r/linux_gaming • u/Two-Of-Nine • 21h ago
tool/utility MAKO Frame Gen 4.5 released with initial moves to make Lossless Scaling optional
Gonna just copy the full changelog for the version here since it seems to add quite a lot. The biggest change by far is that MAKO seems to be making plans to not require Loseless Scaling anymore for certain things
- Experimental HDR: HDR10/PQ and linear scRGB now work with Scaling, Frame Generation and Shaders through Gamescope, on external HDR displays. HDR Quality offers Quality, Balanced and Performance (default), trading precision and motion detail for speed while preserving output resolution.
- Window-mode stability: Scaling, Frame Generation and HDR share swapchain retirement and resize recovery. Returning from native display resolution retains a proven output size, and HDR Quality updates the internal HDR resize live with Scaling off.
- AC and battery settings: Enable separate Handheld and Docked settings for each profile, then edit either set or Base settings. The matching Renderer follows battery or AC power automatically while playing, even with the panel closed. Switching sets preserves shared shader edits and keeps native settings separate; normal restart requirements still apply.
- Match Display Refresh Rate: Let Adaptive follow Gamescope's current refresh rate instead of a fixed target. Your manual target is kept as the fallback; turn matching off to edit it. Live Status shows the effective target. The option can differ between AC and battery settings.
- Custom shaders: Add compatible ReShade
.fxfiles, then select and order them alongside bundled effects. Selection, ordering and deletion apply live while Shaders is active; Refresh reloads edited files and dependencies. Failed edits keep the previous chain running. The picker has more reliable paging, scrolling and controller focus. Flatpak games need access to the original files and dependencies. - Lossless Scaling is optional: MAKO Scaler and Shaders work through the installed Renderer without it. All profile controls remain editable; only Frame Generation and LS1 require Lossless Scaling.
- Clearer FP16 controls: Allow FP16 applies to LSFG and MAKO Scaler across profiles and presets; LS1 always stays FP32, and shader effects keep their own precision behavior. Model warnings explain unavailable native FP16. Restart the game after changing precision.
- Native Steam Remote Play: Stream on the receiving native x86_64 Linux Steam client using your selected profile and optional AC/battery settings. Create a named copy during a stream; normal live/restart rules apply. Qt and Decky share client restoration and current shader selections. Requires system Python 3.11 or newer; standalone Steam Link, Flatpak Steam and browser streaming are unsupported. Stream quality and latency still need qualification.
- Disable Steam Overlay (Restart): New per-profile Performance control, enabled by default. May reduce stutter; disables Steam's in-game overlay and FPS counter and may affect Steam Input. Gaming Mode menus and performance overlay remain available.
- Better profile capture: Launcher and helper processes cannot stand in for the game or select another game's profile through old aliases. Ubisoft Connect, CD Projekt RED, Rockstar helpers and EA app windows remain excluded while their games stay eligible.
- Non-Steam menu handling: Steam and Quick Access menus pause generated frames on supported non-Steam launches, including Heroic/UMU shortcuts. Works across Fixed and Adaptive modes, with or without Scaling.
- Flatpak support: Flatpak Setup now includes Freedesktop 26.08 extensions alongside 23.08–25.08. Automatic host discovery applies VRR On/Off requests to the game's verified Gamescope session during Frame Generation. Requires a VRR-capable display; Follow Steam and manual Steam changes retain their existing priority.
- Adaptive stability: Steam menu returns preserve multiplier retry cooldowns. Failed Smooth Cadence reductions keep their retry delay across stalls and menu returns. Higher-multiplier pacing is rechecked against its real-frame cost. Brief native-only recovery samples restore the automatic base cap and generated workload before checking recovery.
- Frame pacing and recovery: The matching Renderer improves capped Fractional spacing, completion pacing and recovery from retired Gamescope scaling swapchains, while keeping native fallback responsive. Scaling and HDR preserve games’ presentation-wait support while adapting output timing to compositor feedback.
- Shader overhead: The bundled vkBasalt reduces per-frame CPU work and preserves ReShade effect settings. Effect GPU cost still increases with the Frame Generation multiplier.
- Clearer guides and reports: Setup, configuration, Remote Play, Flatpak and troubleshooting guides are shorter. Diagnostic instructions now request 5,000 lines; reports retain startup, state and process/GPU health context.

