Since version 2.6, Lossless Scaling switched its frame capture API from WGC to DXGI. This change seems to have caused issues because Looking Glass also uses DXGI for frame capture, leading to a conflict that prevents Lossless Scaling from functioning properly with DXGI.
Although reverting Lossless Scaling’s frame capture API back to the older WGC allows it to work, this approach appears to increase overhead.
It seems that by adding certain features to the host side of Looking Glass—specifically, enabling low-resolution windows of older games to be upscaled to high-definition using FSR through hotkeys and process detection—one could significantly leverage Looking Glass’s existing FSR capabilities.
FSR can notably enhance the visual quality of older games, making this integration highly beneficial.
I have a monitor i got in 2014 that has internal linear upscaling to 1080p when i feed it a lower resolution. Im sure nowadays displays with upscaling to fit are very cheap and availible.
Since version 2.6 of what? Lossless Scaling is a technique, if there is an application by that name I am not aware of it.
This change seems to have caused issues because Looking Glass also uses DXGI for frame capture, leading to a conflict that prevents Lossless Scaling from functioning properly with DXGI.
There is nothing we can do about this, if there is an issue with multiple applications using DXGI DesktopDuplication at once, then it’s something that only Microsoft can fix. Really though, there should not be any issue here as multiple capture applications running at once has always been permitted by windows in the past.
While I see the merits of your suggestion regarding process detection, what you’re doing is rare, very few people use LG for this, and the cost of maintaining the extra code to do this is not really worth it for the little benefit it would yield.