Running full PC games on an Android device has gone from a party trick to a genuine use case over the past couple of years, with apps like GameNative closing the gap between mobile hardware and the desktop gaming experience. The latest update to GameNative pushes that further still, adding support for Lossless Scaling’s multi-frame generation technology to Android for the first time.
For context, Lossless Scaling Frame Generation, or LSFG, is a well-regarded frame interpolation tool on Windows that can dramatically boost perceived frame rates in games that would otherwise struggle to hit high numbers. The new GameNative implementation brings a Vulkan-compatible version of that same technology to Android, though it works a little differently than the desktop original.
Rather than operating as a system-wide overlay, frame generation in GameNative must be enabled on a per-game basis through the app’s container settings. Once a game is downloaded via the user’s Steam account and frame generation is switched on, users can adjust the multiplier, flow scale, and toggle a performance-focused variant of the FG model from the quick access menu.
The results demonstrated in the patch notes are impressive. A test run using The Last of Us Part 1 showed the game running at a base of 30 FPS, with LSFG-VK pushing that to 60 FPS at 2x, 80 FPS at 3x, and a full 100 FPS at 4x frame generation. That last number is significant because it means GameNative can now fully saturate the high-refresh-rate displays that ship on most mid-range and high-end Android phones.
For the growing crowd of folks running PC titles on Android hardware, this is a big win. AAA games pushing 60 FPS on Android already require top-end hardware, so triple-digit frame rates through frame generation may be the only realistic path to fully utilizing those screens on more typical devices. The ecosystem is rough around the edges, but it keeps moving forward.
| App | Platform | Price | Get It |
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Source: Tom’s Hardware

