
The Last of Us Part I at 100 FPS? Android wins on looking smoother this time
Useful—but don’t overread it.
GameNative’s latest update isn’t about giving Android true PC-class performance. The real headline is LSFG-VK support, bringing a Vulkan version of the Windows-based LSFG “lossless scaling + multi-frame generation” approach to Android for the first time.

The official demo makes the pitch clear. In The Last of Us Part I (《最后生还者 第一部》), the base frame rate sits at 30FPS. With 4x frame generation enabled, the real-time readout reaches 100FPS. On high-refresh Android phones, that absolutely matters: motion should look much smoother.
The limitation is just as obvious. This improves what you see, not what you control. The report explicitly states that the optimization “will not reduce input latency, nor will it improve control responsiveness.” So while the display may show 100FPS, what your hands actually feel is still built on a 30FPS foundation.
That defines the boundary of this technology. It fits single-player games where visual continuity matters, but it should not be sold as a universal accelerator. In action-heavy scenarios, frame interpolation can smooth presentation, but it cannot fix timing windows or response feedback.

There’s also some friction in how it works. On Android, players need to enable frame generation separately for each game inside GameNative, and it must run alongside a Steam account. The quick access menu also lets users adjust the frame generation multiplier, scaling ratio, and even switch to a performance FG model. That flexibility is useful, but the per-game setup also shows this is still far from a plug-and-play feature.
The other important takeaway is that the compatibility-layer approach is starting to take shape. GameNative includes its own translation layer, and even though driver and API support are still at an early stage, it already helps games such as Cyberpunk 2077 (《赛博朋克2077》) run more smoothly. That matters more than a flashy frame-rate number, because it shows Android running PC games is moving from merely “it launches” to something closer to “it looks decent.”
The conclusion doesn’t really change: this is a display breakthrough, not a performance breakthrough. Going from 30 to 100 improves perceived smoothness, not compute power. For ordinary users, this may be the most effective way right now to get large-scale AAA games running at a 100FPS-class presentation on Android. For demanding players, though, it still behaves more like a visual filter—impressive, but not something that changes the underlying reality.
Is it worth trying? Yes.
As long as you understand what you’re trying. If you want smoother visuals, go for it. If you want faster response, don’t expect it.





















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