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.