Lossless Scaling Build 17002899 -

| 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 |

Direct3D 12 requires explicit resource state transitions. Previous LS builds inserted D3D12_RESOURCE_BARRIER_TYPE_TRANSITION after every frame generation pass, causing pipeline stalls on AMD RDNA 2/3 GPUs and Intel Arc cards. Lossless Scaling Build 17002899

The developer replaced transition barriers with D3D12_RESOURCE_BARRIER_TYPE_ALIASING where possible, and implemented deferred barrier batching for composite frames. | Game/App | Native | Target | LS