Releases: eugeniosegala/MAKO
Release list
MAKO Renderer v2.2.0
Looking for Decky integration? Download the latest MAKO Decky release.
What's new in MAKO Renderer v2.2.0
Release codename: Abyss Ascending
“Where the hidden currents meet in light, the great Mako rises without a wake.”
Cassian, Hierophant of the Abyssal Forge
MAKO Renderer’s Abyss Ascending release is built around a simple player outcome: smoother frame generation that stays responsive when a game, display, or emulator changes pace. Adaptive targets are paced more evenly, Steady 2x is retained only when it is genuinely sustainable, and recovery has a clearer path back from menus, overlays, and rate switches. Frame generation is available now; scaling is coming soon.
- Fractional Adaptive makes uneven games look steadier: A target-aware placement clock spaces generated frames more evenly when source frame times vary. It keeps real frames mandatory, stays within the selected multiplier ceiling, and gives targets such as 60-to-90 and 80-to-120 cleaner camera movement with the potential for lower input lag and ghosting.
- Smooth Cadence delivers Steady only when it can prove it: On Gamescope SDR with refresh matched to the target, MAKO tests a constant 2x cadence instead of assuming it will work. It retains that path only after proving 98–102% target delivery, then returns to the normal cap or Fractional planner immediately if conditions change.
- Ultra Performance cuts GPU work while retaining safety: The restart-only profile policy uses 75% Flow Scale, the Lighter FG Model, FP16 permission when supported, and leaner active-policy resources. It can improve frame-generation performance by up to 30% in favourable GPU-limited scenes, while refresh, HDR, presentation safety, and recovery remain active. The trade-off is more visible frame-generation artifacts.
- Recovery restores the right cadence after interruptions: Native presentation now drains generated-image pressure, rebuilds temporal history, and resumes through a guarded zero-wait probe. Dynamic Cadence Recovery can distinguish a true fixed rate from a 30 ↔ 60 FPS menu or emulator transition, allowing Adaptive to recalibrate to its target and Fixed to follow confirmed Gamescope refresh. Its 0.1–3 second probe interval is per-game and opt-in; 2 seconds is the default and 0.1 seconds is deliberately aggressive.
- Display-aware protection and lower overhead complete the path: The refresh-rate guard can pause generation at or below a chosen Gamescope threshold and resume the selected mode above it, without changing the profile. Internally, explicit frame-plan ownership, allocation-free handoff, and structured diagnostics reduce normal-path work while retaining clear evidence for pacing, load shedding, recovery, and stabilization.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. Fullscreen is usually the best starting point for performance and frame pacing. Restart after major display, DLL, GPU, Flow Scale, Performance Mode, or model changes.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
Important
MAKO Renderer requires Lossless.dll from a licensed Lossless Scaling installation. Neither release archive bundles, copies, or modifies that proprietary library.
Installation
Host archive
Download MAKO-Renderer-v2.2.0-linux.tar.xz and extract it to your local prefix:
mkdir -p ~/.local
tar -xJf MAKO-Renderer-v2.2.0-linux.tar.xz -C ~/.localThe host archive includes 64-bit and 32-bit Vulkan layers; the CLI and Qt UI are 64-bit.
Start the configuration UI after extraction:
- Application menu: On Steam Deck or Steam Machine, switch to Desktop Mode and open MAKO Renderer Configuration.
- Terminal: Run
~/.local/bin/mako-uifrom Konsole or another terminal. Do not run it withsudo.
Configure the licensed DLL path in the UI or ~/.config/mako-render/conf.toml, then use ~/.local/bin/mako-launch %command% for a direct Steam launch. The helper activates MAKO through its private Vulkan layer directory, prevents Steam's Vulkan Fossilize/overlay hooks and competing presentation layers from bypassing its swapchain interception, and keeps Gamescope and the Steam/Game Mode interface active outside that application chain.
Flatpak runtime extensions
Download and extract MAKO-Renderer-v2.2.0-flatpaks.tar.xz. It contains one self-contained MAKO extension for each supported Flatpak runtime. Install the extension matching the application runtime, for example:
flatpak install --user org.freedesktop.Platform.VulkanLayer.makorender-24.08.flatpak- SHA-256:
40877511220c49914380bcf55b29247c3844dd8edbabbf853f238b2e2e66bf9b
Updating an existing MAKO Renderer installation
- Quit every game or application currently using MAKO Renderer.
- Download the newer host archive and extract it into the same local prefix. Existing files are replaced; your configuration remains under
~/.config/mako-render/. - If you use Flatpak applications, download the matching Flatpak archive and reinstall the extension for each runtime you use.
- Restart the game. Revalidate the configuration with
~/.local/bin/mako-cli validateif you changed the DLL path or profiles.
Keep the previous archives until the new version has been tested with your games.
Known limitation
- HDR frame generation is not currently supported: HDR pipeline groundwork remains in the renderer, but MAKO does not present it as an enabled release path yet.
Before you play
- Confirm the detected
Lossless.dllpath. Leaving it blank permits normal discovery in common Steam locations. - Do not combine MAKO with another Lossless Scaling Vulkan wrapper for the same game.
MAKO Renderer release assets 2.2.0
- Includes checksum-verified host archive
MAKO-Renderer-v2.2.0-linux.tar.xz(SHA-256:a650584b94b50aa9cb83c7e7b1d57e9e9b17d318004d784ecd138b01b9aa2e1f). - Includes checksum-verified Flatpak runtime archive
MAKO-Renderer-v2.2.0-flatpaks.tar.xz(SHA-256:40877511220c49914380bcf55b29247c3844dd8edbabbf853f238b2e2e66bf9b). - The host archive contains the 64-bit and 32-bit Vulkan layers, CLI, Qt configuration UI, standalone
mako-launchlauncher, and desktop integration. - Built from source commit
af74087558d38edcbe034385a504914c82003ce6.
MAKO Decky v2.2.0
Looking for the standalone Vulkan layer? See MAKO Renderer v2.2.0.
What's new in MAKO Decky v2.2.0
Release codename: Abyss Ascending
“Follow the blue roads across the bay; even the abyss knows how to ascend.”
Aurelius, Cardinal of the Ninth Tide
MAKO Decky’s Abyss Ascending release is a major Adaptive Frame Generation upgrade for Game Mode, focused on a more fluid and consistent experience. Fractional Adaptive handles uneven frame delivery more gracefully, Smooth Cadence only locks into a steady path when the game can truly sustain it, and the new controls make it easier to tune every game, display, and emulator safely. Frame generation is available now; scaling is coming soon.
- Fractional Adaptive is steadier: A new target-aware placement clock avoids uneven bursts when base frame times vary. Targets such as 60-to-90 and 80-to-120 get a more even camera pan while retaining more real frames for potentially lower input lag and ghosting.
- Smooth Cadence earns a clean Steady 2x path: When Target FPS matches Gamescope refresh, MAKO tests a constant cadence and keeps it only after the game proves it can sustain the target. If conditions change, it immediately returns to the normal Adaptive planner. Steady and Fractional are now deliberate per-game choices instead of a blind multiplier switch.
- Ultra Performance can free meaningful GPU headroom: This restart-only per-profile preset combines 75% Flow Scale, the Lighter FG Model, FP16 where supported, and leaner active-policy resources. In favourable GPU-limited scenes, it can improve frame-generation performance by up to 30%; it also increases visual artifacts, so it is best suited to constrained devices such as Steam Deck.
- Dynamic Cadence Recovery helps emulators, menus, and overlays recover cleanly: It detects native-rate switches such as 30 FPS gameplay to a 60 FPS menu, briefly exposes the real cadence, and returns to the correct Fixed or Adaptive behavior. It is opt-in per game because each check can briefly affect pacing. Choose a live 0.1–3 second interval: 2 seconds is the default, while 0.1 seconds is an aggressive emulator-focused option.
- Frame generation can now follow your display: Auto-disable Frame Generation by Refresh Rate pauses generation at or below a chosen Gamescope refresh threshold, then restores the selected mode when a faster display is detected. It is ideal for dock and display changes without overwriting the profile you tuned.
- Per-game control is clearer and safer: Runtime session updates keep live settings attached to the game that is running, preserve restart-only changes, and bring the refresh guard, matched processes, recovery, and Adaptive trade-offs together in one Decky experience.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. For most games, fullscreen is the best starting point for performance and frame pacing. Keep the configuration that feels best for that game.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
See the Configuration guide and Troubleshooting guide for complete behaviour and per-game controls.
⚠️ Required MAKO Renderer update: Installing the ZIP updates MAKO Decky, but does not replace its private Vulkan layer. Open the plugin and select Install MAKO Renderer afterwards.
Important
Preferred clean update: 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 your Steam Deck or Steam Machine, then open it and select Install MAKO Renderer.
First-time Heroic or EmuDeck setup: Read the Heroic and other Flatpak applications guide before preparing either integration.
Installation
New to Decky or installing MAKO Decky for the first time? See the full install and use guide for Decky Loader setup and prerequisites.
- Download
MAKO-Decky-v2.2.0.zipbelow. - On SteamOS, open Decky Loader's settings and enable Developer Mode.
- Choose Developer > Install Plugin from Zip, then select the downloaded ZIP.
- In MAKO Decky, select Install MAKO Renderer. For native Steam/Proton games, add
/home/deck/.local/bin/mako-run %command%to the game’s Steam launch options.
Important
If Decky does not show or reload MAKO Decky after installing a ZIP, uninstall it, install the ZIP again, then restart your Steam Deck or Steam Machine. Open the plugin afterwards and select Install MAKO Renderer again.
Updating an existing MAKO Decky installation
- Quit any game currently using
/home/deck/.local/bin/mako-run. - Uninstall MAKO Decky, then download the newer ZIP from version 2.2.0.
- In Game Mode, open Decky Loader’s settings, choose Developer > Install Plugin from Zip, then select the newer ZIP.
- Restart your Steam Deck or Steam Machine.
⚠️ Required: Open MAKO Decky and select Install MAKO Renderer to install the version bundled in the new ZIP.- In Flatpak Setup, select Update for every prepared application’s matching runtime extension. This replaces its Flatpak layer with the engine bundled in the new ZIP while preserving its preparation and per-game Wrapper commands.
Existing profiles and Steam launch options are retained. The private native renderer and launcher are re-created in step 5; shared Flatpak extensions are retained, then refreshed in step 6.
Known limitation
- HDR is unavailable in this Decky release: The engine foundation is included, but the plugin locks HDR exposure off and does not provide a per-game opt-in. In-game HDR controls may be unavailable by design. A later release can unlock the path after activation, presentation, colour, and performance are validated across games.
Before you play
- Confirm the detected
Lossless.dllpath before launching. Leaving it blank permits normal discovery. - Do not combine
mako-runwith another Lossless Scaling Vulkan wrapper for the same game.
Bundled MAKO Renderer 2.2.0
- Includes checksum-verified
MAKO-Renderer-v2.2.0-linux.tar.xz. - Installing the ZIP does not replace the private renderer by itself; complete the required in-plugin installation step above.
MAKO Renderer v2.1.0
Looking for Decky integration? Download the latest MAKO Decky release.
What's new in MAKO Renderer v2.1.0
Release codename: Leviathan Rising
“The deep has awakened. Even the oldest roots can feel it.”
Ilyra, Warden of the Drowned Grove
MAKO Renderer 2.1 makes Fractional Adaptive practical and can deliver major AMD image-quality gains, with stronger recovery and a cleaner SteamOS presentation path. Frame generation is available now; scaling is coming soon.
- Fractional Adaptive reaches targets between integer multipliers: It can mix generation ratios, such as 60 real FPS to 90 displayed FPS, to preserve more real frames and potentially reduce input lag. Uneven frame spacing can feel choppy in some games, so MAKO Decky defaults to Steady 2x and offers Fractional as a per-game preset.
- AMD image quality gains a guarded robustness path: Supported drivers gain predictable image-boundary handling that can substantially reduce ghost trails, corrupted moving edges, disocclusion errors, and lost thin detail. Results vary by game and scene, unsupported devices keep the established path, and dedicated AMD scenes guard FP32 and FP16 quality.
- SteamOS presentation stays isolated, with an experimental WSI option: Gamescope WSI remains excluded from MAKO's standard SDR path, but MAKO Decky now offers an off-by-default, per-profile compatibility toggle for affected games. The guarded 64-bit host path validates the real Gamescope manifest and fails closed if it is unavailable or invalid. The validated MangoHud chain still reports final generated FPS on SteamOS/RADV.
- Native frames keep moving through generation stalls: A missed render-fence budget now presents the game's original frame, pauses generation, and resumes it after recovery. This reduces the risk of a Renderer stall becoming a visible freeze, while broader backend and swapchain failures continue to fall back to native presentation.
- Standalone tools now speak more languages: The optional desktop UI automatically selects and remembers English, Brazilian Portuguese, European Portuguese, or Spanish. The CLI offers the same language choices through an explicit
--langoption without changing Renderer profiles or machine-oriented quality output. - A stronger foundation for future releases: Presentation responsibilities are separated, runtime policy is centralized, and managed launches use private Vulkan layer discovery for a predictable chain. Build and package gates reject missing or misidentified layers, compatibility paths fail closed, and broader validation protects supported production boundaries.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. Fullscreen is usually the best starting point for performance and frame pacing. Restart after major display, DLL, GPU, Flow Scale, Performance Mode, or model changes.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
Important
MAKO Renderer requires Lossless.dll from a licensed Lossless Scaling installation. Neither release archive bundles, copies, or modifies that proprietary library.
Installation
Host archive
Download MAKO-Renderer-v2.1.0-linux.tar.xz and extract it to your local prefix:
mkdir -p ~/.local
tar -xJf MAKO-Renderer-v2.1.0-linux.tar.xz -C ~/.localThe host archive includes 64-bit and 32-bit Vulkan layers; the CLI and Qt UI are 64-bit.
Start the configuration UI after extraction:
- Application menu: On Steam Deck or Steam Machine, switch to Desktop Mode and open MAKO Renderer Configuration.
- Terminal: Run
~/.local/bin/mako-uifrom Konsole or another terminal. Do not run it withsudo.
Configure the licensed DLL path in the UI or ~/.config/mako-render/conf.toml, then use ~/.local/bin/mako-launch %command% for a direct Steam launch. The helper activates MAKO through its private Vulkan layer directory, prevents Steam's Vulkan Fossilize/overlay hooks and competing presentation layers from bypassing its swapchain interception, and keeps Gamescope and the Steam/Game Mode interface active outside that application chain.
Flatpak runtime extensions
Download and extract MAKO-Renderer-v2.1.0-flatpaks.tar.xz. It contains one self-contained MAKO extension for each supported Flatpak runtime. Install the extension matching the application runtime, for example:
flatpak install --user org.freedesktop.Platform.VulkanLayer.makorender-24.08.flatpak- SHA-256:
836c76077657725738378455eb8748210c920f1aca0a7436ff937e86843ecbd3
Updating an existing MAKO Renderer installation
- Quit every game or application currently using MAKO Renderer.
- Download the newer host archive and extract it into the same local prefix. Existing files are replaced; your configuration remains under
~/.config/mako-render/. - If you use Flatpak applications, download the matching Flatpak archive and reinstall the extension for each runtime you use.
- Restart the game. Revalidate the configuration with
~/.local/bin/mako-cli validateif you changed the DLL path or profiles.
Keep the previous archives until the new version has been tested with your games.
Known limitation
- HDR frame generation is not currently supported: HDR pipeline groundwork remains in the renderer, but MAKO does not present it as an enabled release path yet.
Before you play
- Confirm the detected
Lossless.dllpath. Leaving it blank permits normal discovery in common Steam locations. - Do not combine MAKO with another Lossless Scaling Vulkan wrapper for the same game.
MAKO Renderer release assets 2.1.0
- Includes checksum-verified host archive
MAKO-Renderer-v2.1.0-linux.tar.xz(SHA-256:e8a417accf8003189437ff25af365d18e0b12c5567945438bd2715fb90c8933d). - Includes checksum-verified Flatpak runtime archive
MAKO-Renderer-v2.1.0-flatpaks.tar.xz(SHA-256:836c76077657725738378455eb8748210c920f1aca0a7436ff937e86843ecbd3). - The host archive contains the 64-bit and 32-bit Vulkan layers, CLI, Qt configuration UI, standalone
mako-launchlauncher, and desktop integration. - Built from source commit
1889ec76c7db3f3718d810c4aa44f71ab5ef1680.
MAKO Decky v2.1.0
Looking for the standalone Vulkan layer? See MAKO Renderer v2.1.0.
What's new in MAKO Decky v2.1.0
Release codename: Leviathan Rising
“The Leviathan is awake. Take the helm.”
Ilyra, Warden of the Drowned Grove
MAKO Decky 2.1 brings easier Fractional Adaptive setup and potentially major AMD image-quality gains into Game Mode, with steadier SteamOS presentation and a more polished everyday experience. Frame generation is available now; scaling is coming soon.
- Fractional Adaptive is now an explicit per-game choice: It can mix generation ratios, such as 60 real FPS to 90 displayed FPS, to keep more real frames and potentially reduce input lag. Uneven cadence can feel choppy in some games, so MAKO Decky defaults to the smoother Steady Base Cap with an even 2x cadence. Older profiles without a saved choice adopt Steady, while explicitly selected Fractional profiles stay Fractional; a one-click preset makes either mode easy to select.
- AMD generated frames can look substantially cleaner: Supported GPUs gain predictable image-boundary handling that can greatly reduce ghost trails, corrupted moving edges, disocclusion noise, and lost thin detail in affected games. Results vary by workload, unsupported GPUs keep the established fallback, and dedicated scenes guard FP32 and FP16 quality.
- Experimental Gamescope WSI compatibility is now one toggle away: MAKO's standard SDR path still isolates Gamescope WSI, while an off-by-default, per-profile control can restore it for affected games. The guarded 64-bit host path validates the real Gamescope manifest, fails closed if it is unavailable or invalid, and requires a game restart. The same control supports either MangoHud or experimental vkBasalt, with MangoHud able to report final generated FPS.
- Games keep presenting through Renderer stalls: If generation misses its render-fence budget, the bundled Renderer presents the game's original frame, pauses generation, and resumes after recovery instead of allowing the wait to become a visible freeze. More initialization and recovery failures also fall back to native frames.
- A safer and more consistent foundation: Installation, upgrades, profiles, generated wrappers, and packaging now follow clearer ownership rules. Managed launches use private Vulkan layer discovery to prevent accidental activation, unsupported compatibility paths fail closed, package checks catch incomplete builds, and MAKO-owned files update safely without rewriting user configuration.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. For most games, fullscreen is the best starting point for performance and frame pacing. Keep the configuration that feels best for that game.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
See the Configuration guide and Troubleshooting guide for complete behaviour and per-game controls.
⚠️ Required MAKO Renderer update: Installing the ZIP updates MAKO Decky, but does not replace its private Vulkan layer. Open the plugin and select Install MAKO Renderer afterwards.
Important
Preferred clean update: 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 your Steam Deck or Steam Machine, then open it and select Install MAKO Renderer.
First-time Heroic or EmuDeck setup: Read the Heroic and other Flatpak applications guide before preparing either integration.
Installation
New to Decky or installing MAKO Decky for the first time? See the full install and use guide for Decky Loader setup and prerequisites.
- Download
MAKO-Decky-v2.1.0.zipbelow. - On SteamOS, open Decky Loader's settings and enable Developer Mode.
- Choose Developer > Install Plugin from Zip, then select the downloaded ZIP.
- In MAKO Decky, select Install MAKO Renderer. For native Steam/Proton games, add
/home/deck/.local/bin/mako-run %command%to the game’s Steam launch options.
Important
If Decky does not show or reload MAKO Decky after installing a ZIP, uninstall it, install the ZIP again, then restart your Steam Deck or Steam Machine. Open the plugin afterwards and select Install MAKO Renderer again.
Updating an existing MAKO Decky installation
- Quit any game currently using
/home/deck/.local/bin/mako-run. - Uninstall MAKO Decky, then download the newer ZIP from version 2.1.0.
- In Game Mode, open Decky Loader’s settings, choose Developer > Install Plugin from Zip, then select the newer ZIP.
- Restart your Steam Deck or Steam Machine.
⚠️ Required: Open MAKO Decky and select Install MAKO Renderer to install the version bundled in the new ZIP.- In Flatpak Setup, select Update for every prepared application’s matching runtime extension. This replaces its Flatpak layer with the engine bundled in the new ZIP while preserving its preparation and per-game Wrapper commands.
Existing profiles and Steam launch options are retained. The private native renderer and launcher are re-created in step 5; shared Flatpak extensions are retained, then refreshed in step 6.
Known limitation
- HDR is unavailable in this Decky release: The engine foundation is included, but the plugin locks HDR exposure off and does not provide a per-game opt-in. In-game HDR controls may be unavailable by design. A later release can unlock the path after activation, presentation, colour, and performance are validated across games.
Before you play
- Confirm the detected
Lossless.dllpath before launching. Leaving it blank permits normal discovery. - Do not combine
mako-runwith another Lossless Scaling Vulkan wrapper for the same game.
Bundled MAKO Renderer 2.1.0
- Includes checksum-verified
MAKO-Renderer-v2.1.0-linux.tar.xz. - Installing the ZIP does not replace the private renderer by itself; complete the required in-plugin installation step above.
MAKO Renderer v2.0.0
Looking for the Decky plugin? Download the latest MAKO Decky release.
MAKO Renderer Linux build
MAKO Renderer v2.0.0 is a stable release. Test it game by game and retain a known-good rollback path.
What's new in MAKO Renderer v2.0.0
MAKO Renderer 2.0 is the adaptive, opt-in Vulkan layer behind MAKO’s SteamOS frame-generation experience.
- Adaptive Frame Generation: Target 30 to 240 FPS with a 2x to 4x ceiling, Smooth Cadence, and the optional Adaptive FPS Cap. When a game becomes GPU- or compositor-bound, Adaptive reduces generated-frame work instead of forcing a fixed amount of interpolation. That can improve performance and frame pacing; test it per game.
- Live tuning with safe limits: Frame Generation, Fixed or Adaptive mode, supported multiplier changes, target FPS, cadence, and FPS caps update while the game runs. Changes that need different GPU resources remain restart-only.
- Private by design: A uniquely named Vulkan layer, explicit wrapper activation, process matching, and context-specific diagnostics keep MAKO isolated from unrelated games, applications, and Vulkan layers.
- Complete standalone control:
mako-uinow provides scrollable Fixed, Adaptive, cap, quality, performance, GPU, DLL, and profile controls. Launch it from Desktop Mode as MAKO Renderer Configuration or run~/.local/bin/mako-ui. - Verified everywhere MAKO runs: Releases contain genuine 64-bit and 32-bit host layers plus dual-architecture Flatpak extensions for Freedesktop 23.08, 24.08, and 25.08. Scheduler tests, package-layout checks, and checksum validation run before publication.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. Fullscreen is usually the best starting point for performance and frame pacing. Restart after major display, DLL, GPU, Flow Scale, Performance Mode, or model changes.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
Important
MAKO Renderer requires Lossless.dll from a licensed Lossless Scaling installation. Neither release archive bundles, copies, or modifies that proprietary library.
Installation
Host installation
Download mako-render-v2.0.0-linux.tar.xz and extract it to your local prefix:
mkdir -p ~/.local
tar -xJf mako-render-v2.0.0-linux.tar.xz -C ~/.localThe host archive includes 64-bit and 32-bit Vulkan layers; the CLI and Qt UI are 64-bit.
Start the configuration UI after extraction:
- Application menu: On Steam Deck or Steam Machine, switch to Desktop Mode and open MAKO Renderer Configuration.
- Terminal: Run
~/.local/bin/mako-uifrom Konsole or another terminal. Do not run it withsudo.
Configure the licensed DLL path in the UI or ~/.config/mako-render/conf.toml, then use ENABLE_MAKO=1 %command% for a direct Steam launch.
Flatpak extensions
Download and extract mako-render-v2.0.0-flatpaks.tar.xz. It contains one self-contained MAKO extension for each supported Flatpak runtime. Install the extension matching the application runtime, for example:
flatpak install --user org.freedesktop.Platform.VulkanLayer.makorender-24.08.flatpak- SHA-256:
0b5b39377e838acacea809bed6250d68043ba3845df06527c275a346fb56805c
Updating an existing installation
- Quit every game or application currently using MAKO Renderer.
- Download the newer host archive and extract it into the same local prefix. Existing files are replaced; your configuration remains under
~/.config/mako-render/. - If you use Flatpak applications, download the matching Flatpak archive and reinstall the extension for each runtime you use.
- Restart the game. Revalidate the configuration with
~/.local/bin/mako-cli validateif you changed the DLL path or profiles.
Keep the previous archives until the new version has been tested with your games.
Known limitation
- HDR frame generation is not currently supported: HDR pipeline groundwork remains in the Renderer, but MAKO does not present it as an enabled release path yet.
Before you play
- Test MAKO per game and start with frame generation disabled, then Fixed 2x, before adding Adaptive or higher multipliers.
- Confirm the detected
Lossless.dllpath. Leaving it blank permits normal discovery in common Steam locations. - Do not combine MAKO with another Lossless Scaling Vulkan wrapper for the same game.
Included files
- 64-bit Vulkan implicit layer and manifest under
lib/andshare/vulkan/implicit_layer.d/ - 32-bit Vulkan implicit layer and manifest under
lib32/andshare/vulkan/implicit_layer.d/ - 64-bit CLI and Qt configuration UI
- XDG desktop files
Build details
- Source commit:
00a830e4ab6acc167a591cd7508df1af8f7037c9 - Host archive SHA-256:
31b4652cd589921fdc67f42f76ed98fee0e0e7a94b275d7fa7e5cb13b02f22d7 - Flatpak archive SHA-256:
0b5b39377e838acacea809bed6250d68043ba3845df06527c275a346fb56805c
MAKO Decky v2.0.0
Looking for the standalone Vulkan layer? See MAKO Renderer v2.0.0.
What's new in MAKO Decky v2.0.0
MAKO Decky 2.0 is the polished SteamOS-first MAKO experience: game-aware controls, adaptive frame generation, private installation, and support for the launchers people actually use.
- Game-aware profiles: Save a detected game or process once and MAKO selects its settings automatically on later launches. Unmatched games return to Default, and every change saves immediately. There is no Update Profile step.
- Adaptive Frame Generation and live controls: Fixed Frame Generation (2x to 4x) and Adaptive Frame Generation, live on/off, Target FPS, FPS caps, multiplier ceiling, and Smooth Cadence are available in one place. When a game becomes GPU or compositor-bound, Adaptive reduces generated-frame work instead of holding a fixed interpolation load. That can improve performance and frame pacing; test it per game. Settings that need new GPU resources are clearly marked restart-only.
- Steam, Heroic, EmuDeck, Bazzite, and compatibility support: MAKO keeps activation per game through its private
mako-runwrapper and selected Flatpak extensions. Zink, ALSA, Steam Deck Mode, GPU and DLL overrides, HDR safety, and the one-launch bypass stay per-profile and never change Steam or Proton globally. - A coherent Decky interface: Profiles lead the workflow, while Frame Generation and renderer options use consistent headings, subtitles, spacing, darker controls, and clearer update feedback. Installation status, Advanced Details, and Flatpak Setup now share the same dark-teal panel system.
- Verified private deployment: The plugin installs the exact checksum-pinned Renderer 2.0 payload with 64-bit, 32-bit, and Freedesktop 23.08, 24.08, and 25.08 coverage. It does not replace unrelated Vulkan layers, games, or Decky plugins.
🎮 In-game considerations
Tip
Try the game’s V-Sync setting both on and off. It can make frame delivery feel steadier, but may also add input lag or clash with the game’s FPS cap, VRR, or compositor. Every game is different: compare both options and keep the one that feels smoother and more responsive.
Every game, renderer, and display setup behaves differently. Compare Fixed and Adaptive Frame Generation one setting at a time. For most games, fullscreen is the best starting point for performance and frame pacing. Keep the configuration that feels best for that game.
- Adaptive target behaviour: Adaptive varies the generated-frame count toward an average target. It cannot reduce a native frame rate already above that target, and the result still depends on the selected multiplier plus available GPU and compositor capacity.
- Quality and latency tuning: Higher multipliers and lower real-frame rates can increase ghosting and input latency. Smooth Cadence may improve motion consistency while reducing responsiveness, so compare the available choices per game.
See the Configuration guide and Troubleshooting guide for complete behaviour and per-game controls.
⚠️ Required Renderer update: Installing the ZIP updates the Decky plugin files, but does not by itself replace the private MAKO Renderer layer. Open Mako and select Install MAKO Renderer after installing the ZIP.
Important
Preferred clean update: To prevent Decky retaining a previous plugin backend or bundled payload, especially when moving between local test ZIPs, uninstall Mako from Decky, install the newer ZIP, restart your Steam Deck or Steam Machine, then select Install MAKO Renderer in the plugin.
First-time Heroic setup: Read the MAKO Decky README before preparing Heroic.
Installation
New to Decky or installing MAKO for the first time? See the full install and use guide for Decky Loader setup and prerequisites.
- Download
MAKO-Decky-v2.0.0.zipbelow. - On SteamOS, open Decky Loader's settings and enable Developer Mode.
- Choose Developer > Install Plugin from Zip, then select the downloaded ZIP.
- In Mako, select Install MAKO Renderer. For native Steam/Proton games, add
~/.local/bin/mako-run %command%to the game’s Steam launch options.
Important
If Decky does not show or reload the plugin after installing a ZIP, uninstall Mako from Decky, install the ZIP again, then restart your Steam Deck or Steam Machine. Open Mako afterwards and select Install MAKO Renderer again.
Updating an existing MAKO Decky installation
- Quit any game currently using
~/.local/bin/mako-run. - Uninstall Mako from Decky, then download the newer ZIP from MAKO Decky v2.0.0.
- In Game Mode, open Decky Loader’s settings, choose Developer > Install Plugin from Zip, then select the newer ZIP.
- Restart your Steam Deck or Steam Machine.
⚠️ Required: Open Mako and select Install MAKO Renderer to install the version bundled in the new ZIP.- In Flatpak Setup, select Update for every prepared application’s matching runtime extension. This replaces its Flatpak layer with the engine bundled in the new ZIP while preserving its preparation and per-game Wrapper commands.
Existing profiles and Steam launch options are retained. The private native renderer and launcher are re-created in step 5; shared Flatpak extensions are retained, then refreshed in step 6.
Known limitation
- HDR is unavailable in this Decky release: The engine foundation is included, but the plugin locks HDR exposure off and does not provide a per-game opt-in. In-game HDR controls may be unavailable by design. A later release can unlock the path after activation, presentation, colour, and performance are validated across games.
Before you play
- Test MAKO per game and start with Frame Generation disabled, then Fixed 2x, before adding Adaptive or higher multipliers.
- Confirm the detected
Lossless.dllpath before launching. Leaving it blank permits normal discovery. - Do not combine
mako-runwith another Lossless Scaling Vulkan wrapper for the same game.
Bundled MAKO Renderer 2.0.0
- Includes checksum-verified
mako-render-v2.0.0-linux.tar.xz. - Installing the ZIP does not replace the private Renderer by itself; complete the required in-plugin installation step above.

