
7.65 MB
Android 10.0+
353
arm64-v8a
Verified safeScanned with ClamAV, APKiD, and Quark-Engine. No threats detected.
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What's New
🚀 Version 0.1.1
⚡ Performance Improvements
Dropped duplicate frames from MediaProjection (up to 75% at 120Hz/30FPS) before entering the frame generation pipeline
Switched frame blitting to GPU instead of CPU memcpy, noticeable per-frame latency reduction
(Thanks @dorcelessquack)
🔓 New Features
Added root-based capture path using libsu
(Thanks @The412Banner)
🧠 Compatibility & GPU Improvements
Implemented Android GPU memory sharing via AHardwareBuffer
(replaces OPAQUE_FD, unsupported by Turnip/Mesa)
Improved Vulkan image handling and synchronization
Added compatibility layer so missing Android buffer APIs don’t crash the device layer
Android-specific code paths properly isolated with #ifdef ANDROID
(Thanks @xXJSONDeruloXx for major Android GPU integration work)
🛠️ Build & System Changes
Use TMPDIR environment variable instead of hardcoded /tmp
Added Android linking support for AHardwareBuffer APIs
Desktop compatibility preserved
Reduced APK size by 84%.
Description
Lossless Scaling Frames Generator (LSFG)
Application for Android
LSFG-Android v0.1.0 — Initial Release
First public release of LSFG-Android, an Android port of the lsfg-vk Vulkan frame-generation pipeline. Because Android 12+ blocks loading external code into non-debuggable processes, the layer can't hook another app's swapchain like the Linux implicit layer does. Instead, the app runs frame interpolation on a MediaProjection capture and composites the generated frames in a system overlay over the target game.
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