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MAKO - Frame Generation, Scaling, and Shaders on SteamOS/Linux

MAKO logo

eugeniosegala/MAKO | Trendshift

Join the MAKO Discord community Tests status GPL-3.0-or-later license
Latest MAKO Decky release Latest MAKO Renderer release SteamOS and Linux

Independent project: MAKO is not an official Lossless Scaling, Decky Loader, lsfg-vk, vkBasalt, or ReShade release. MAKO does not contain or distribute Lossless Scaling, Lossless.dll, or extracted proprietary model payloads. LSFG frame generation and LS1 scaling read selected resources at runtime from a lawful, user-supplied Lossless Scaling installation; the open MAKO Scaler and bundled shaders do not require it. MAKO does not alter the user's DLL file, and translated resources remain process-local. Users are responsible for complying with the terms applicable to their copy. See Third-party notices.

Downloads

Component Recommended for Releases
MAKO Decky Steam Deck, Steam Machine, and Decky Loader users (bundles MAKO Renderer) Latest MAKO Decky release (ZIP under Assets)
MAKO Renderer Direct Vulkan-layer installation without Decky Latest MAKO Renderer release (Linux archive under Assets)

Community

Join the official MAKO Discord for discussion, testing, development, showcases, and live troubleshooting. GitHub remains the source of truth for bug reports and feature requests.

Tip

Want update alerts? MAKO Decky and MAKO Renderer are published independently. At the top-right of the MAKO GitHub repository page, click Watch > Custom, select Releases, then click Apply. GitHub will notify you when a new release is published, subject to your GitHub notification settings.

Published Renderer packages currently target x86_64 Linux hosts and include layers for both 64-bit and 32-bit x86 game processes. Native AArch64/Armada packages are not included in this release.

โœจ Highlights

Highlight What it brings
๐Ÿ–ผ๏ธ Full-quality frame generation Uses the Lossless Scaling frame-generation models from the user's licensed installation, with quality and performance controls per profile.
๐Ÿ‘ป Significantly reduced ghosting The full-quality v2 model with Lighter FG Model off can show noticeably less ghosting than the older layer. Supported AMD GPUs also gain extra protection against ghosting and corrupted moving edges. Results remain game-dependent.
๐Ÿ” LS1 + open spatial scaling Reconstructs a lower-resolution game frame with LS1 Quality, LS1 Performance, or the open single-pass MAKO Scaler, independently or before Fixed or Adaptive generation.
๐ŸŽจ Bundled per-game shaders Uses MAKO's private 64-bit and 32-bit vkBasalt to combine live sharpening, anti-aliasing, and ordered colour, cinematic, monochrome, retro, and finishing effects.
๐ŸŽฏ Adaptive Frame Generation Optionally targets 30โ€“240 FPS while MAKO Renderer varies generated frames up to a selected 2xโ€“5x ceiling.
๐Ÿ”„ Display-aware pacing Chooses target-clock or ordered FIFO pacing from the validated plan and Gamescope VRR state, preserving the Adaptive level across live changes.
๐ŸŒˆ HDR foundation MAKO Renderer includes HDR10/PQ and linear-scRGB groundwork. MAKO Decky keeps HDR exposure disabled while activation, presentation, colour, and performance are validated across games.
๐Ÿงฉ 64-bit and 32-bit x86 Vulkan Ships architecture-matched host and Flatpak layers so Vulkan can select the correct library for each game process.
๐Ÿ›ก๏ธ Gamescope recovery Bounded presentation recovery preserves native presentation and resumes generation only after the game cadence becomes stable again.
๐Ÿ—‚๏ธ Dedicated game/process profiles Capture a running game once and keep its renderer and compatibility settings. MAKO automatically selects it by Steam app ID or process, with isolated per-profile controls including ALSA audio.
๐ŸŽฎ Third-party launchers Per-game setup for Heroic and Lutris, plus EmuDeck emulator preparation and Steam shortcuts. See the quick guides below.

What MAKO is

MAKO (Motion-Adaptive Kernel Orchestration) brings LSFG frame generation, spatial scaling, and bundled shader effects to Linux gaming. Scaling can run alone or reconstruct real frames before Fixed or Adaptive Frame Generation.

The project consists of two closely integrated components:

  • MAKO Decky is the Decky Loader component, providing per-game controls, installation, updates, Flatpak preparation, and game launch integration.
  • MAKO Renderer is the Vulkan layer that provides the graphics pipeline for frame generation and spatial scaling; its packages also include optional bundled shader effects.

๐ŸŽฎ In-game considerations

Tip

Try the game's V-Sync setting both on and off. Neither setting is universally best: the result depends on the game, its FPS cap, VRR, and the compositor. Keep whichever option feels smoother and more responsive for that game.

Every game and display behaves differently, so compare one setting at a time. If Frame Generation, Scaling, or Shaders do not work, try the game's Fullscreen, Borderless Fullscreen, and Windowed modes; none is universally best. For Scaling, also try different in-game resolutions and check that Live Status shows Input smaller than Display. Changing display mode can change the resolution MAKO processes and its GPU cost. See the configuration guide for which controls apply live and which require a restart.

Install and use

  1. Install Decky Loader if needed. Switch to Desktop Mode and follow the official Decky Loader installation guide, then return to Game Mode.

  2. Install the default public version of Lossless Scaling from Steam if you will use frame generation or LS1 scaling. MAKO can use beta branches, but they are not validated; the default public branch is recommended. MAKO reads its licensed Lossless.dll; the open MAKO Scaler works without it.

  3. Open the latest MAKO Decky release and download its ZIP under Assets.

  4. In Decky's settings, enable Developer Mode, then select Developer > Install Plugin from Zip.

  5. Open MAKO Decky and select Install MAKO Renderer. Installing the ZIP alone does not install its bundled Renderer.

  6. For a native Steam or Proton game, add this under Steam Properties > Launch Options:

    /home/deck/.local/bin/mako-run %command%
    
  7. Start the game normally.

  8. Experiment with the settings to find what works best for each game. Try Fixed or Adaptive Frame Generation, scaling, and shader effects independently.

Important

If Decky does not show or reload MAKO Decky after installing a ZIP, uninstall it, install the ZIP again, and restart your Steam Deck or Steam Machine. Then open the plugin and repeat step 5.

Optional graphics integrations

MAKO Decky provides a per-profile Gamescope WSI option, host-installed MangoHud integration, and its own private 64-bit/32-bit vkBasalt build. Enable Shaders for a game to use MAKO-managed sharpening, anti-aliasing, and its bundled effect catalog without installing vkBasalt separately; MAKO does not use a system-wide vkBasalt copy. Scaling and Gamescope WSI are independent choices. See optional graphics integrations for ordering and limits.

How to configure MAKO with third-party launchers

For a step-by-step guide that creates a shareable report on the Desktop, see Collect MAKO Decky Diagnostics.

Updating MAKO Decky

Important

To prevent Decky retaining a previous plugin backend or bundled payload, especially when moving between local test ZIPs, uninstall MAKO Decky, install the newer ZIP, restart, then select Install MAKO Renderer.

  1. Quit the games using MAKO.
  2. Uninstall MAKO Decky, then install the newer ZIP through Developer > Install Plugin from Zip.
  3. Restart your Steam Deck or Steam Machine.
  4. Open MAKO Decky and select Install MAKO Renderer to install the version bundled in the ZIP.
  5. If you use prepared Flatpak applications, open Flatpak Setup and select Update for each matching runtime extension shown by MAKO.

Valid profiles and Steam launch options are retained. If the saved Renderer configuration cannot be read or validated, installation recreates it with defaults. Uninstalling MAKO Decky removes the shared native Renderer, while Flatpak extensions remain installed separately; step 5 updates them.

Use MAKO Renderer directly

Decky is optional. Desktop Linux users can install MAKO Renderer directly:

  1. To use frame generation or LS1 scaling, purchase and install the default public version of Lossless Scaling through Steam. MAKO can use beta branches, but they are not validated; the default public branch is recommended. The open MAKO Scaler does not use Lossless.dll.

  2. Download and extract MAKO-Renderer-v<version>-linux.tar.xz from the latest MAKO Renderer release, then run Install MAKO Renderer. The installer opens MAKO Renderer Configuration and shows the launch option.

  3. Create or select a profile and choose Frame Generation, scaling, and/or shader effects. Add the executable manually under Profile Matching > Matched Processes, or start the game normally and use Detect Running Gameโ€ฆ, then close it. Detection only identifies the executable; it does not activate MAKO in the running game.

  4. Every standalone native Steam or Proton game must start through MAKO. Add the option shown by the configuration window under Steam Properties > General > Launch Options, then use Steam's Play button normally:

    ~/.local/bin/mako-launch %command%
    

    Set this once per game; Steam applies it on every launch. Use the complete option shown by the window when shaders are enabled. The window can be closed during play. For direct desktop commands, see Renderer usage; for shader details, see Optional graphics integrations.

  5. For Flatpak games, launchers, or emulators, follow the standalone Flatpak guide to install the matching extension and prepare each app, then launch it normally. The Renderer configuration window does not prepare Flatpaks, and the host mako-launch command cannot replace sandbox setup.

Run the installer again to update. See the MAKO Renderer guide for manual installation and removal.

Important

MAKO Decky and the standalone archive share one native Renderer. Installing either selects its version: the standalone installer warns before replacing Decky's version, while Decky adopts a valid standalone installation or offers its bundled update when versions differ. Uninstall MAKO Renderer removes the shared native files but keeps MAKO Decky and profiles; uninstalling MAKO Decky removes both the plugin and managed Renderer. Shared Flatpak extensions remain installed.

Documentation

Featured in

Community creators have covered and tested the project on Steam Deck hardware. See Featured In for video links, channels, and coverage details.

Credits and project lineage

MAKO builds on and integrates work from these open-source projects and their communities:

  • Kurt Himebauch / xXJSONDeruloXx created the original Decky LSFG-VK plugin that formed the foundation of MAKO's Decky interface, installation workflow, and per-game controls.
  • PancakeTAS and the lsfg-vk contributors created the GPL-3.0-or-later version 2 Vulkan layer and Linux integration from which MAKO Renderer descends. MAKO's direct upstream baseline is 8b0da266; the exact lineage and migration commits are recorded in LICENSE.md.
  • Georg Lehmann / DadSchoorse and the vkBasalt contributors created the Vulkan post-processing layer that MAKO bundles through its maintained fork. Selected shader effects come from CeeJayDK/SweetFX and crosire/reshade-shaders; exact source and license details are in Third-party notices.

MAKO also thanks the Lossless Scaling developers for the LS1 and LSFG models accessed through each user's licensed installation, the Wine/vkd3d developers whose shader translator enables the Vulkan LS1 path, and the Decky Loader team, community contributors, testers, guide authors, and creators who helped make the project possible. The open MAKO Scaler is independently implemented in this repository.

The original copyright and license notices are preserved in LICENSE.md. MAKO is an independent community project and is not affiliated with or endorsed by Lossless Scaling, Decky Loader, or the credited upstream projects.

License

MAKO is distributed under GPL-3.0-or-later. Required upstream notices and the user-supplied proprietary-component boundary are recorded in Third-party notices, and visual sources are recorded in Asset provenance. Contributions are accepted under the policy in CONTRIBUTING.md.

AI-assisted development

MAKO uses coding agents as part of an evidence-driven engineering workflow while keeping architecture, review, validation, and release decisions under human ownership. See AI use in MAKO for the full approach.

Contributors

MAKO thanks everyone whose commits or co-authored work is in this repository. This gallery is generated from the current branch's Git history; upstream projects and other forms of help are credited above.

@eugeniosegala @lordkaus @PJ568 @Tak-attack @w169q169 @WowOne987

See Contributing to get involved.

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Next-generation, Vulkan-powered graphics layer for Linux gaming, bringing Lossless Scaling frame generation, scaling and more, to Steam Deck, Steam Machine and desktop Linux.

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