#[Linux] LSFG-VK
2884 messages · Page 3 of 3 (latest)
then maybe maybe not 😏
what
Mangohud is showing 64-bit
Did doom 2016 work for anyone
I can try on the deck but the game is 70 freaking GB lol
The latest doom game is over 100gb
💀
The textures are insanely good
doom 2016 however is big just because of megatextures
it was a tech at the time that used a giant texture atlas that was decompressed in real time by the CPU
the goal was to avoid consoles VRAM limitations, especially for the Xbox 360 era
but the system proved extremely inefficient with scalability
But can it run on a toaster
it allowed Rage to run at 60 FPS on the 360
i get 100+ fps high preset, on 1440p, and I have not that good of a gpu, A1000 => 3050
I get well over 150 fps in Doom 2016 at the highest settings and it's sad that I have to play the latest doom at low and with fsr 3 ultra performance
To get only 50 fps
😭
but megatextures had to be dropped in favor of the decal system used by their new Vulkan backend for Eternal, much faster / efficient, and saves a ton of CPU performance compared to megatextures decompression
doom 2016 has some weird moments though, even in Vulkan native, the bridge for example, it never runs well
They always say the bridge but never under the bridge
if you load I believe level 3 or 4, and look at that bridge, FPS tanks, but CPU and GPU usage remains low
a mystery
also it crashes if you alt tab, so i run it in borderless mode with window rule set to fullscreen xD
plenty of situations like that with the pre-eternal engine
Ok this never happened lol
weird it crashes for me always when i alt
maybe nvidia thing
May I know your specs
i get this error when i enable LSFG
[2025-07-07 13:17:42.633] [MANGOHUD] [info] [blacklist.cpp:75] process 'explorer.exe' is blacklisted in MangoHud
[1;37mlsfg-vk(hooks): Instance created successfully: 5555831459a0[0m
[1;37mlsfg-vk(hooks): Instance created successfully: 7f22700c35d0[0m
[1;37mlsfg-vk(hooks): Device created successfully: 7f227048f8f0[0m
[1;37mlsfg-vk(hooks): Device info created successfully for: 7f227048f8f0[0m
[1;37mlsfg-vk(hooks): Swapchain created successfully: 7f21e80e55b0[0m
[1;37mlsfg-vk(context): Created frame_0 image and obtained fd: 276[0m
[1;37mlsfg-vk(context): Created frame_1 image and obtained fd: 277[0m
[1;37mlsfg-vk(context): Created out_n[0] image and obtained fd: 278[0m
[1;37mlsfg-vk(context): (exiting LSFG context creation with id: 661811950)[0m
[1;37mlsfg-vk(context): Remaining misc context init finished successfully.[0m
[1;37mlsfg-vk(hooks): Swapchain context created successfully for: 7f21e80e55b0[0m
[00000000000001b8:] EXCEPTION handling: System.ComponentModel.Win32Exception: Access denied.
[0000000000000128:] EXCEPTION handling: System.ComponentModel.Win32Exception: Invalid window handle.
[0000000000000128:] EXCEPTION handling: System.ComponentModel.Win32Exception: Invalid window handle.
[0000000000000128:] EXCEPTION handling: System.ComponentModel.Win32Exception: Access denied.
[0000000000000128:] EXCEPTION handling: System.ComponentModel.Win32Exception: Access denied.
Dell Precision 5570
Hybird, IGPU + Nvidia (A1000 4gb)
Same
lsfg is intializing correctly though, maybe something wrong with engine
what about other Proton versions?
Btw @neon halo what proton are you using for quake remastered
regular 9
works on Q2R too
technically I could try the doom + doom 2 source port as well, but frame gen is hardly necessary there lol
it does, software, d3d11, vulkan
but I mean, the game runs on everything
Do I choose vulkan
for Q2R?
Quake 1
always chose Vulkan that's the highest chances of guaranteed success
Quake Remastered only has Vulkan
Proton 9 ?
V3dvk fine?
Cachyos Proton package
can you try vanilla 9 or it won't work?
I'll try later
First I'll check logs but can't do that now
you mean vkd3d-proton?
Yeah. For pso
2004 old game
Their private server launcher adds d3d12 but apparently its actually vkd3d
i think 32bit game will not work, but apart from that you can try dxvk/vkd3d titles
or opengl , you can use Zink and then lsfg should work
Then this is unacceptable then. I have to get pso working
pso?
oh it's a 32bit game
ya you wont be able to run it of now
you'll need to build lib32 binary for it
Of dxvk lsfg?
What is vrr
can't
😭
Gsync/Freesync
that would be a bummer
Uhh my monitor always has freesync enabled
No problems so far
enable the in monitor FPS
and check if it's syncing with the fps shown in mangohud
not the in game fps counter
mine is going up and down
without it works fine
so if you have a game running at 60 FPS and you frame gen x2 to 120 at 144Hz it is perfectly smooth? (assming you have 144Hz)
Yeah no i have 75hz
yup with x2 your monitor should use 120fps as gaame is being throwing output
30 to 60 then, at 75Hz
deafult is 41-75
vrr works just fine for me
weird kinda broken for me let me try some other game
@lusty talon will this ever support opengl
chances are it's your monitor lol
but works fine without it
via zink
sometimes it's just Nvidia proprietary drivers being dodgy, happened to me a few times even without any frame gen, reboot in case :p
no of course, but you add framegen which inserts frames and flucuates the frame rate by syncing n frames every frame. most monitors can't handle that
@lusty talon I'm on the latest commit. Setting any config option other than LSFG_DLL_PATH and LSFG_ENABLED causes games to instantaneously crash. (i.e setting LSFG_HDR or LSFG_MULTIPLIER) Again, only happening with DXVK or VKD3D games and not Vulkan native ones
Isn't zink a vulkan to opengl conversion program?
not if you ask me directly lol
but there is a github sponsor linked on the repo
no it's opengl to vulkan, right? lol
it's same as dxvk/vk3d, opengl-vk
the only logs are that it says instance created and then immediately dies after that. I think I may have a clue as to what's happening
😦 ah so i can't get vrr with lsfg-vk?
do follow the steps in the guide just to be sure
Isn't there a vulkan to opengl conversion method?
yes but vrr helps smooth out the experience, not just tearing
no, it doesn't. like I said we're vsyncing
you mean the other way around?
I mean, if someone has a gpu that doesn't support vulkan and wants to use this in opengl games
oh so that's why Roblox was forcibly capped at 165 FPS when I tried LSFG on it
if a GPU doesn't support Vulkan, it can't run LSFG, I mean in terms of raw power that is
It was the equivalent of an hd7870 gpu
because that would mean VERY old
But laptop
got it so if i am running the game with lsfg, i can just disable vrr for that app
why would someone with a GPU like that still want to use framegen?
you cannot even run GTA 5 properly with that
although it's not completely broken, it sometime skip to max fps, when moving around
It can run doom eternal at low settings 1080p with 60 fps and even cyberpunk at 30 with upscaling and 60 with fg, fsr 3 ofc
FSR Ultra Performance A.K.A Vaseline simulator
It was 1080p with fsr quality
I can send you the video
yeah, it looks like shit lol
specially on Cyberpunk, XeSS is miles better
but i assume that your GPU cannot handle it
XeSS accelerated*
Testing modern graphics rendering technology like XeSS and FSR 3 frame gen on 2012's mid-high end offering from AMD, the Radeon HD 7870. Running this GPU with Linux's AMDGPU driver enables much greater performance and compatibility in modern games, because it is still receiving updates thanks to the open source driver stack! This GPU support DX1...
What I am talking about is not my gpu tho
I'm asking for a friend
nah XeSS unaccelerated is worse than DLSS
maybe the quality preset is somewhat OK to use
but balanced and performance look blurry in motion
DLSS also looks blurry as hell, i've had a NVIDIA GPU once
unless you use DLSS performance at 1080p, it doesn't look blurry
can we move to #💭╭・general
dont suppose theres a way to build that? Ill do anything to get PSO framegen on linux
you can certainly try, but dxvk-native does not have a way to build 32-bit out of the box
clang build times on windows are so atrocious 
working fine on windows with LSFG, it's syncing the frames
it was an issue on my end specifically with my game. it was a race condition
Time to troubleshoot @neon halo
Quake remastered
But now the goddamn stupid discord says there's an update avaible when there's nothing in pacman
just go in
~/.config/discord/settings.json
and add
"SKIP_HOST_UPDATE": true
for some reason.. lsfg-vk perform better then the windows version..
I already did. It did not work.
And btw, here are the logs for quake remastered
weird worked for me
I am forced to use vesktop now
@neon halo even with proton base 9 it still does not work
yikes
😭
not that I'm any expert far from it lol
Two problems today
try with this one in Quake launch options
whatever was before the command ending by %command% >> log_file 2>&1
After the %command%?
yep
And where will it store the logs
near exe
Well shi
@neon halo i had a really stupid idea. you said that on the steam deck in handheld mode nothing worked right?
try putting gamescope around the launch arguments:
gamescope -- env ENABLE_LSFG=1 (...)
no one ever said gamescope within gamescope was a bad idea
ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. pid 13546 != 13545, skipping destruction (fork without exec?) ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Proton: Restoring LD_LIBRARY_PATH to: Proton: Restoring PATH to: /usr/local/bin:/usr/bin:/usr/local/sbin:/var/lib/flatpak/exports/bin:/usr/lib/jvm/default/bin:/usr/bin/site_perl:/usr/bin/vendor_perl:/usr/bin/core_perl ProtonFixes[13549] WARN: [CONFIG]: Parent directory "/home/kiryufan/.config/protonfixes" does not exist. Abort. ProtonFixes[13549] INFO: Running protonfixes on "cachyos-10.0-20250702", build at 2025-07-05 19:43:40+00:00. ProtonFixes[13549] INFO: Running checks ProtonFixes[13549] INFO: All checks successful ProtonFixes[13549] INFO: Using global defaults for "Quake" (2310) ProtonFixes[13549] INFO: No global protonfix found for "Quake" (2310)
😭
will try 😄
"gameoverlayrenderer" is this a mangohud problem? 
Hold on
It was NOT a mangohud problem lol
lol the game launches, but there's a spinning steam logo on top of it haha
hahaha
I can hear Trent Reznor
ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. pid 13546 != 13545, skipping destruction (fork without exec?) ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Proton: Restoring LD_LIBRARY_PATH to: Proton: Restoring PATH to: /usr/local/bin:/usr/bin:/usr/local/sbin:/var/lib/flatpak/exports/bin:/usr/lib/jvm/default/bin:/usr/bin/site_perl:/usr/bin/vendor_perl:/usr/bin/core_perl ProtonFixes[13549] WARN: [CONFIG]: Parent directory "/home/kiryufan/.config/protonfixes" does not exist. Abort. ProtonFixes[13549] INFO: Running protonfixes on "cachyos-10.0-20250702", build at 2025-07-05 19:43:40+00:00. ProtonFixes[13549] INFO: Running checks ProtonFixes[13549] INFO: All checks successful ProtonFixes[13549] INFO: Using global defaults for "Quake" (2310) ProtonFixes[13549] INFO: No global protonfix found for "Quake" (2310) ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/kiryufan/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Proton: Restoring LD_LIBRARY_PATH to: Proton: Restoring PATH to: /usr/local/bin:/usr/bin:/usr/local/sbin:/var/lib/flatpak/exports/bin:/usr/lib/jvm/default/bin:/usr/bin/site_perl:/usr/bin/vendor_perl:/usr/bin/core_perl ProtonFixes[15052] WARN: [CONFIG]: Parent directory "/home/kiryufan/.config/protonfixes" does not exist. Abort. ProtonFixes[15052] INFO: Running protonfixes on "cachyos-10.0-20250702", build at 2025-07-05 19:43:40+00:00. ProtonFixes[15052] INFO: Running checks ProtonFixes[15052] INFO: All checks successful ProtonFixes[15052] INFO: Using global defaults for "Quake" (2310) ProtonFixes[15052] INFO: No global protonfix found for "Quake" (2310)
Tbh I have no idea what this even means
Like that?
no, put the backend right after gamescope
This doesnt boot
same result than gamescope -- env
game launches but theres a window on top of it
can hear sound but that's all
I'm gonna try launching the game with vkd3d proton now
Doubtful it'll fix anything but to try
possible to have --backend wayland
? (nevermind, no swapchain right?)
that's what gamescope does by default
so no success sadly :(
yep, honestly for now it's "okay"
the closest thing people can get which works, is desktop mode, and then big picture
ye once I got the deck I'll be able to debug this properly
oh man XD
but I'd say, don't try to fight gamescope, you will probably loose your energy for nothing, this is something that has to be done in collab with Valve and/or the gamescope maintainer(s)
as a joined venture (I'm sure they'll be down)
it totally is
is there an other channel/way for donations?
sadly GitHub doesn't accept paypal anymore 😦
and they're asking for my entire bio or something lol
@lusty talon doom 64 works perfectly well with lsfg-vk, version is proton hotfix and from steam
github has a donation feature?
It uses the vulkan renderer
i don't even know how to feel about almost having 500 stars on this repo 
better get used to it because you're just getting started 😉
people have been wanting this for a loooooong while
ehehe
yeap :C
honestly when I joined this discord I expected a solid 5 people to be interested in this
the most impressive thing, is the frame pacing, for the rare instances where it works properly, I was expecting stutters, but no, flat as (insert joke here)
the current approach works well
I haven't thought about how well it works in sub-par situations
i need to spend time doing that
time that I don't have LOL
Quake 1 or 2, or Doom recent port
ok
lol
if you feel very adventurous, you can try The Talos Principle original in Vulkan mode
since it was historically the first real game to support Vulkan
I am gonna test if this works with flatpak
you know what, I'm actually going to download it, I've been pushing away talos principle for the longest time
it won't out of the box
need to play it more
see something that's really funny is, I made this program because of genshin, and no other reason
The moment mangohud didn't work my hopes were crushed 😢
i own like 3 steam games
found a playground of old linux games :D
DXVK was made for NieR automata
you'll just have to wait a bit :P
Will any opengl game work?
you can try with zink, but no
anyways im gonna lock back in I really wanna finish 3.1
I am gonna test doom + doom 2 real quick
looking at my coffee machine with affection lol
one thing if kicks the in vkcube must be slower?
We can add both doom 64 and doom + doom 2 to the list of compatible games 👍
Maybe the System Shock 2 remaster a well? 👀 since it runs on Kex too
I'm ngl it feels so smooth it feels exactly like that mod called smooth doom where all the weapons have smoother animations
despite my profile pic, I still haven't bought the game lol
no way Talos is even 64 bit!
Seems like all those old Id software game remasters have a tendency to go in a black screen after quitting lol
As expected, the native linux build of Talos is borked lol, game boots, but UI has issues
forcing Windows version by selecting proton exp (my little trick)
So far I haven't tried a single native game
Every native game I have is either too old (such as half life)
hard to, Proton favors Windows build 99% of the time (and it's a good thing)
Or just broken on Wayland
For example the metro exodus native version on Wayland is broken and crashes
What does that stand for
i somehow misread this as IE and I was like "no they didn't port internet explorer 😭"
Enhanced Edition
No
yeah so better translate EE
And besides the only difference is has is that it uses rt compared to the og
what's wrong with EE
(kudos to those who get the ref)
well ultrakill working fine
Whats wrong with ee?
Damn, Talos is obscenely well optimized, it puts to shame a lot of productions out there
man I forgot how obscene Talos was, the number of options is like, 150
the guys are masters of their craft, there's like 8 different anti aliasing options for different things in the game
mangohud can overlay the generated frames by lsfg?
The Talos Principle (Proton Exp aka Windows Build forced) 64 bit build in Vulkan renderer, confirmed to work as intended with lsfg-vk 🙂
This is the smoothest 30 fps ever lol
Alternatively, if i had a fix for gamescope NOT randomly freezing PSO, that would be acceptable.. I guess
I wish I knew why
Yes
But it's really weird, sometimes it works and sometimes not
The compatible game list is gonna blow up like crazy
not too much since for now, it's really only 64 bit and DX12 has been very dodgy, but it's a really really good start
when it works, it works like a dream, as it can be seen
I intended to be more stable while filming, but I was like, no-one is going to believe me that this is locked at 30 FPS lmao
Imma test it on quake champions
Skyrim Special Edition 💀
for some reason it runs like total ass on the deck lol
would be fun to see if it is at least possible to generate frames and see them lol
my expectations are not high lol
Nah I ain't updating this dead ahh game of quake champions
hey, you, you're finally stuttering
I'll try wolfenstein 2 although it probably won't work since doom 2016 doesn't and it uses the same engine
oof nono, Wolf 2 requires a powerhouse
Black screen 👍
heyyy how can I check if LSFG is actually working?
mangohud doesn't show an improvement
The guide says to memorize the vkcube spinning pattern and if it spins slower with fg it's working
as for games, well, what's your monitor's refresh rate ?
144hz
might want to lock the game you're trying to test at 36 FPS, and do x4
if it's smooth it's working, otherwise it's not 😄
okay I'll try satisfactory
doesn't seem smoother
vkcube worked?
Does mangohud show a fps difference?
Does the cube at least spin slower
hard to tell but maybe?
made a gentoo ebuild that basically does the same thing
$ file ~/.local/share/vulkan/implicit_layer.d/VkLayer_LS_frame_generation.json (...)/VkLayer_LS_frame_generation.json: JSON text data $ file ~/.local/lib/liblsfg-vk.so (...)/liblsfg-vk.so: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked (...)
Try doing this to verify if the files are correctly installed
If it gives the output shown above then yes
I install it to /usr/share/vulkan/implicit_layer.d/VkLayer_LS_frame_generation.json but should still work
well, I got Skyrim to launch in fullscreen that's a start lol
Yeah no you should've probably installed it to the guide's reccomended path instead
Still try checking the file in that dir where you've installed it
well I'm making a package to make it easier
A Bethesda Game runs at sub 30 natively
sounds about right!
I don't find a package really useful, I'd just compile from source
And whenever there's an update I just do
cd lsfg-vk git pull rm -rf build cmake -B build -G Ninja \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_INSTALL_PREFIX=~/.local \ -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \ -DCMAKE_CXX_CLANG_TIDY="" cmake --build build cmake --install build ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
(stolen)
And no doom 2016 
we really need a faster model though, the deck crumbles, but frame generation on Skyrim SE works as intended with properly presented frames
Sorry for the bad camera quality, at least it records 60 fps well 🙂
How's input latency?
pretty much how'd you expect 30 FPS base + Vsync to be
it's allright
for a game like this
you're not going to flickshot with an arrow and gyroscope, but it's going to be allright
I'm eager to try 45 base x2 for 90 generated, but that will have to wait for a more efficient model 😉
Same history behind DXVK, the dev created it just because he wanted to play Nier Automata on linux XD
I am not sure, but on linux there is less input letencu compared to windows lsfg
That what i felt
probably placebo though, at least VRR vs VRR
especially if we're talking LS 3.2 with QT 0
Smoothest 60 fps ever
Though vrr works fine with windows
Hope for performance mode 🙏
[Vulkan Loader] ERROR: Error relocating /home/doggo/.local/share/vulkan/implicit_layer.d/../../../lib/liblsfg-vk.so: _ZN4dxvk2vk8DeviceFnD1Ev: symbol not found
there must be some path replacement or something
no
wait no I'm dumb sorry
it's late
it's 3 back actions in folder tree
yeah path is correct
maybe I should disable LTO idk
You have to first uninstall it by deleting the files you put in your custom directory, and to update run each command individually, not all at once
I uninstalled my ebuild
Alright
removed the older LTO build installed in ~/.local/share etc
we'll never escape from this scene
https://github.com/PancakeTAS/lsfg-vk/wiki/Installation-Guide @pine topaz this guide
yes
$ cd lsfg-vk $ git pull $ rm -rf build $ cmake -B build -G Ninja \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_INSTALL_PREFIX=~/.local \ -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \ -DCMAKE_CXX_CLANG_TIDY="" $ cmake --build build $ cmake --install build $ ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
A more understandable version of my way of updating the project
@pine topaz
there's still [Vulkan Loader] ERROR: Error relocating /home/doggo/.local/share/vulkan/implicit_layer.d/../../../lib/liblsfg-vk.so: _ZN4dxvk2vk8DeviceFnD1Ev: symbol not found [Vulkan Loader] INFO | LAYER: Requested layer "VK_LAYER_LS_frame_generation" failed to load. in console when I run VK_LOADER_DEBUG=all ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
to clarify vkcube does run, it's just that the layer doesn't load
does someone here has the Steam Deck LCD?
Try removing vk debug all I'm too tired atp 😭
Wtf is this
and copy paste the result, thanks!
just listing the EDID of the LCD display in desktop mode
I have no idea
yep
Are all dependencies installed
they should be
who tried retroarch? all the cores freeze if ran from the GUI.
but invoking them with
VK_LOADER_DEBUG=all LSFG_LOG_DEBUG=all ENABLE_LSFG=1 LSFG_MULTIPLIER=4 retroarch -L ~/.config/retroarch/cores/mgba_libretro.so game.gba -v
works
it's safe don't worry!
it's just that those MFs at Valve didn't add 60 Hz in desktop mode for the OLED deck
Doesn't seem to work on dolphin emulator unfortunately. Tried to manually preload, launch straight into a rom, tried normally, doesn't seem to work :(
works for me though
VK_LOADER_DEBUG=all LSFG_LOG_DEBUG=all ENABLE_LSFG=1 LSFG_MULTIPLIER=4 dolphin-emu -b -e TimeSplitters\ 2\ \(USA\).rvz
doesn't seem to work. What are your settings?
oh wiat, I dont think opengl would work lol
oops
yeah it won't 😄
i'm kinda struggling to get it to work with xemu. you can select vulkan as a backend in the video options, but it still seems to use openGL anyway? (info from mangohud)
thank you, it works!!
you're goated, but unfortunately I forgot how much input delay ls adds 😔
it shouldn't be using opengl
did you restart it?
yes several times
i get a segfault if i try to use lsfg with it
i'm using the 0.8.92 build, can you try it out on your side?
no I don't use it
I do know technically you could use zink to translate opengl to vulkan & use the layer but idk if anyone's ever done that before
https://github.com/xemu-project/xemu/issues/2212#issuecomment-2923082227 yeah the gui itself uses openGL, so it won't work without workarounds
well I guess you can try that
MESA_LOADER_DRIVER_OVERRIDE=zink GALLIUM_DRIVER=zink
you need system mesa that has zink
which distro do you use?
tried __GLX_VENDOR_LIBRARY_NAME=mesa __EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/50_mesa.json MESA_LOADER_DRIVER_OVERRIDE=zink GALLIUM_DRIVER=zink LIBGL_KOPPER_DRI2=1 from the archwiki but it still seems to be using opengl
i'm on endeavouros
test with glxgears
Put MANGOHUD=1 it should show if it's zink
nice it shows up zink ye
so.. would recompiling lsfg-vk as 32-bit help my issue?
with PSO
assuming i could somehow get it as 32-bit
yeah I wasn't able to make a single 32 bit game run with lsfg-vk so far
what's PSO?
Does zink work for opengl games yet?
I think maybe using wine wow64 you could
i get the same exact segfault with lsfg+xemu regardless of zink being enabled or not 🤔
is there a Proton fork of that particular branch?
no
it's not a branch is a build time option
wine-staging uses it by default now
basically wow64 runs 32 bits software without needing 32 bits wine or drivers
so maybe it'd fix your issue if it's really related to 32 bits?
how does that work?
Wow64?
what do i need to do to get lsfg working on PSO
use wine wow64?
a wine wow64 build
of PSO? its a defunct game. thats not happening
no I mean
a wow64 build like the one here
hmm. how to install on fedora?
just install wine-staging
ah
yeah recent one should work
so that'd be using Wine instead of Proton though
yes
thats fine i dont need proton
you can't build proton with wow64 afaik
yeah i'm curious how proton will handle these wine changes
Yeah on Steam Deck let's say Proton is quite important lol
it's optional
if they'll keep the lib32 or switch to wow64
also just curious, why doesn't it support openGL?
needs to hook on Vulkan at some point
can hook if the game is Vulkan or translated to Vulkan
but OpenGL isn't translated to Vulkan
understood, kind of a bummer though
...
0024:fixme:winediag:loader_init Please mention your exact version when filing bug reports on winehq.org.
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
Unhandled Exception:
System.Windows.Markup.XamlParseException: The invocation of the constructor on type 'online.MainWindow' that matches the specified binding constraints threw an exception. ---> System.EntryPointNotFoundException: RenderOptions_ForceSoftwareRenderingModeForProcess assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) MS.Win32.PresentationCore.UnsafeNativeMethods+MilCoreApi.RenderOptions_ForceSoftwareRenderingModeForProcess(bool)
at System.Windows.Media.RenderOptions.set_ProcessRenderMode (System.Windows.Interop.RenderMode value) [0x00029] in <ff62695984974bf7841bbae43f5a81c3>:0
at online.MainWindow..ctor () [0x00066] in <5a08444dfb6e45af8bf2e3b35b9a1bb1>:0
...``` aarrgghhh
wine staging chokes on launcher
older wine is of course fine...
maybe in the future if a different approach is possible 🙂
oh god I'm really noticing the frame pacing issues in genshin
hmm, they didn't used to be there I think
we'll that's a problem for 5 am me to find out
(these quests are quite long)
same
playing without shaders is honestly a game breaker
wdym force d3d9?
lutris does that to make PSO work
Wait it works on zink right?
yeah it should, but it doesn't.
I swear to god "Vulcan" and "zinc" I'll never get them correct
...
0024:fixme:winediag:loader_init wine-staging 10.4 is a testing version containing experimental patches.
0024:fixme:winediag:loader_init Please mention your exact version when filing bug reports on winehq.org.
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
Unhandled Exception:
System.Windows.Markup.XamlParseException: The invocation of the constructor on type 'online.MainWindow' that matches the specified binding constraints threw an exception. ---> System.EntryPointNotFoundException: RenderOptions_ForceSoftwareRenderingModeForProcess assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) MS.Win32.PresentationCore.UnsafeNativeMethods+MilCoreApi.RenderOptions_ForceSoftwareRenderingModeForProcess(bool)
at System.Windows.Media.RenderOptions.set_ProcessRenderMode (System.Windows.Interop.RenderMode value) [0x00029] in <ff62695984974bf7841bbae43f5a81c3>:0
at online.MainWindow..ctor () [0x00066] in <5a08444dfb6e45af8bf2e3b35b9a1bb1>:0
...``` seems like a wine bug.. guess ill gdb
If I had a nickel for every rendering framework that was a slightly misspelt version of an actual word I'd have two nickels it's not that many but it's weird it happened twice
A fatal error internal to GDB has been detected, further
debugging is not possible. GDB will now terminate.
💀
xddddddd
idk how proton just works so often while wine just doesn't most of the time
warning: core file may not match specified executable file.
warning: Selected architecture i386:x86-64 is not compatible with reported target architecture i386
warning: Architecture rejected target-supplied description
``` maybe its this idk
¿At least for now, it's imposible to framecap at 30fps to do a multiplier x2 to have 60fps with the current state right?
wdym? of course you can
today is not debugger day
ENABLE_LSFG=1 LSFG_LOG_DEBUG=all WINEPREFIX="/home/x5/Desktop/EphineaPSO" VK_LOADER_DEBUG=all LSFG_DLL_PATH="/home/x5/Desktop/EphineaPSO/drive_c/EphineaPSO/Lossless.dll" LSFG_MULTIPLIER=4 gdb wine /home/x5/Desktop/EphineaPSO/drive_c/EphineaPSO/online.exe```
was the command
i installed wine staging
dropdowns dont work for online launcher aaaaa idk what to install
When I test the vkcube, i don't have any problem, but when I use for some game I don't see any difference. I was trying to cap fps with mangohud but I don't see any interpolation.
Btw, thanks for you hard work.
i won't be able to help you with this now sadly
mght be a silly question, how can I use it with steam games?
https://github.com/PancakeTAS/lsfg-vk/wiki/Configuring-lsfg‐vk checkout the 2.
it worked on repo earlier, but when I tried retesting it REPO just crashed, even without LSFG
probably repo servers down and this is global?
nevermind, I just didnt have proton enabled 💀
also, pretty sure repo uses something other than dx or vk
nvm I have no idea what I'm talking about
lsfg just doesn't seem to work with repo currently 😔
ya this should work
i tried that but it wont run the launcher 😦
I guess I'll just give up, it doesn't work no matter what I do
I followed the wiki down to the very letter

@pine topaz are you the person trying to build this project with gcc?
i realize my dxvk compilation relies on pure compiler rng which is precisely why you're encountering this error, but seeing how most people could compile just fine I really don't see why it doesn't work for you.
what binutils, llvm and clang versions are you on? i'll take a look tomorrow
I did both
well I do have an usual setup
it's gentoo with clang+libcxx
whether it was gcc or clang didn't seem to matter, I've had the error on both
binutils: 2.44-r3 llvm/clang: 20.1.7
had the issue in a chroot with more normal setup too
could be gentoo shenanigans
Just want to say this is super cool. I was working on a similar project, however yours is in C++ and you're probably experienced. I was making mine in plain C as I learned C and I have extremely limited free time between 12H shifts and a family of four. Yours is also a conversion into native Vulkan. What I was doing was working on just modding the display capture and reprojection with Wayland display capture and ffmpeg ot GStreamer. I only ever got as far as program capture though.
I'll probably start focusing my efforts on other projects I want to make, but I'm for sure going to read your code because I'm super interested in how you did it. As I get more experienced I may submit a commit in the future.
Thanks again! I love the passion of FOSS projects.
if you could dm me the entire build folder and the error i'll take a look at it tmrw
F
Once this is of high enough quality to be considered a first release, would it be possible to reach out to either Glorious Eggroll or Etaash to have this merged natively into ProtonGE or ProtonEM?
Of course the original program would still need to be purchased and installed on Steam first, but I think this could be helpful to the normies.
I dont think so it will be merged into proton
because use of proprietary software
wine is an opensource project, and proton too, they won't add something that require you have proprietary application to run it, if it was standalone ya they would have, as of now won't happen
Later on distro can ship it as package so you don't have to build it, that can happen
ProtonGE and ProtonEM are both forks that already have stubs for proprietary software, though the stuff they hook to currently is available free of charge
ya but i dont think it will happen, cause LSFG is not a free software, if it was free they could just do something like NGX_UPDATE or FSR4_Update think, where the dll is just updated to latest version and they can use dlss/fsr on latest model.
I'm at work tonight so I haven't looked at how lsfg_vk hooks the source frame gen, but that's entirely possible
I'm not arguing, just thinking about possibilities
would it be possible to make a community made compatibility list?
hello all. i've legion go on steam os3.8 and a pc on bazzite. I tried to compile under steamOS and bazzite but since Ninja etc.. are not integrated it was a pain. Do you think a version could appear in decky not immediately but eventually.?? Thx
hi, how do i test if this works on steam deck? I tried the wiki guide last night but nothing seemed to complie for me lol
hi everyone, good morning, do we know if the port works under WSL? if not i wanna give it a try and test it in WSL.
Why.
you must unlock steamOS , after install clang and ninja for cmake but it's dosn't work for me. I'v some errors when i compil on steamOS
why WSL?
Why try running a linux port of a windows only program in WSL?
ok thanks
i dont have a separate linux machine, i run everything linux related on containers or WSL
VMs are heavier and collide with WSL
Its like if you had a book in english, someone translated it 1 to 1 to japanese and now you are asking a translator to translate the japanese copy for you
how do you do it?
I jist dont see a reason why
i cant follow the analogy here tbh
Not like you could "pirate" LS as a Lossless.dll is required
where do you run the port then?
Why run the port if you are on windows
you are making me question my sanity ngl, i got confused a bit. Just for clarification again, im not trying to run it on windows
since i dont have a linux machine im trying to find out if it can run on WSL instead
WSL is not "windows", technically it lives inside the windows ecosystem but the same way a linux VM can exist inside windows
just help me out here and tell me where do you run your port forget about WSL
God's bravest tinkerer
AFAIK, WSL does not have a graphic environment, so you won't be able to run vulkan nor any graphic app
you can compile the software, but not use it, that's what I think
I had success compiling it inside an arch linux container on steamos using distrobox:
$ distrobox create --image archlinux:latest --name lsfg
$ distrobox enter lsfg
(follow installation instructions from the wiki)
$ exit
In addition to the dependencies listed on the wiki, I think I also needed to install sdl3
thanks I'm a beginner on Linux but I want to get there. i test after work
X11 works fine rendering UI apps (sometimes it has issues or freezes) but i know i can open firefox and watch youtube videos for example
ill give it a try thank your time guys
i wake up and suddenly i'm on techlinked huh :333
is there any way to confirm the framegen activated besides visually?
you can use a debugger, but other than that I don't know of a consistent way
ive tried helldivers 2 and the famous cube but it doesnt seem to change anything
Spins slower?
happend once but was because of high system load
Hmm
i successfully got the vkcube thing working on my steam deck lol, but I can't really see the difference between the 2 speeds? 🤔
Yeah
Btw whenever you run vkcube with lsfg-vk, does the terminal show an output similar to this @halcyon sapphire ?
Then it's not installed correctly
📦[deck@lsfg lsfg-vk]$ ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
Selected WSI platform: xcb
Selected GPU 0: AMD Custom GPU 0932 (RADV VANGOGH), type: IntegratedGpu
📦[deck@lsfg lsfg-vk]$ vkcube
Selected WSI platform: xcb
Selected GPU 0: AMD Custom GPU 0932 (RADV VANGOGH), type: IntegratedGpu
mine just says this
Same for you, it's not installed correctly
lol i c
then what i did wrong, checking with the file command gave the desired output
Do you have lossless scaling on steam?
Is it installed in the default steam game directory or somewhere else?
/home/iedi/.local/share/Steam/steamapps/common/Lossless Scaling/
is this right?
BTW, 2x 3x 4x confirmed working with X-Plane 12 on Linux. GPU is an RTX 3070
(native Vulkan)
Yeah
Still try giving it the dll path just to be sure
i did, still nothing
Huh
i should recompile then
Do you have all dependencies installed
im on gentoo yk its harder to translate the dependencies
did you confirm this?
ye
did you run cmake --install build?
lemme check
in the cloned lsfg-vk directory
yeh i think i did
$ cd lsfg-vk $ git pull $ rm -rf build $ cmake -B build -G Ninja \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_INSTALL_PREFIX=~/.local \ -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \ -DCMAKE_CXX_CLANG_TIDY="" $ cmake --build build $ cmake --install build $ ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
it installed something from peparse_git
im gonna do some vulkan recompiling with diffrent flags and will come back later
this is what the error code says: 📦[deck@lsfg lsfg-vk]$ cmake --install build
-- Install configuration: "Release"
CMake Error at build/cmake_install.cmake:51 (file):
file INSTALL cannot find "/home/deck/lsfg-vk/build/liblsfg-vk.so": No such
file or directory.
Try recompiling it from the start
alright will do thanks
so it looks like I'll have to install sdl3 as it won't let me get further
this is a beautiful font..
as for you and @thin fable, run with
VK_LOADER_DEBUG=all (after you fix your installation)
Its DepartureMono Nerd Font
I don't think you realize just how much this has been wanted or the number of attempts, including myself, people have tried to approach this.
The fact that it's in a functional state is the biggest breakthrough on a path forward. With FSR4 and DLSS4 in the state they're currently in, all we really need is the frame gen, and hopefully some day adaptive frame-gen.
Also anyone know if Mangohud would show before or after frames? I have three days off after I get off this shift and plan on hardcore testing
Or maybe I'll just finish Jedi Fallen Order idk
Mangohud shows generated frames.
Excellent. I should be able to tell the difference. I'll have to see if the framerate lock in mangohud affects the base or generated framerate. If I could x3 from 48, that would be great for frame-timings.
Valheim is 40-60fps on my laptop at 1200p, with FG it was 80-100fps, and felt much better. Other games I've tried have been ~70fps, going to ~120. I've yet to find a game which doesn't work. 😍
thats how i found out about the port project i instantly went to check, congrats!!
I got mangohud to work in quake 4 using zink. Now time to try lsfg-vk
how do i install sdl3?
As expected fg doesn't work in quake 4 even if using zink
sudo pacman -S sdl3
cheers bro
Well, lsfg-vk launches with wolfenstein the new order using zink but it's very buggy and broken
Meanwhile wolfenstein 2009 works
ok so i reinstalled everything, had to install sdl3, ninja and glsslang
vkcube works as advertised
how would i get this working in say, the dolphin emulator?
General and Reports are closed
Why are they private channels 💀
🤷
ENABLE_LSFG=1 LSFG_MULTIPLIER=4 dolphin-emu ?
Took this for a spin on my CachyOS RTX4060 laptop for Minecraft (via Prism launcher) and it works beautifully, no errors so far.
Still working on figuring it out for Metal Gear Rising via steam through the environmental variable launch options outlined in the github wiki's configuration section, so far nothing seems to change, at least neither steam's nor mangohud's fps values ever go above 60.
Have you got a 60fps cap set anywhere?
No I don't remember ever setting anything like that, nor any place where such an option would be available in this case.
As far as I'm aware only the game itself is locked to 60 fps, hence why I am trying to apply LS to it.
I use nothing else but standard default proton emulation for MGR (no forced proton version, idk which version it uses by default for MGR), inserted the recommended launch options into the steam launch box and launched the game.
Thanks and how will i know if it's working lol
Have you tried ENABLE_LSFG=1 LSFG_MULTIPLIER=4 MANGOHUD=1 %command%
If Mangohud had an FPS cap set wouldn't that also prevent it from working in Minecraft?
Because mangohud clearly shows that LSFG is working nicely there.
Yes. I didn't know how you launched Minecraft, or if you had MH enabled.
Not yet, but I will try.
Start a game without FG, then with and see if you get an increase in fps?
Yes I did note above that I use minecraft via Prism launcher.
All I did to make that work was launch Prism itself together with the env args.
This is what I get still.
😦
I'll double check magohud's options, maybe I'm overlooking something but not holding my breath
If other games are showing >60fps with MH running, then it's not capped there.
Yeah I don't see anything wrong here
If I am spamming images too much feel free to tell me to stop
I just wanna contribute somehow as tester
What renderer does metal gear rising use?
If it's opengl you can try using zink
I actually had to look this up but I think Directx from what I found?
specifically dx9
Yeah, your screencap states it's using DXVK, so Direct X to Vulkan.
Hello I'm having trouble getting the vkcube to work
I got that error when I didn't install LS into the default location for steam, might be different issue though
Did you downgrade to the legacy version of LS?
@sour geode https://steamcommunity.com/app/235460/discussions/0/3112521013666754087/ at the end of that thread, is someone getting 144hz - might be worth a try, instead of FG?
back on track, what did I miss? 🙂
probably not much I imagine, I'll patiently wait for the next push 🙂
maybe I can try to run other games in the meantime, to confirm they work
Having Skyrim SE working flawlessly was pretty surreal not gonna lie
I think it's safe to assume that every 64 bit Creation Engine based games will work too
Wolfenstein 2009 worked with zink
Wolfenstein the new order instead launched but was stuttery and crashed every once in a while
But that game uses directx, so using zink maybe was a mistake
At the moment I have the latest version 3.1 installed on steam , which version should I check to run it on Linux ?
In addition I will add the compilation logs maybe there is a problem here .
https://pastebin.com/if2feMeW
Legacy 2.13, as per the install instructions.
https://github.com/PancakeTAS/lsfg-vk/wiki/Installation-Guide#obtaining-lossless-scaling-and-lsfg-vk
I did exactly the same 😉
Thank you, I hadn't noticed. Now it works.
TNO is OpenGL
Weird because when I tried to install reshade I remember it requiring dx10
Or dx9
OpenGL 3.2 even, because fuck everyone of us lol
Hold on
obligatory flex: https://www.youtube.com/live/N65oiZ2Iylk?si=H02Dloq4xe8ey6s9
Just Wolfenstein: The New Order, with the high framerate patch at 120 FPS but sometimes I have to switch back to 60 FPS otherwise the game softlocks. I was v...
Yeah it was opengl
That user really doesn't offer much info to go off of, no idea what "google fullscreenizer" is, all I found was some old unmaintained github from 4 years ago, idk how that is supposed to help.
is there instruction on how to build this on nixos? beacuse I'm unable to do it.
Ah hell nah nixos is a whole different breed
for some reason I'm only getting 9fps on re2 remake 💀
Do it go smooth?
no idea why my gpu is that high too lmao
i get a weird warping effect whenever i turn the camera lol
lsfg must've been on
Is it smooth? X2
Yeah it’s smooth
9 fps 💀
a little too cinematic
It’s kinda laggy in the menus but it seems fine in game apart from the camera movement
Allirght, remember how Crysis 2007 64bit didn't work
actually it does, but it requires 2 things
1: Proton Experimental
2: you must engage Vsync in the game options!
and that's important, because for example, even if you lock your FPS to 30 and do x2 on 60 Hz and the compositor is tear free, it does NOT count as Vsync
Vsync must be engaged in the game itself, and then, frame pacing will be perfect
So not only Crysis 2007 works, but frame pacing is literally perfect, this is insane
@lusty talon Don't sweat right now on my ping since you're in do not disturb mode, but for later, enabling Vsync in the game engine itself (probably also through the DXVK option if there's no in game option) is mandatory (at least in fixed refresh? phenomenal frame pacing after that).
Resident Evil 2 Remake now works flawlessly on the deck with perfect frame pacing
So it's probably safe to assume all the RE Engine games will work
I should try this again, is the camera movement weird for you tho?
no it's perfect, now that I enabled in game vsync
set the game framerate to variable, and lock it with VKD3D_FRAME_RATE=45 (or any other number)
I’ll try that
OpenGL won't work though
Yeah I'm trying with zink
zink tranlslates OpenGL to Vulkan?
Yeah
oh that's sick I didn't know it existed
It says it right there MESA: error: zink: swapchain killed 0x7f49003832c0
i gotta try that with genshin as well
Sorry for the Image Quality but i get this error when i Build lsfg-vk
Im on Steam os Rog Ally x
lsfg-vk does not work in WSL😟
RIP
yeah someone else tried and had the exact same error
did you do these commands?
sudo steamos-readonly disable sudo pacman-key --populate archlinux sudo pacman -Syy sudo pacman -S clang vulkan-headers cmake meson ninja sudo pacman -S base-devel sudo pacman -S linux-headers sudo pacman -S glibc sudo pacman -S llvm
I feel like I should ping them maybe ^^
@timber mango
The First 2 yes but Not the other ones thanks im gonna Test
I had same issue and this helped me
After this I had one more issue but chat gpt solved it
Damn that's CRAZY, on Peripetieta (Unity3D, 64 bit, HDRP), as SOON as I toggled in game Vsync, everything runs perfectly
without it it was horrible
I did that now but Same error
did you reboot? (just in case)
Steam os cant compile , do this with distrobox
Im rebooting now
it can, I compile
it was a journey, but it compiles
I spent yesterday 6 hours with chat gpt on this and in the end i got missing errno.h
Faild again After reboot
I can only see the hardware difference being a factor... but still, that's really weird, as the hardware difference is really not that huge
it's still AMD etc...
I suppose you do
rm -rf build
in the project folder before re-trying to build?
Nope didnt know that sorry
it's fine I didn't know that 3 days ago as well 😄
Pancake senpai told me
It's the equivalent of a build clear in Visual Studio when a build fails, if you're familiar with that
so, rm -rf build and then actually building = Rebuild command in an IDE
Sorry i just know the basics
you're good, I hope that it works now 😄
So i put this command in the Terminal in lsfg-vk and than the Cmake Build command right ?
this is the whole thing:
rm -rf build && \ cmake -B build -G Ninja \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_INSTALL_PREFIX=~/.local \ -DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON \ -DCMAKE_CXX_CLANG_TIDY="" && \ cmake --build build && \ cmake --install build && \ ENABLE_LSFG=1 LSFG_MULTIPLIER=4 vkcube
Ok thanks gonna try it
Since Unity3D with HDRP works, I think it's safe to say that most Unity3D engine games should work
I have the impression that, as long as the game is 64 bit and Proton Experimental is being used, AND in game Vsync is enabled, it's going to work just fine.
Is it better to use proton experimental instead of of ge 10-7?
can't say, maybe maybe not
but it's sure better to use anything over 9
for this project
I want to try it with wuva on deck and its working only with proton 10-7 and maybe you now does it work with optiscaler ?
so if i use tthis nothing happens 😂
I didn't try it myself but optiscaler should work
good afternoon folks! has anyone been able to use lsfg-vk on Ubuntu or Fedora?
you launched a terminal from inside the project folder?
yes
i've been following the instructions on the github page itself, but always end up getting errors when compilling/building
ok now your command worked but same error again
Metro Last Light Redux (64 bit, DX11) works like a charm with Proton Exp and in game Vsync engaged as well 🙂
will try the DXVK option instead of in game, just to be sure
Hi everyone! I am working on an AUR package for this currently, and it seems as though installing it in /usr/ doesn't work. Are there any troubleshooting steps I should do and post here?
that's very weird, I don't know what to say
Yeah but thanks for the help um just gonna wait for a Release on GitHub or a Better steamos install
Fedora 42 here, working fine.
It says I need to switch to legacy_2.13 branch in the settings of Lossless Scaling inside Steam in the quickstart guide. How do I do that?
if it's just about using it though, for science (because the current model is very heavy) I can package the SteamOS files
Go into properties, betas and select legacy 2.13
Got it! Thanks!
what did you do different from the official instructions?
(obviously) the packages aren't the same as Arch
For me its just about testing it. I want to Test in emulators and some Games that i have Like horizon Zero Dawn
Installed the packages listed, and one other that came up as missing during the build.
dnf in glslang glslangValidator were the missing ones
@lusty talon I have 2 excellent news for our joined birthday
1: as long as the conditions are met (64 bit, proton exp, DX based game or Vulkan native, vsync manually engaged), it looks like you may want to start working on an exclusion list rather than a supported list 😉 everything pretty much works! And frame pacing is phenomenal as long as GPU usage is not reaching 99%
2: the dxgi.syncInterval = 1 command from DXVK can work as a replacement to ensure in game vsync is enabled, can be useful for games that don't expose this option (if DX9 or DX12, the equivalent command will also do the trick)
is it ok if I give you my built files?
Yeah that would be Amazing
I'm still waiting :p
the build commans where the same?
i have only compiled from source like once or twice haha 😅
Yes, just sudo dnf in clang llvm vulkan-headers cmake meson ninja git glslang glslangValidator first.
Discord web on the deck refuses that I share the files 😦
even the official flatpak app
rip
You might need sudo dnf group install development-tools also.
oh, maybe I did that command too and don't remember 👀
I tried to get all the commands but maybe I'm missing this one
:3
I am running Xenia emulator through PortProton. But I don't know how to add ENABLE_LSFG=1and LSFG_MULTIPLIER=2in > PortProton > Open the Settings File. Does anyone know how? What should I add? Or is there another way?
honestly the frame pacing surprises me a little. are you exclusively testing 2x?
my genshin reaches a dead stable 80 fps but the frame pacing is unusable
i'll try the syncInterval option though
I can't really try x3 because the deck is dying lol
if I'm reading this right you can simply add
export ENABLE_LSFG=1 into here
but I will, real quick
ye fair
maybe base 20x3 can be okay
I'll try it.
Nope. It doesn't run, neither on Lutris nor PortProton, which is weird because the vkcube spins slower and installation seems successful. I'll try it on Steam.
comeon steam deck I JUST want to try x3 😭
20 x3 perfect frame pacing
perfect interpolation artefacts as well lol
since well, base 20 is base 20
Is anyone else experiencing severe FPS drops when enabling FG? I am running CachyOS with a Radeon 780m iGPU, and get similar results on every single game I've tried:
None - 165fps
2X - 16fps
3X -10fps
4X - 7fps
but the smoothness is perfect
This thread is getting locked due to server changes, including the update in #📣╰・announcements. This will be archived for read only purposes, and all future queries or cont. of current discussions can be had in the appropriate channel under "Linux Community". We look forward to seeing the community utilise and document info in #💬│linux-general #🛸╰・linux-dev #📗⏐linux-reports.
LSFG-VK has a lot of momentum behind it, and we appreciate everyone testing and working to make this viable in Linux. Huge props to pancake.

black was unreadable in dark mode