all processing is done dynamically by a Vulkan layer acting as an intermediary.
This ease of integration, combined with the performance and visual quality it provides, makes LSFG-VK an ideal tool for those who want to play on Linux without compromising the graphical experience. Its development demonstrates once again that the community can offer innovative solutions even without the official support of major companies in the sector.
Finally, it's worth mentioning that all the code is written in C++ and distributed under the MIT license, allowing it to be freely used and modified by the community. If you're interested in learning more, you can check out the details. In the following link.
Download and install LSFG-VK
For those interested in trying the project, please note that precompiled packages are available to facilitate installation on various Linux distributions. Among the packages offered are: deb, rpm, flatpak, .tar.zst (for Arch Linux and derivatives), as well as the source code for compilation. You can obtain any of these packages. from the link below.