¿Avatar: Quest for Balance a 4K y 120 FPS en Ryujinx? Ponemos a prueba Lossless Scaling y NVIDIA Smooth Motion
▲ 5 r/NintendoLatam+5 crossposts

¿Avatar: Quest for Balance a 4K y 120 FPS en Ryujinx? Ponemos a prueba Lossless Scaling y NVIDIA Smooth Motion

¡Buenas gente!

Quise ver hasta dónde se podía exprimir Avatar: The Last Airbender - Quest for Balance en PC usando Ryujinx, teniendo en cuenta que el juego funciona nativo a 30 FPS bloqueados en la Switch, así que decidí probar si realmente vale la pena usar generación de fotogramas en emuladores o si el retraso de entrada (input lag) arruina la experiencia.

Hice un benchmark extremo subiendo la resolución a 4K y combinando Lossless Scaling (LSFG) con NVIDIA Smooth Motion para romper la barrera de los 120 FPS.

Aquí tienen las pruebas de impacto visual, fluidez y latencia:

Enlace de las pruebas https://youtu.be/_WkGXpNL3dI

¿Qué opinan de usar generación de fotogramas para emulación? ¿Prefieren LSFG o la tecnología de NVIDIA en cuanto a respuesta de control? ¡Los leo!

u/CulturalPast5354 — 11 days ago

God of War Ascension at 4K + Lossless Scaling & Smooth Motion test.

God of War: Ascension has always been a pain to emulate due to how heavy it is on the RSX. I ran a stress test at 4K, using Lossless Scaling (x3) and NVIDIA Smooth Motion to see if we can finally get a super-smooth experience.

I compared native performance against these AI frame-gen tools in a side-by-side split screen at 0.25x speed to spot artifacts and input lag. Curious to see if this is the best way to replay the game in 2026.

Benchmark link: https://youtu.be/bLsS-Z7N_vE

u/CulturalPast5354 — 15 days ago

God of War Ascension 4K | Smooth Motion y Lossless Scaling X3

God of War: Ascension siempre ha sido un dolor de cabeza de emular debido a lo exigente que es con el RSX. Hice una prueba de estrés a 4K, usando Lossless Scaling (x3) y NVIDIA Smooth Motion, para ver si por fin podemos conseguir una experiencia súper fluida. Comparé el rendimiento nativo con estas herramientas de generación de fotogramas en una pantalla dividida lado a lado al 0.25x de velocidad para detectar artefactos y retraso de entrada (input lag). Tengo curiosidad por ver si esta es la mejor manera de volver a jugar el título en 2026.

Enlace del benchmark: https://youtu.be/bLsS-Z7N_vE

u/CulturalPast5354 — 15 days ago

God of War: Paquete de texturas 4K para PS3 vs. PSP | Prueba de rendimiento en emulación para PC | i5-12400F + RTX 5060 Ti de 16 GB

Decidí poner a prueba mi equipo comparando la fidelidad visual y el rendimiento de God of War (PS3) con la versión de PSP usando un paquete de texturas de alta resolución.

El objetivo era analizar cómo estas arquitecturas diferentes manejan el escalado a 4K y si el paquete de texturas de la versión de PSP puede competir realmente con el renderizado nativo de PS3.

Especificaciones del sistema:

  • CPU: Intel Core i5-12400F
  • GPU: NVIDIA RTX 5060 Ti 16 GB VRAM
  • Resolución: 4K
  • Emuladores: RPCS3 (PS3) / PPSSPP (PSP)
  • Objetivo: Analizar la estabilidad y la nitidez visual en entornos emulados.

¡Solo por curiosidad!

  • Viendo las capturas de pantalla, ¿crees que este paquete de texturas de PSP consume más recursos de hardware que la versión de PS3?
  • ¿Vale la pena jugarlo en PSP con texturas hoy en día, o te quedas con la versión nativa de PS3? ¿Cuál jugarías?

PD: Más adelante, haré una comparativa definitiva: PSP con paquete de texturas vs. PS3 con paquete de texturas. ¡Estad atentos!

Hice una prueba completa para que podáis ver las diferencias de rendimiento y visuales en movimiento. Enlace a la prueba de rendimiento a continuación: https://www.youtube.com/watch?v=9ywaGHfTKPc

https://preview.redd.it/lx35ogib9e3h1.png?width=1080&format=png&auto=webp&s=d9f16e0b2af0c2ff17bbcfb06912da296661af3d

reddit.com
u/CulturalPast5354 — 1 month ago

God of War: PS3 4K vs. PSP 4K Texture Pack | PC Emulation Benchmark | i5-12400F

I decided to test my rig by comparing the visual fidelity and performance scaling of God of War (PS3) against the PSP version using a high-resolution texture pack.

The goal was to analyze how these different architectures handle 4K scaling and whether the PSP version's texture pack can truly compete against native PS3 rendering.

System Specs:

  • CPU: Intel Core i5-12400F
  • GPU: NVIDIA RTX 5060 Ti 16GB VRAM
  • Resolution: 4K
  • Emulators: RPCS3 (PS3) / PPSSPP (PSP)
  • Objective: Analyze stability and visual clarity in emulated environments.

Just curious!

  • Looking at the screenshots, do you think this PSP texture pack actually consumes more hardware resources than the PS3 version?
  • Is it worth playing it on PSP with textures nowadays, or do you stick with the native PS3 version? Which one would you play?

PS: Further down the road, I will be doing a definitive showdown: PSP with texture pack vs. PS3 with texture pack*. Stay tuned!*

I did a full test so you can see the performance and visual differences in motion. Benchmark link below: https://www.youtube.com/watch?v=9ywaGHfTKPc

https://preview.redd.it/3d35t20d8e3h1.png?width=1080&format=png&auto=webp&s=f4c96cf96448c4be8413b251f48cd9e5355f5ca6

reddit.com
u/CulturalPast5354 — 1 month ago

God of War: Paquete de texturas 4K para PS3 vs. PSP | Prueba de rendimiento en emulación para PC | i5-12400F + RTX 5060 Ti de 16 GB

Decidí poner a prueba mi equipo comparando la fidelidad visual y el rendimiento de God of War (PS3) con la versión de PSP usando un paquete de texturas de alta resolución.

El objetivo era analizar cómo estas arquitecturas diferentes manejan el escalado a 4K y si el paquete de texturas de la versión de PSP puede competir realmente con el renderizado nativo de PS3.

Especificaciones del sistema:

  • CPU: Intel Core i5-12400F
  • GPU: NVIDIA RTX 5060 Ti 16 GB VRAM
  • Resolución: 4K
  • Emuladores: RPCS3 (PS3) / PPSSPP (PSP)
  • Objetivo: Analizar la estabilidad y la nitidez visual en entornos emulados.

¡Solo por curiosidad!

  • Viendo las capturas de pantalla, ¿crees que este paquete de texturas de PSP consume más recursos de hardware que la versión de PS3?
  • ¿Vale la pena jugarlo en PSP con texturas hoy en día, o te quedas con la versión nativa de PS3? ¿Cuál jugarías?

PD: Más adelante, haré una comparativa definitiva: PSP con paquete de texturas vs. PS3 con paquete de texturas. ¡Estad atentos!*

https://preview.redd.it/bfmc0ize5e3h1.png?width=1365&format=png&auto=webp&s=5245cf7528218e6dd0260fdd607da42b792bb9fb

reddit.com
u/CulturalPast5354 — 1 month ago

God of War: PS3 4K vs. PSP 4K Texture Pack | PC Emulation Benchmark | i5-12400F + RTX 5060 Ti 16GB

I decided to test my rig by comparing the visual fidelity and performance scaling of God of War (PS3) against the PSP version using a high-resolution texture pack.

The goal was to analyze how these different architectures handle 4K scaling and whether the PSP version's texture pack can truly compete against native PS3 rendering.

System Specs:

  • CPU: Intel Core i5-12400F
  • GPU: NVIDIA RTX 5060 Ti 16GB VRAM
  • Resolution: 4K
  • Emulators: RPCS3 (PS3) / PPSSPP (PSP)
  • Objective: Analyze stability and visual clarity in emulated environments.

Just curious!

  • Looking at the screenshots, do you think this PSP texture pack actually consumes more hardware resources than the PS3 version?
  • Is it worth playing it on PSP with textures nowadays, or do you stick with the native PS3 version? Which one would you play?

PS: Further down the road, I will be doing a definitive showdown: PSP with texture pack vs. PS3 with texture pack. Stay tuned!

I did a full test so you can see the performance and visual differences in motion. Benchmark link below: https://www.youtube.com/watch?v=9ywaGHfTKPc

https://preview.redd.it/ox1z13rd5e3h1.png?width=1365&format=png&auto=webp&s=e7946943b83728f4653148663f99de974df8ef14

reddit.com
u/CulturalPast5354 — 1 month ago

Llevando Heavenly Sword (RPCS3) al límite absoluto: pruebas de rendimiento extremas en 4K y 8K de hasta 120 FPS con escalado sin pérdidas (RTX 5060 Ti / i5 12400F)

¡Hola a todos!

Heavenly Sword es una obra maestra, pero todos sabemos lo notoriamente difícil que es emularlo fluidamente debido a sus altísimas exigencias de optimización para el procesador Cell, quería ver hasta dónde podíamos llevar este clásico usando hardware de gama media (RTX 5060 Ti + i5 12400F) combinando el escalado interno de RPCS3 con generación de fotogramas externa.

Aquí tienes un resumen de lo que encontré durante mis pruebas:

  • El desafío de la resolución: La GPU manejó sorprendentemente bien el salto de 4K a 8K en términos de renderizado de píxeles puros, pero a medida que escalas más en RPCS3, la sobrecarga puede afectar gravemente el ritmo base de los fotogramas.
  • El objetivo de 120 FPS: Para eliminar los tirones y lograr una salida fluida de 120 FPS en un monitor de alta tasa de refresco, inyecté Lossless Scaling (LSFG) externamente sobre la ventana.
  • El sacrificio: Dado que la tasa de fotogramas base fluctúa bajo resoluciones tan extremas, la generación externa de fotogramas introdujo un poco de latencia. Sin embargo, al ser un juego de acción hack-and-slash en tercera persona jugado con mando, la experiencia se sintió increíblemente fluida y visualmente cinemática, transformando por completo cómo se ve y se juega en comparación con el hardware original.

Quería compartir esta prueba para explorar el abanico de posibilidades de rendimiento que tenemos hoy en día con estas herramientas externas cuando llevamos los emuladores al límite absoluto.

¡Me encantaría conocer su opinión! ¿Han probado LSFG con títulos pesados de PS3? ¿Cuáles son sus configuraciones preferidas en RPCS3 para evitar los fuertes cuellos de botella de la CPU? ¡Sus aportes nos ayudan a construir un mejor conocimiento compartido!

https://preview.redd.it/wi73ijhewl2h1.png?width=1365&format=png&auto=webp&s=d57eb9eb960d28747851506104a3b82bd06bdc8f

reddit.com
u/CulturalPast5354 — 1 month ago

Pushing Heavenly Sword (RPCS3) to the absolute limit: 4K & 8K Extreme Benchmarks up to 120 FPS using Lossless Scaling (RTX 5060 Ti / i5 12400F)

Hi everyone!

Heavenly Sword is a masterpiece, but we all know how notoriously difficult it is to emulate smoothly due to its massive cell-processor optimization demands. I wanted to see how far we could push this classic using mid-range hardware (RTX 5060 Ti + i5 12400F) by combining RPCS3 internal scaling with external frame generation.

Here is a breakdown of what I found during my tests:

  • The Resolution Challenge: The GPU handled the jump from 4K up to 8K surprisingly well in terms of raw pixel rendering, but as you scale higher in RPCS3, the overhead can heavily impact the base frame pacing.
  • The 120 FPS Target: To clear out the stuttering and hit a fluid 120 FPS output on a high-refresh display, I injected Lossless Scaling (LSFG) externally over the window.
  • The Trade-off: Since the base frame rate fluctuates under such extreme resolutions, external frame generation introduced a bit of latency. However, being a third-person hack-and-slash action game played with a controller, the experience felt incredibly smooth and cinematic visually, completely transforming how the game looks and plays compared to the original hardware.

I wanted to share this test to explore the range of performance possibilities we have nowadays with these external tools when pushing emulators to the absolute edge.

If you want to check out the side-by-side performance comparisons from 4K to 8K and see how the motion holds up, feel free to check out my video breakdown here: https://youtu.be/kR4Q-eMBMCI

I'd love to hear your thoughts! Have you guys tried LSFG with heavy PS3 titles? What are your preferred RPCS3 settings to bypass the heavy CPU bottlenecks? Your contributions help us build better shared knowledge!

https://preview.redd.it/wi73ijhewl2h1.png?width=1365&format=png&auto=webp&s=d57eb9eb960d28747851506104a3b82bd06bdc8f

reddit.com
u/CulturalPast5354 — 2 months ago

Pushing Heavenly Sword (RPCS3) to the absolute limit: 4K & 8K Extreme Benchmarks up to 120 FPS using Lossless Scaling (RTX 5060 Ti / i5 12400F)

Hi everyone!

Heavenly Sword is a masterpiece, but we all know how notoriously difficult it is to emulate smoothly due to its massive cell-processor optimization demands. I wanted to see how far we could push this classic using mid-range hardware (RTX 5060 Ti + i5 12400F) by combining RPCS3 internal scaling with external frame generation.

Here is a breakdown of what I found during my tests:

  • The Resolution Challenge: The GPU handled the jump from 4K up to 8K surprisingly well in terms of raw pixel rendering, but as you scale higher in RPCS3, the overhead can heavily impact the base frame pacing.
  • The 120 FPS Target: To clear out the stuttering and hit a fluid 120 FPS output on a high-refresh display, I injected Lossless Scaling (LSFG) externally over the window.
  • The Trade-off: Since the base frame rate fluctuates under such extreme resolutions, external frame generation introduced a bit of latency. However, being a third-person hack-and-slash action game played with a controller, the experience felt incredibly smooth and cinematic visually, completely transforming how the game looks and plays compared to the original hardware.

I wanted to share this test to explore the range of performance possibilities we have nowadays with these external tools when pushing emulators to the absolute edge.

If you want to check out the side-by-side performance comparisons from 4K to 8K and see how the motion holds up, feel free to check out my video breakdown here: https://youtu.be/kR4Q-eMBMCI

I'd love to hear your thoughts! Have you guys tried LSFG with heavy PS3 titles? What are your preferred RPCS3 settings to bypass the heavy CPU bottlenecks? Your contributions help us build better shared knowledge!

https://preview.redd.it/7y86tt9dwl2h1.png?width=1365&format=png&auto=webp&s=34dd69da97aa9c53e4890065dc09b26449f44a7d

reddit.com
u/CulturalPast5354 — 2 months ago

Pushing Heavenly Sword (RPCS3) to the absolute limit: 4K & 8K Extreme Benchmarks up to 120 FPS using Lossless Scaling (RTX 5060 Ti / i5 12400F)

Hi everyone!

Heavenly Sword is a masterpiece, but we all know how notoriously difficult it is to emulate smoothly due to its massive cell-processor optimization demands. I wanted to see how far we could push this classic using mid-range hardware (RTX 5060 Ti + i5 12400F) by combining RPCS3 internal scaling with external frame generation.

Here is a breakdown of what I found during my tests:

  • The Resolution Challenge: The GPU handled the jump from 4K up to 8K surprisingly well in terms of raw pixel rendering, but as you scale higher in RPCS3, the overhead can heavily impact the base frame pacing.
  • The 120 FPS Target: To clear out the stuttering and hit a fluid 120 FPS output on a high-refresh display, I injected Lossless Scaling (LSFG) externally over the window.
  • The Trade-off: Since the base frame rate fluctuates under such extreme resolutions, external frame generation introduced a bit of latency. However, being a third-person hack-and-slash action game played with a controller, the experience felt incredibly smooth and cinematic visually, completely transforming how the game looks and plays compared to the original hardware.

I wanted to share this test to explore the range of performance possibilities we have nowadays with these external tools when pushing emulators to the absolute edge.

If you want to check out the side-by-side performance comparisons from 4K to 8K and see how the motion holds up, feel free to check out my video breakdown here: https://youtu.be/kR4Q-eMBMCI

I'd love to hear your thoughts! Have you guys tried LSFG with heavy PS3 titles? What are your preferred RPCS3 settings to bypass the heavy CPU bottlenecks? Your contributions help us build better shared knowledge!

https://preview.redd.it/qdn317scwl2h1.png?width=1365&format=png&auto=webp&s=017e9e5c7a2a3b69f171f19bdb04af5b17318163

reddit.com
u/CulturalPast5354 — 2 months ago

Llevando al límite la RTX 5060 Ti: Hogwarts Legacy en 4K Ultra + RT usando escalado sin pérdidas (LSFG)

¡Hola a todos!

Quería compartir una prueba de rendimiento que acabo de realizar en Hogwarts Legacy. En lugar de depender únicamente de la generación de fotogramas nativa del juego, quise llevar mi hardware al límite combinando gráficos Ultra en resolución 4K con Ray Tracing activado, utilizando Lossless Scaling (LSFG) para mantener una tasa de fotogramas fluida.

Para darte un poco de contexto, esta es la configuración de PC de gama media-alta que he estado probando:

  • GPU: RTX 5060 Ti (16 GB VRAM)
  • CPU: Intel i5 12400F
  • RAM: 32 GB DDR4

¿Por qué usar generación de fotogramas externa? Tenía mucha curiosidad por ver cómo responden estas herramientas de inyección externas en títulos muy exigentes cuando el consumo de VRAM se dispara debido al trazado de rayos en 4K. Sorprendentemente, los 16 GB de VRAM mantuvieron las texturas perfectamente estables sin que el sistema se bloqueara, y el escalado sin pérdidas hizo un trabajo increíble duplicando la fluidez sin añadir ningún retardo de entrada molesto (según mi percepción).

Hice un video de prueba bastante detallado que muestra la configuración exacta, una comparación de fluidez con los FPS nativos y el consumo de recursos en tiempo real.

Puedes verlo aquí: https://www.youtube.com/watch?v=VHokaRr5m9U

Tengo mucha curiosidad por saber qué opinan: ¿Han intentado omitir el DLSS/FSR nativo en juegos exigentes para usar el escalado sin pérdidas? ¿Cómo funciona con su configuración?

https://preview.redd.it/ie5uv9v6m52h1.png?width=1365&format=png&auto=webp&s=b6c9083676f3bcbe35cb190cb283b5fb418e0f5b

reddit.com
u/CulturalPast5354 — 2 months ago

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

Hi everyone!

I wanted to share a performance test I just did on Hogwarts Legacy. Instead of relying purely on the game's native frame generation, I wanted to push my hardware to the absolute limit by combining Ultra graphics at 4K resolution with Ray Tracing activated, using Lossless Scaling (LSFG) to maintain smooth FPS.

Just to give you some context, this is the mid-to-high-end PC configuration I've been testing with:

  • GPU: RTX 5060 Ti (16GB VRAM)
  • CPU: Intel i5 12400F
  • RAM: 32GB DDR4

Why use external Frame Generation? I was really curious to see how these external injection tools respond in highly demanding titles when VRAM consumption spikes through the roof due to Ray Tracing at 4K. Surprisingly, the 16GB of VRAM kept the textures perfectly stable without crashing the system, and Lossless Scaling did an incredible job doubling the smoothness without adding any annoying input lag (according to my perception).

I made a pretty detailed benchmark video showing the exact configuration, a smoothness comparison against native FPS, and real-time resource consumption.

You can watch it here:https://www.youtube.com/watch?v=VHokaRr5m9U

I'm really curious to hear your thoughts: Have you guys tried bypassing the native DLSS/FSR in heavy games to use Lossless Scaling instead? How does it perform with your setup?

https://preview.redd.it/8mvn8fq5m52h1.png?width=1365&format=png&auto=webp&s=a2df31f1b795576287e1abad4ca3dcafcbb75a8d

reddit.com
u/CulturalPast5354 — 2 months ago

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

Hi everyone!

I wanted to share a performance test I just did on Hogwarts Legacy. Instead of relying purely on the game's native frame generation, I wanted to push my hardware to the absolute limit by combining Ultra graphics at 4K resolution with Ray Tracing activated, using Lossless Scaling (LSFG) to maintain smooth FPS.

Just to give you some context, this is the mid-to-high-end PC configuration I've been testing with:

  • GPU: RTX 5060 Ti (16GB VRAM)
  • CPU: Intel i5 12400F
  • RAM: 32GB DDR4

Why use external Frame Generation? I was really curious to see how these external injection tools respond in highly demanding titles when VRAM consumption spikes through the roof due to Ray Tracing at 4K. Surprisingly, the 16GB of VRAM kept the textures perfectly stable without crashing the system, and Lossless Scaling did an incredible job doubling the smoothness without adding any annoying input lag (according to my perception).

I made a pretty detailed benchmark video showing the exact configuration, a smoothness comparison against native FPS, and real-time resource consumption.

You can watch it here:https://www.youtube.com/watch?v=VHokaRr5m9U

I'm really curious to hear your thoughts: Have you guys tried bypassing the native DLSS/FSR in heavy games to use Lossless Scaling instead? How does it perform with your setup?

https://preview.redd.it/izq3tzx3m52h1.png?width=1365&format=png&auto=webp&s=16325cc45be2b08f3bd3e47a61fd0cef9614da1f

reddit.com
u/CulturalPast5354 — 2 months ago

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

Friends, what madness! I proposed to put to the test to the maximum and see if the RTX 5060 Ti of 16GB of VRAM and the i5 12400F could handle Resistance 3 in 4K resolution at 120FPS (or the maximum it could offer), and the result left me with my mouth open, this PS3 exclusive has always been a challenge to emulate, but with the help of the emulator and Lossless Scaling (LSFG 3.1) we achieved an incredible experience.

The most interesting part of the test was seeing the real VRAM consumption. Do you really need the 16GB of this card to run a game of that generation at these extreme resolutions? Is Lossless Scaling worth it here?

I leave you the complete performance test with all the technical data and the configuration:

https://youtu.be/W-7nQqTkrNM

Do you believe that 16GB of VRAM are the standard for 4K in modern hardware or is it a waste in emulation? I want to read your technical opinions!

https://preview.redd.it/8op5mvjwaf1h1.png?width=1376&format=png&auto=webp&s=bd8e9299ffea0c6ead734eccd7e15050ea66a372

reddit.com
u/CulturalPast5354 — 2 months ago

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

Friends, what madness! I proposed to put to the test to the maximum and see if the RTX 5060 Ti of 16GB of VRAM and the i5 12400F could handle Resistance 3 in 4K resolution at 120FPS (or the maximum it could offer), and the result left me with my mouth open, this PS3 exclusive has always been a challenge to emulate, but with the help of the emulator and Lossless Scaling (LSFG 3.1) we achieved an incredible experience.

The most interesting part of the test was seeing the real VRAM consumption. Do you really need the 16GB of this card to run a game of that generation at these extreme resolutions? Is Lossless Scaling worth it here?

I leave you the complete performance test with all the technical data and the configuration:

https://youtu.be/W-7nQqTkrNM

Do you believe that 16GB of VRAM are the standard for 4K in modern hardware or is it a waste in emulation? I want to read your technical opinions!

https://preview.redd.it/huzkdq9l9f1h1.png?width=1376&format=png&auto=webp&s=7ce173c2fcbd5718035918e0fc61c0cef6063077

reddit.com
u/CulturalPast5354 — 2 months ago

Batman Arkham Asylum at 10K? 🤯 Extreme RPCS3 Test | RTX 5060 Ti 16GB + 120 FPS with Lossless Scaling

Hi everyone!

I wanted to push my RTX 5060 Ti 16GB to its absolute limit with a classic: Batman Arkham Asylum on the RPCS3 emulator. Taking advantage of the extra VRAM on this card, I decided to run a performance test scaling the resolution from 4K all the way up to 10K.

To keep the experience smooth at such a massive resolution, I used Lossless Scaling (LSFG 3.2.2) and managed to hit a solid 120 FPS. The level of detail on Batman’s suit is just mind-blowing!

My Specs:

  • CPU: Intel Core i5-12400F
  • GPU: RTX 5060 Ti 16GB
  • RAM: 32GB DDR4
  • Emulator: RPCS3 (Latest Build)

I’ve uploaded the full benchmark with detailed settings and FPS jumps for anyone interested in seeing how to configure the emulator and Lossless Scaling for these kinds of extreme challenges.

Watch the full test here:https://www.youtube.com/watch?v=y0mVf5xbN1Q

Do you think the 16GB of VRAM is the key to these resolutions, or is the i5 doing the heavy lifting? Let me know what you think!

https://preview.redd.it/8r12anvc610h1.png?width=1376&format=png&auto=webp&s=3f4a2e57c1e73d583e5cf4e215e9942ffa39f342

reddit.com
u/CulturalPast5354 — 2 months ago

I wanted to see how far I could push the RTX 5060 Ti 16GB in extreme emulation. I managed to hit 10K native resolution in God of War: Ghost of Sparta at 120 FPS using LSFG 3.1 (Lossless Scaling).

Performance & Thermals:

  • VRAM: The 16GB buffer proves its worth here, handling the 10K texture load without stuttering.
  • Temps: GPU stays between 44°C - 50°C under load.
  • Airflow: Using Fan Control to sync 8 fans to GPU temps. Two Thermalright TL-C12CW-S bottom intakes blow fresh air directly into the Zotac card.

The Setup:

  • CPU: Intel i5-12400F.
  • GPU: Zotac RTX 5060 Ti 16GB Twin Edge.
  • RAM: 32GB DDR4 3200MHz.
  • Board: HUANANZHI B760M-D4.
  • Storage: 1TB Samsung Evo Plus NVMe.
  • Cooling: Thermalright Dual Tower.
  • Chassis: Archon 2 Mesh (3 front, 2 top, 2 bottom, 1 rear fans).
  • Display: TCL 55C645 TV (2K@120Hz / 4K@60Hz).

Full Benchmark Video: https://www.youtube.com/watch?v=yidqJfmDyog

Will 16GB of VRAM finally become the standard for high-resolution emulation this 2026? Let’s talk in the comments!

https://preview.redd.it/bgx3nj8tikyg1.png?width=1376&format=png&auto=webp&s=c9c79681f41002322c7bf5ce346e4ac43e2ca936

reddit.com
u/CulturalPast5354 — 2 months ago

Hi everyone!, I’ve been testing the limits of the RTX 5060 Ti 16GB in PS3 emulation (RPCS3) and the results with Lossless Scaling are insane. I managed to push God of War 3 to Native 8K (600% scale over the original 720p), which means the GPU is processing 36 times more pixels than the original console.

Specs & Config:

  • GPU: RTX 5060 Ti 16GB (The extra VRAM is key for 8K textures).
  • Emulator: RPCS3 running at 4320p (8K).
  • Software: Lossless Scaling using Adaptive mode.
  • Target: ¿Stable 120 FPS?.

What I found:

The VRAM usage is the highlight here. At 8K, the consumption spikes, and this is where the 16GB model really shines compared to lower VRAM cards. I also found that the Adaptive Mode in Lossless Scaling is essential to sync the frames and prevent tearing, keeping the experience fluid even under this extreme load.

Quick tip: If the base FPS drops below 25-30, the input lag becomes quite noticeable. However, as long as you stay above that threshold, the visual fidelity is next level.

Is anyone else using the 5060 Ti for extreme emulation? I’m curious to know if you’ve tried the X4 frame generation on other demanding PS3 titles.

Full benchmark video with metrics here: https://www.youtube.com/watch?v=G5PyMZlCiXg

https://preview.redd.it/fenbu2vtq7yg1.png?width=1376&format=png&auto=webp&s=670e05dab9b20e853ac50842b79295a1ee8dab82

reddit.com
u/CulturalPast5354 — 2 months ago

Hi everyone!, I’ve been testing the limits of the RTX 5060 Ti 16GB in PS3 emulation (RPCS3) and the results with Lossless Scaling are insane. I managed to push God of War 3 to Native 8K (600% scale over the original 720p), which means the GPU is processing 36 times more pixels than the original console.

Specs & Config:

  • GPU: RTX 5060 Ti 16GB (The extra VRAM is key for 8K textures).
  • Emulator: RPCS3 running at 4320p (8K).
  • Software: Lossless Scaling using Adaptive mode.
  • Target: ¿Stable 120 FPS?.

What I found:

The VRAM usage is the highlight here. At 8K, the consumption spikes, and this is where the 16GB model really shines compared to lower VRAM cards. I also found that the Adaptive Mode in Lossless Scaling is essential to sync the frames and prevent tearing, keeping the experience fluid even under this extreme load.

Quick tip: If the base FPS drops below 25-30, the input lag becomes quite noticeable. However, as long as you stay above that threshold, the visual fidelity is next level.

Is anyone else using the 5060 Ti for extreme emulation? I’m curious to know if you’ve tried the X4 frame generation on other demanding PS3 titles.

Full benchmark video with metrics here: https://www.youtube.com/watch?v=G5PyMZlCiXg

https://preview.redd.it/o38sibqfq7yg1.png?width=1376&format=png&auto=webp&s=b167cba25f93c71335533f491d1be3536b6128d4

reddit.com
u/CulturalPast5354 — 2 months ago