Looking for Decky integration? Download the latest MAKO Decky release.
What's new in MAKO Renderer v3.0.0
Release codename: Abyssal Fang
“The abyss keeps its strength beneath the surface; one fang above the tide is warning enough.”
Severin Voss, Cartographer of the Drowned Meridian
MAKO Renderer 3.0 adds Spatial Scaling as a first-class feature alongside Frame Generation. Render at a lower resolution, reconstruct each real frame with MAKO Scaler or LS1, then optionally generate additional frames for higher displayed FPS.
- Spatial Scaling joins Frame Generation: Enable Scaling before starting a game and choose a lower in-game resolution. MAKO reconstructs every real frame to the presentation resolution before optionally applying Fixed or Adaptive Frame Generation; Scaling and Frame Generation can also run independently.
- Choose how each real frame is rebuilt: Native Resolution is the model-free linear baseline, MAKO Scaler is MAKO's open, performance-focused single-pass option, LS1 Quality prioritizes reconstruction quality, and LS1 Performance lowers the LS1 processing cost. The LS1 options use models from your licensed Lossless Scaling installation through your own
Lossless.dll; if they are unavailable, MAKO safely falls back to MAKO Scaler. - Deck scaling respects the real output: Variable Gamescope surfaces now cap reconstruction at the positively identified display dimensions before Frame Generation allocates its context. A source that already fills the output stays native, while smaller sources still aspect-fit upward, avoiding discarded supersampling load without changing direct non-Gamescope scaling.
- Guided installation, updates, and removal: The standalone archive now includes branded Install MAKO Renderer and Uninstall MAKO Renderer wizards, complete offline instructions, and the correct Steam launch option. Installation verifies the package, updates safely, and preserves profiles; removal explains when the native Renderer is shared with MAKO Decky and keeps profiles by default unless you explicitly choose to remove them. Both managed installation paths now agree on the active Renderer version.
- Adaptive recovers when combined scaling load eases: If a Deck-class 45-to-90 path falls toward 30 real/60 displayed FPS under heavy scaling load, MAKO can now release its automatic half-target cap after the slowdown is proven, letting native cadence recover instead of remaining stuck. Manual caps and Fixed mode are unchanged.
- Tune more while you play: Compatible Frame Generation, scaling-method, sharpness, target, and performance settings can update during a game. Process-start options remain restart-bound, keeping the presentation path stable.
🎮 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 Frame Generation, Adaptive Frame Generation, and scaling-only operation 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, model, or Scaling enablement 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 does not contain or distribute Lossless Scaling, Lossless.dll, or extracted proprietary model payloads. Fixed or Adaptive Frame Generation and LS1 scaling read selected resources at runtime from a lawful, user-supplied Lossless Scaling installation. The open MAKO Scaler does not use it. MAKO does not alter the user's DLL file, and translated resources remain process-local. Users are responsible for complying with the terms applicable to their copy.
Installation
Host archive
Download MAKO-Renderer-v3.0.0-linux.tar.xz, extract it into a new folder, then use the included graphical installer:
- Double-click Install MAKO Renderer.
- Choose Execute if your file manager asks.
- Confirm the installation. The wizard verifies the package, installs it under
~/.local, safely updates existing files, preserves profiles, and opens the configuration UI.
To remove it later, open Uninstall MAKO Renderer from the application menu. The wizard removes MAKO-owned files and keeps your profiles unless you explicitly choose to remove them.
The host archive includes 64-bit and 32-bit Vulkan layers; the CLI and Qt UI are 64-bit.
Reopen the configuration UI after installation:
- Application menu: On Steam Deck or Steam Machine, switch to Desktop Mode, open the bottom-left Application Launcher, search for MAKO Renderer Configuration, and click the MAKO-logo app icon.
- Terminal: Run
~/.local/bin/mako-uifrom Konsole or another terminal. Do not run it withsudo.
Configure the profile in the UI or ~/.config/mako-render/conf.toml. Select the licensed DLL path when using Frame Generation or LS1 scaling, then use ~/.local/bin/mako-launch %command% for a direct Steam launch.
Flatpak runtime extensions
Download and extract MAKO-Renderer-v3.0.0-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:
93769ba05ced08a53e01e668853650fff199ea0b07f5db4523799061673058ad
Updating an existing MAKO Renderer installation
- Quit every game or application currently using MAKO Renderer.
- Download the newer host archive and extract it into a new folder.
- Run Install MAKO Renderer again and confirm the prompt. The wizard verifies and replaces MAKO-owned files while preserving
~/.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 and scaling are not currently supported: HDR pipeline groundwork remains in the renderer, but MAKO does not present either feature as an enabled HDR release path yet.
Before you play
- Test MAKO per game. Start with Frame Generation and Scaling disabled, then enable one path at a time before combining them.
- If you use Frame Generation or LS1 scaling, confirm the detected
Lossless.dllpath before launching. Leaving it blank permits normal discovery. MAKO Scaler does not need it. - Do not combine MAKO with another frame-generation or scaling Vulkan wrapper for the same game.
MAKO Renderer release assets 3.0.0
- Includes checksum-verified host archive
MAKO-Renderer-v3.0.0-linux.tar.xz(SHA-256:11e84b6173f1ce0eb457d2796da481d395f39e59fa5e5cba13e23eb856f2064c). - Includes checksum-verified Flatpak runtime archive
MAKO-Renderer-v3.0.0-flatpaks.tar.xz(SHA-256:93769ba05ced08a53e01e668853650fff199ea0b07f5db4523799061673058ad). - The host archive contains the 64-bit and 32-bit Vulkan layers, CLI, Qt configuration UI, standalone
mako-launchlauncher, and desktop integration. - Corresponding source: commit
ed7eaa1e22883f63014a97241fca034bed3e0fbc, also available from the release tag's source archives.
