{"id":138937,"date":"2025-07-14T11:11:54","date_gmt":"2025-07-14T09:11:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/sozdan-variant-utility-lossless-scalings-frame-generation-dlya-linux"},"modified":"2025-07-14T11:11:54","modified_gmt":"2025-07-14T09:11:54","slug":"sozdan-variant-utility-lossless-scalings-frame-generation-dlya-linux","status":"publish","type":"post","link":"https:\/\/prohoster.info\/es\/blog\/news\/sozdan-variant-utility-lossless-scalings-frame-generation-dlya-linux","title":{"rendered":"Se ha creado una variante de la utilidad Lossless Scalings Frame Generation para Linux","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>El proyecto lsfg-vk ha creado un puerto no oficial de la utilidad Lossless Scalings Frame Generation (LSFG) para la plataforma Linux, utilizando DXVK y la API gr\u00e1fica Vulkan. El c\u00f3digo del proyecto est\u00e1 escrito en C++ y est\u00e1 bajo la licencia MIT. El desarrollo fue realizado por un entusiasta externo que replic\u00f3 la funcionalidad del LSFG propietario mediante ingenier\u00eda inversa de bibliotecas de Windows.    <\/p>\n<p>La aplicaci\u00f3n permite escalar la salida de aplicaciones de juegos dise\u00f1adas para ejecutarse en una ventana separada, para mostrarlas en modo de pantalla completa. La utilidad tambi\u00e9n puede ser necesaria para eliminar la salida borrosa al escalar utilizando el subsistema gr\u00e1fico est\u00e1ndar o para eludir las limitaciones en juegos que est\u00e1n atados a resoluciones fijas de pantalla. Adem\u00e1s, hay una opci\u00f3n para aumentar la suavidad de la salida y aumentar la tasa de fotogramas en juegos que no est\u00e1n dise\u00f1ados para un alto FPS, mediante la inserci\u00f3n de fotogramas intermedios adicionales creados mediante la interpolaci\u00f3n de fotogramas adyacentes.     <\/p>\n<p>Para recrear detalles faltantes y escalar en LSFG se pueden utilizar tanto algoritmos originales propios como tecnolog\u00edas existentes basadas en aprendizaje autom\u00e1tico, como AMD FidelityFX Super Resolution y NVIDIA Image Scaling. La elecci\u00f3n del algoritmo depende del tipo de aplicaciones de juego. Por ejemplo, para juegos modernos se recomienda utilizar el algoritmo propio LS1 o la tecnolog\u00eda de supersampling de AMD FSR. Para juegos antiguos con gr\u00e1ficos pixelados se proponen los algoritmos Integer Scaling y xBR, mientras que para juegos con estilo de dibujos animados y anime est\u00e1 disponible el algoritmo Anime4K. Adem\u00e1s de los juegos en s\u00ed, la modificaci\u00f3n de la salida puede aplicarse tambi\u00e9n a emuladores para ejecutar juegos retro y juegos de consolas.          <\/p>\n<p>El escalado y la inserci\u00f3n de fotogramas se realizan en tiempo real y no requieren cambios en los juegos. En la versi\u00f3n para Linux, para la inserci\u00f3n de fotogramas y la inyecci\u00f3n en la salida del juego se utiliza la conexi\u00f3n de un manejador en forma de una capa adicional de Vulkan, a trav\u00e9s de la cual se interceptan, ejecutan y modifican las funciones existentes de Vulkan. Para utilizar lsfg-vk, basta con instalar la biblioteca liblsfg-vk.so y configurar sus par\u00e1metros a trav\u00e9s de variables de entorno.    <\/p>\n<p>LSFG original es una aplicaci\u00f3n compilada para Windows basada en la API D3D11. Para recrear la funcionalidad de LSFG en Linux, la implementaci\u00f3n fue traducida a una representaci\u00f3n que utiliza la API Vulkan. Para la transferencia de sombreadores, se agreg\u00f3 un controlador que intercepta las llamadas D3D11 y guarda los sombreadores en disco, as\u00ed como un analizador para la extracci\u00f3n din\u00e1mica de sombreadores de archivos ejecutables en formato PE (Portable Executable). Para transferir el pipeline gr\u00e1fico que gestiona la ejecuci\u00f3n de sombreadores, se aislaron componentes basados en la API D3D11 y, con la ayuda de DXVK, se asegur\u00f3 su funcionamiento en Linux. Despu\u00e9s de obtener una versi\u00f3n operativa basada en D3D11 y DXVK, se utiliz\u00f3 el depurador RenderDoc para obtener un desglose preciso de las llamadas Vulkan, sobre la base del cual se prepar\u00f3 la versi\u00f3n final, que utiliza directamente la API Vulkan.<br \/>\n<br \/>Fuente: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=63545\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u043e\u0435\u043a\u0442\u043e\u043c lsfg-vk \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043b\u0435\u043d \u043d\u0435\u043e\u0444\u0438\u0446\u0438\u0430\u043b\u044c\u043d\u044b\u0439 \u043f\u043e\u0440\u0442 \u0443\u0442\u0438\u043b\u0438\u0442\u044b Lossless Scalings Frame Generation (LSFG) \u0434\u043b\u044f \u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u044b Linux, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044e\u0449\u0438\u0439 DXVK \u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0439 API Vulkan. \u041a\u043e\u0434 \u043f\u0440\u043e\u0435\u043a\u0442\u0430 \u043d\u0430\u043f\u0438\u0441\u0430\u043d \u043d\u0430 \u044f\u0437\u044b\u043a\u0435 C++ \u0438 \u0440\u0430\u0437\u043c\u0435\u0449\u0451\u043d \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. \u0420\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u043d\u0438\u043c \u044d\u043d\u0442\u0443\u0437\u0438\u0430\u0441\u0442\u043e\u043c, \u0432\u043e\u0441\u0441\u043e\u0437\u0434\u0430\u0432\u0448\u0438\u043c \u0444\u0443\u043d\u043a\u0446\u0438\u043e\u043d\u0430\u043b\u044c\u043d\u043e\u0441\u0442\u044c \u043f\u0440\u043e\u043f\u0440\u0438\u0435\u0442\u0430\u0440\u043d\u043e\u0433\u043e LSFG \u0447\u0435\u0440\u0435\u0437 \u043e\u0431\u0440\u0430\u0442\u043d\u044b\u0439 \u0438\u043d\u0436\u0438\u043d\u0438\u0440\u0438\u043d\u0433 Windows-\u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a. \u041f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u043c\u0430\u0441\u0448\u0442\u0430\u0431\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u0432\u044b\u0432\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u044b\u0445 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439, \u0440\u0430\u0441\u0441\u0447\u0438\u0442\u0430\u043d\u043d\u044b\u0445 \u043d\u0430 \u0437\u0430\u043f\u0443\u0441\u043a \u0432 \u043e\u0442\u0434\u0435\u043b\u044c\u043d\u043e\u043c \u043e\u043a\u043d\u0435, [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-138937","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u043e\u0435\u043a\u0442\u043e\u043c lsfg-vk \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043b\u0435\u043d \u043d\u0435\u043e\u0444\u0438\u0446\u0438\u0430\u043b\u044c\u043d\u044b\u0439 \u043f\u043e\u0440\u0442 \u0443\u0442\u0438\u043b\u0438\u0442\u044b Lossless Scalings Frame Generation (LSFG) \u0434\u043b\u044f \u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u044b Linux, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044e\u0449\u0438\u0439 DXVK \u0438 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