The project's README from github.com/eugeniosegala/MAKO. As one markdown file: README.md.
[!IMPORTANT] Decky LSFG-VK Experimental and LSFG-VK Experimental are now MAKO. This repository is their new home and continuation. Future development, releases, documentation, and issue tracking happen here.
Independent project: MAKO is not an official Lossless Scaling, Decky Loader, or lsfg-vk 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 does 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.
| 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) |
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.
| Highlight | What it brings | |
|---|---|---|
| 🖼️ | Full-quality frame generation | Uses the Lossless Scaling frame-generation models from the user's licensed installation, with quality and performance controls per profile. |
| 👻 | 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. |
| 🔍 | 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. |
| 🎯 | Adaptive Frame Generation | Optionally targets 30–240 FPS while MAKO Renderer varies generated frames up to a selected 2x–5x ceiling. |
| 🌈 | 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. |
| 🧩 | 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. |
| 🛡️ | Gamescope recovery | Bounded presentation recovery preserves native presentation and resumes generation only after the game cadence becomes stable again. |
| ⏯️ | Live frame-generation switch | Turns frame generation on or off without discarding the selected Fixed or Adaptive settings. |
| 🗂️ | 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. |
| 🎮 | Third-party launchers | Per-game setup for Heroic and Lutris, plus EmuDeck emulator preparation and Steam shortcuts. See the quick guides below. |
MAKO (Motion-Adaptive Kernel Orchestration) brings LSFG frame generation, LS1 spatial scaling, and the open MAKO Scaler 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:
[!TIP] Try the game's V-Sync setting both on and off. It can make frame delivery feel steadier, but it may also add input lag or clash with the game's FPS cap, VRR, or compositor. Compare both options and keep the one that feels smoother and more responsive.
Every game and display behaves differently. Compare one setting at a time; fullscreen is usually the best starting point. See the configuration guide for which controls apply live and which require a restart.
Install Decky Loader if needed. Switch to Desktop Mode and follow the official Decky Loader installation guide, then return to Game Mode.
Install Lossless Scaling from Steam if you will use frame generation or LS1 scaling. MAKO reads its licensed Lossless.dll; the open MAKO Scaler works without it.
Open the latest MAKO Decky release and download its ZIP under Assets.
In Decky's settings, enable Developer Mode, then select Developer > Install Plugin from Zip.
Open MAKO Decky and select Install MAKO Renderer. Installing the ZIP alone does not install its bundled Renderer.
For a native Steam or Proton game, add this under Steam Properties > Launch Options:
/home/deck/.local/bin/mako-run %command%
Start the game normally.
Experiment with the settings to find what works best for each game. Try Fixed or Adaptive Frame Generation, and enable or tune scaling 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.
MAKO Decky provides a per-profile Gamescope WSI option and host-installed MangoHud or vkBasalt integrations. Inside a supported Gamescope session, scaling enables its managed WSI path automatically. The optional WSI path is limited to supported 64-bit launches, and vkBasalt remains experimental. See optional graphics integrations for ordering and limits.
For a step-by-step guide that creates a shareable report on the Desktop, see Collect MAKO Decky Diagnostics.
[!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.
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.
Decky is optional. Desktop Linux users can install MAKO Renderer directly:
Lossless.dll.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.[!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.
Community creators have covered and tested the project on Steam Deck hardware. See Featured In for video links, channels, and coverage details.
MAKO is built on the work of two open-source projects and their communities:
8b0da266; the exact lineage and migration commits are recorded in LICENSE.md.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 either upstream project.
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.
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.