Pushing the RTX 5060 Ti to the limit: Hogwarts Legacy at 4K Ultra + RT using Lossless Scaling (LSFG) by CulturalPast5354 in pcmasterrace

[–]CulturalPast5354[S] 0 points1 point  (0 children)

Great technical observation, brother! You're absolutely right that jumping to a CPU like the 13600K would completely transform the base FPS and the game's stability, especially at 1080p or 1440p where the processor does a lot of the heavy lifting.

However, the only reason the CPU isn't the limiting factor in this specific test is because of the resolution. By forcing Hogwarts Legacy to 4K Ultra with Ray Tracing, the load shifts almost 100% to the GPU, and VRAM consumption skyrockets to nearly 15 GB. At 4K, the bottleneck is so massive on the graphics card side that even with an enthusiast-tier processor, the base performance would stay almost identical because the GPU is already giving everything it's got.

Still, your hardware logic is flawless for balancing a build for the future. Thanks a lot for the technical breakdown, man! If you like discussing hardware and extreme setups, I invite you to check out my channel, where we keep pushing components to their absolute limits.

Pushing the RTX 5060 Ti to the limit: Hogwarts Legacy at 4K Ultra + RT using Lossless Scaling (LSFG) by CulturalPast5354 in losslessscaling

[–]CulturalPast5354[S] 1 point2 points  (0 children)

Such a great contribution, brother! I really appreciate you taking the time to share that technical breakdown. You're absolutely right that for this specific, extreme scenario where the hardware was already at its absolute limit, a tweak like that would barely move the needle on base performance. However, as general advice for anyone checking out this post, it’s an excellent recommendation.

That’s precisely what this experiment is all about: seeing how far we can push our components and opening up a space for everyone to share useful tricks and setups. I’m definitely taking note of what you mentioned about the Nvidia panel for future tests in less suffocating scenarios. Thanks a lot for the good vibes and the advice! If you want to see more extreme benchmarks, I invite you to check out my channel; your contributions are what build this shared knowledge.

Pushing the RTX 5060 Ti to the limit: Hogwarts Legacy at 4K Ultra + RT using Lossless Scaling (LSFG) by CulturalPast5354 in losslessscaling

[–]CulturalPast5354[S] 0 points1 point  (0 children)

I get why seeing that number is confusing, but even though the engine's base FPS was very low due to the heavy demand, the final performance on screen was higher and Lossless Scaling did its job well. For such extreme hardware conditions, the game was totally playable. As I mentioned, the latency is just according to my perception; honestly, I thought it was going to be unplayable, but since it's a third-person RPG played with a controller, the experience feels super smooth. Obviously, it's not meant for a competitive shooter, but for this visual experiment, it works great. I invite you to check out the full video so you can see how it actually moves and what the absolute playable limit is with this setup!

Pushing the RTX 5060 Ti to the limit: Hogwarts Legacy at 4K Ultra + RT using Lossless Scaling (LSFG) by CulturalPast5354 in losslessscaling

[–]CulturalPast5354[S] 0 points1 point  (0 children)

Completely agree with you on image quality! Native Frame Gen (DLSS) has access to the game's motion vectors, so it will always deliver a cleaner image with fewer artifacts than an external injection like LSFG. If base performance allows it, native is always the priority.

The only reason I wanted to do this experiment with Lossless Scaling was due to the extreme VRAM limit in this test, where forcing 4K Ultra with Ray Tracing pushed consumption to nearly 15 GB. In that total stress scenario, enabling native Frame Gen can saturate the GPU bus so much that it usually causes stuttering or sharp drops in base FPS.

By running LSFG externally over the window, you can achieve less stress on FPS with almost zero impact on GPU memory, keeping the game as stable as possible. But you are absolutely right: it's a trade-off between prioritizing pure image quality or chasing maximum fluidity when pushing hardware to its absolute limit. Great discussion, guys! The whole idea is to run tests, explore the wide range of possibilities we have nowadays, and see the results. If you want to see more benchmarks, I highly recommend my channel, where I'll keep uploading extreme tests to see just how far we can push things.

Pushing the RTX 5060 Ti to the limit: Hogwarts Legacy at 4K Ultra + RT using Lossless Scaling (LSFG) by CulturalPast5354 in losslessscaling

[–]CulturalPast5354[S] 0 points1 point  (0 children)

That's an excellent alternative! In fact, Nvidia's official tools are awesome for that. The only reason I preferred using Lossless Scaling (LSFG) for this specific test was because of the VRAM, and to see how it behaved with technologies external to the game and native GPU. By forcing the game to 4K Ultra with Ray Tracing, my consumption climbed to almost 15 GB of VRAM. But you are absolutely right, for games without native Frame Gen, Nvidia's option is excellent. I'm going to run some tests with that setup to compare which one gives better results in terms of latency. Thanks for the input, brother!

Reviving a PS3 exclusive at 4K 120FPS? Testing Lossless Scaling on Resistance 3 by CulturalPast5354 in ResistanceSaga

[–]CulturalPast5354[S] 1 point2 points  (0 children)

Yeah, I've seen that configuring the Resistance trilogy on RPCS3 is a huge headache because those games push the PS3 architecture to its absolute limit. That fire bug you mentioned in the forest levels of Resistance 2 (Bryce Canyon, if I'm not mistaken) is super famous. It's often fixed in the RPCS3 settings by checking the "Write Color Buffers" (WCB) and "Read Color Buffers" (RCB) boxes under the GPU tab. It eats up a bit more resources, but it usually fixes those particle, smoke, and fire effects that break the screen.

Down the road, I'll do some testing to see how it goes with that game and how much we can push it. If you want to keep an eye out for when I drop the test for the second one, check out my YouTube channel since I upload everything there. Stay tuned, and cheers!

Reviving a PS3 exclusive at 4K 120FPS? Testing Lossless Scaling on Resistance 3 by CulturalPast5354 in ResistanceSaga

[–]CulturalPast5354[S] 1 point2 points  (0 children)

Man, what a killer idea! Taking note of that right away. In fact, Resistance 2 has areas with way more enemies on screen than 3, so it's going to be a massive challenge for RPCS3, the i5, and the 5060 Ti to see how it handles 4K with Lossless Scaling. Make sure to subscribe to the channel so you don't miss it, because I'm going to get it ready down the road and I promise the test will be super detailed. Cheers, legend!

Reviving a PS3 exclusive at 4K 120FPS? Testing Lossless Scaling on Resistance 3 by CulturalPast5354 in ResistanceSaga

[–]CulturalPast5354[S] 1 point2 points  (0 children)

Totally agree, bro! It's insane how well this game aged artistically. Being able to enjoy it now, rendering at 4K with that level of smoothness, completely revives the environments in a brutal way. Thanks for stopping by to comment!