LSFG on switch

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pinbi7

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I wonder if the memory on the switch would work for a syshooking method. Since Nagaa have the .dll supported but here we need a whole implementation for software that aren't supported out of the box sort of speak.
 
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LSFG on switch

I'm just wondering if it's possible to implant LSFG on any switch titles and homebrew the same way you can on steamdeck .(through a tesla plug-in or something)

Surprisingly there is very little information available on the subject.

The only information I was able to find was from @Nagaa having implemented LSFG to his ports of dolphin and drastic

https://github.com/NaGaa95/dolphin-nx/releases

https://github.com/NaGaa95/DrasticDS_nx
hi guys The file you're looking for is the same file I've been searching for for days.
 
That's not what they are asking for and what you are distributing is piracy.

Idk why but your sentiment makes me think of Toei Animation when they didn’t archive MasterTape or anything for DBZ, so all they have were low quality pirated copies archived.

Particularly something niche when AMD, Nvidia or Intel will ultimately define what frame-gen or upscaled graphics are for mass market. Those who use it ultimately tend to be enthusiasts or pirates.
I bought a copy on humble bundle but i couldnt find a archive for it, so losing access to it isnt impossible even if temporary.
 
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So after thinking about it, this is what a LSFG plugin would entail for retail games:

SaltyNX is what we want to be looking at as they expose the framebuffers for us as they already inject and hook into retail games. The problems come after that. Say we double the framerate, we have to store three frames for calculating motion and what not, so that's like more than a gig of bandwidth. Many games like TOTK sutarates that bandwidth leaving little to no room for frame gen. Wii games barely take up anything so it doesn't use much of the ram pool.

short answer is it's more practical to create a generic plugin for LSFG so it's easy for other brew dev's to utilize. However for something that works in retail games requires code injection via saltyNX or exlaunch to grab the frames then run it through our own implementation of LSFG (I understand it's closed source) that utilizes hardware optimizations for the switch like fp16 math and GOB arrays. Possible. . .yes. . .requires a team of people. . .also yes
 
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