{"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\/it\/blog\/novosti-interneta\/sozdan-variant-utility-lossless-scalings-frame-generation-dlya-linux","title":{"rendered":"\u00c8 stata creata una versione dell'utilit\u00e0 Lossless Scalings Frame Generation per Linux","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Il progetto lsfg-vk ha realizzato una porting non ufficiale dell'utilit\u00e0 Lossless Scalings Frame Generation (LSFG) per la piattaforma Linux, utilizzando DXVK e l'API grafica Vulkan. Il codice del progetto \u00e8 scritto in C++ ed \u00e8 rilasciato sotto licenza MIT. Sviluppato da un appassionato, ricrea la funzionalit\u00e0 del LSFG proprietario attraverso il reverse engineering delle librerie di Windows.    <\/p>\n<p>L'applicazione consente di scalare il output delle applicazioni di gioco, progettate per essere eseguite in una finestra separata, per la visualizzazione a schermo intero. L'utilit\u00e0 pu\u00f2 anche essere necessaria per eliminare l'output sfocato durante il ridimensionamento utilizzando il subsistema grafico predefinito o per aggirare le limitazioni nei giochi legati a risoluzioni fisse. Inoltre, \u00e8 possibile migliorare la fluidit\u00e0 dell'output e aumentare la frequenza dei fotogrammi nei giochi non progettati per alti FPS, inserendo fotogrammi intermedi creati tramite interpolazione dei fotogrammi adiacenti.     <\/p>\n<p>Per ricreare i dettagli mancanti e scalare in LSFG possono essere utilizzati sia algoritmi originali proprietari sia tecnologie esistenti basate sull'apprendimento automatico, come AMD FidelityFX Super Resolution e NVIDIA Image Scaling. La scelta dell'algoritmo dipende dal tipo di applicazioni di gioco. Ad esempio, per i giochi moderni si consiglia di utilizzare l'algoritmo proprietario LS1 o la tecnologia di supercampionamento AMD FSR. Per i giochi pi\u00f9 vecchi con grafica pixelata sono proposti algoritmi come Integer Scaling e xBR, mentre per i giochi in stile cartoni animati e anime \u00e8 disponibile l'algoritmo Anime4K. Oltre ai giochi stessi, la modifica dell'output pu\u00f2 essere applicata anche agli emulatori per eseguire giochi retro e giochi per console.          <\/p>\n<p>Lo scaling e l'inserimento dei fotogrammi avvengono in tempo reale e non richiedono modifiche ai giochi. Nella versione per Linux, per l'inserimento dei fotogrammi e l'intercettazione dell'output di gioco viene utilizzato un gestore sotto forma di un ulteriore strato Vulkan, attraverso cui vengono intercettate, eseguite e modificate le funzioni esistenti di Vulkan. Per utilizzare lsfg-vk \u00e8 sufficiente installare la libreria liblsfg-vk.so e configurarne le impostazioni attraverso le variabili di ambiente.    <\/p>\n<p>L'originale LSFG \u00e8 un'applicazione compilata per Windows basata sull'API D3D11. Per ricreare la funzionalit\u00e0 di LSFG su Linux, l'implementazione \u00e8 stata traslitterata in una rappresentazione che utilizza l'API Vulkan. Per il trasferimento degli shader \u00e8 stato aggiunto un gestore che intercetta le chiamate a D3D11 e salva gli shader su disco, oltre a un parser per estrazioni dinamiche degli shader dai file eseguibili in formato PE (Portable Executable). Per il trasferimento del pipeline grafico che gestisce l'esecuzione degli shader, sono stati estratti componenti basati su API D3D11 e la loro operativit\u00e0 su Linux \u00e8 stata garantita tramite DXVK. Dopo aver ottenuto una versione funzionale basata su D3D11 e DXVK, mediante il debugger RenderDoc \u00e8 stata ottenuta una precisa mappatura delle chiamate Vulkan, sulla quale \u00e8 stata preparata la versione finale, che utilizza direttamente l'API Vulkan.<br \/>\n<br \/>Fonte: <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-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - 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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Il codice del progetto \u00e8 scritto in C++ ed \u00e8 rilasciato sotto licenza MIT. Sviluppato da un appassionato, ricrea la funzionalit\u00e0 del LSFG proprietario attraverso il reverse engineering delle librerie di Windows. 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