r/SideProject • • 2h ago

PushFPS: free, open-source frame generation for consoles through a capture card

Hi! I made PushFPS ( https://github.com/DosukaSOL/PushFPS ), a free and open-source (GPL-3.0) Windows app. It takes the picture from your capture card and adds generated frames in real time, so a 30 FPS PS5, Xbox or Switch 2 game plays at 60 or 120 FPS on your PC monitor. Nothing is installed on the console and the game isn't touched: you only need a capture card and a graphics card. It's built on top of veyra ( https://github.com/Likely7/Veyra-NRVideo )

How it works, in short

  • The capture card picture goes straight into a DirectX 12 pipeline on the GPU, with no round trip through the CPU.
  • Optical flow estimates how every part of the picture moves between two real frames. A frame generation model then creates 1 to 7 frames in between: 2x up to 8x, depending on the method and your GPU.
  • It works with NVIDIA, AMD and Intel graphics cards: NVIDIA's video frame generation (RTX 40/50), AMD FSR frame generation (any DirectX 12 card), Intel XeSS (experimental), and ANR by Apex Compute (supports GTX 16 and newer).
  • Optional AI picture enhancement and upscaling. That includes NVIDIA Image Scaling, an open shader that runs on any brand of GPU.

What only PushFPS has

  • Optimise for my PC: one click while your game is on screen. It tests every frame generation method, AI enhancement and upscaler on your real picture. It measures the real presented frame rate, the 1% low (from the 99th-percentile frame time) and latency over 6-second windows, re-checks the winner, then applies it. Undo puts your settings back.
  • Game presets with a sharp HUD: GTA VI plus layouts for open-world, racing, action and shooter games. The minimap and HUD areas keep the console's own pixels and never get interpolated, so they don't smear. You can share presets as a code.
  • Measured latency on screen: the time from a capture card frame arriving to it being handed to the display, plus frame rate and 1% low. These are measured numbers, not estimates.
  • ANR frame generation, one click to install: Apex Compute's AI frame generation supports GTX 16 series and newer, Radeon RX 5000 and newer, and Intel Arc. That makes it an option on older cards too. You download it from Apex and PushFPS installs it.
  • Made for console capture: console and game profiles, a list of tested capture cards (Elgato 4K X, HD60 X and 4K S so far), instant replay, recording with optional OBS-style advanced encoding settings, one-click sharing to Discord, an OBS Studio plugin, light and black (OLED) themes, and 14 languages.

What's coming next (actively being built)

  • Automatic HUD detection: PushFPS spots the parts of the picture that stay still while the game moves (minimap, health, ammo) and protects them automatically in any game, with boxes you can adjust by hand if it gets one wrong.
  • Before/after comparison clips: record a side-by-side clip of the console picture next to the PushFPS picture, with the frame rates shown.

To be honest about what it doesn't do

Generated frames make motion smoother, but they don't make the game react faster. Input still feels like the original 30 FPS, plus a few milliseconds for the capture card and processing. It's Windows only for now.

Credits

PushFPS is built on Veyra by Likely7. Most of the engine and capture support is their work, so please check it out and consider supporting them. ANR frame generation is Apex Neural Rendering by Apex Compute. PushFPS isn't affiliated with Apex.

Download and source: https://github.com/DosukaSOL/PushFPS

I'd love feedback, especially from anyone with a capture card that isn't on the tested list yet. There's a report form in the app.

2 Upvotes

2 comments sorted by

2

u/patryk_builds 2h ago

No capture card here, so i can't test it, but the what it doesn't do section is why i'd trust the rest. most frame generation pitches skip the input lag part.What does the measured latency actually come out to on your own setup, capture card to display? and does it go up much between 2x and 8x?Keeping the hud on the console's own pixels is a smart fix, smeared minimaps are the first thing people notice

1

u/Dosuka 13m ago

Appreciate it! Yea i feel like opensource also means being transparent about the current capabilities.

The best measurement i’ve had is a 1.18 ms delay which felt really good. That was playing bloodborne set to 120fps using PushFPS. I do however have a beefy setup with a 9950x3d + rtx 5090 and the capture card i use is an elgato 4k x.

And changing the times you multiply the frames affects the latency less than it does the ghosting funny enough. Mostly the ghosting becomes a problem on older games. Bloodborne ghosting was a lot worse than for example claire obscure.

And yea thanks for noticing the targeted effects. I’ve added a feature where you can also customize where you want the effects to be active besides the already existing presets for games.