github eugeniosegala/MAKO render-v3.3.0
MAKO Renderer v3.3.0

latest release: plugin-v3.3.0
5 hours ago

Looking for Decky integration? Download the latest MAKO Decky release.

What's new in MAKO Renderer v3.3.0

Release codename: Neptune Fury

“The waves unruffle and the sea subsides.”

Virgil, The Aeneid, Book I, translated by John Dryden


  • Automatic game recognition in the desktop GUI: Detect a running native Linux or Wine/Proton game, including non-Steam games, and capture its executable into a new or existing profile. The UI also explains the launch setup needed to activate MAKO.
  • Clearer Japanese controls: The desktop GUI uses consistent Japanese terminology with MAKO Decky and updated Adaptive guidance, extending Tak-attack’s contribution.
  • Upscaling without the full Gamescope WSI layer: Scale independently or alongside Frame Generation on supported 64-bit and 32-bit Gamescope X11 launches. The full WSI layer remains an optional compatibility choice for supported 64-bit launches.
  • Lower CPU and memory use: Reusing recorded GPU commands and temporary resources reduces CPU overhead, RAM and VRAM use during Frame Generation.
  • Smoother Frame Generation cadence: Smooth Cadence is on by default and uses validated ordered Gamescope presentation to stabilize delivery. Fractional Adaptive retains real frames, while Fixed and Steady Base Cap can favor an even cadence at the cost of real-frame rate and responsiveness; turn it off per game if preferred.
  • More reliable resolution changes: Reclaim retired rendering resources before checking memory for a replacement, reducing unnecessary scaling rejections when changing resolution.
  • More resilient model loading: LS1 and LSFG recognize supported model layouts after resource IDs move, with shared checks for inspection and rendering. Restart the game after updating Lossless Scaling.
  • Consistent FP16 defaults: New configurations, missing precision settings and CLI tools allow FP16 where supported. Explicit choices are preserved, with FP32 fallback on unsupported GPUs.

🎮 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 changing a setting labelled (Restart). Flow Scale and Lighter FG Model normally apply live and may cause one brief hitch while MAKO replaces their private resources.

  • 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-v3.3.0-linux.tar.xz, extract it into a new folder, then use the included graphical installer:

  1. Double-click Install MAKO Renderer.
  2. Choose Execute if your file manager asks.
  3. 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-ui from Konsole or another terminal. Do not run it with sudo.

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-v3.3.0-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: 7b18213d5a9f2ecfb0762206fa5a251e86c9a36bdd456025c729257e948d4e45

Updating an existing MAKO Renderer installation

  1. Quit every game or application currently using MAKO Renderer.
  2. Download the newer host archive and extract it into a new folder.
  3. Run Install MAKO Renderer again and confirm the prompt. The wizard verifies and replaces MAKO-owned files while preserving ~/.config/mako-render/.
  4. If you use Flatpak applications, download the matching Flatpak archive and reinstall the extension for each runtime you use.
  5. Restart the game. Revalidate the configuration with ~/.local/bin/mako-cli validate if 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.dll path 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 3.3.0

  • Includes checksum-verified host archive MAKO-Renderer-v3.3.0-linux.tar.xz (SHA-256: ca8d9f8c5537bf92edd68adae31926580b2bfb7e83543bf7a25bc21ac2976e6d).
  • Includes checksum-verified Flatpak runtime archive MAKO-Renderer-v3.3.0-flatpaks.tar.xz (SHA-256: 7b18213d5a9f2ecfb0762206fa5a251e86c9a36bdd456025c729257e948d4e45).
  • The host archive contains the 64-bit and 32-bit Vulkan layers, CLI, Qt configuration UI, standalone mako-launch launcher, and desktop integration.
  • Corresponding source: commit d88ea5cdcec123e0c202f5af25641962db20779f, also available from the release tag's source archives.

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