![]() ![]() -S stretch: use stretch scaling, the game will fill the window.-F nis: use NVIDIA Image Scaling v1.0.3 for upscaling.-F fsr: use AMD FidelityFX™ Super Resolution 1.0 for upscaling.-o: set a frame-rate limit for the game when unfocused.-r: set a frame-rate limit for the game.Defaults to the values specified in -W and -H. If -h is specified but -w isn't, a 16:9 aspect ratio is assumed. -w, -h: set the resolution used by the game.If -H is specified but -W isn't, a 16:9 aspect ratio is assumed. Resizing the gamescope window will update these settings. Here are a list of games if you want to get an idea on. -W, -H: set the resolution used by gamescope. Step 6: Sync and Launch a game Before we start having fun, make sure that the game you want to play is on Steam and it’s supported by LIV.See gamescope -help for a full list of options. # Run the game at 1080p, but scale output to a fullscreen 3440×1440 pillarboxed ultrawide window Gamescope -h 720 -H 1440 -S integer - %command% # Upscale a 720p game to 1440p with integer scaling If running RadeonSI clients with older cards (GFX8 and below), currently have to set R600_DEBUG=nodcc, or corruption will be observed until the stack picks up DRM modifiers support. For NVIDIA's proprietary driver, version 515.43.04+ is required (make sure the nvidia-drm.modeset=1 kernel parameter is set). AMD requires Mesa 20.3+, Intel requires Mesa 21.2+. It runs on Mesa + AMD or Intel, and could be made to run on other Mesa/DRM drivers with minimal work. This can be useful in exotic display configurations like ultrawide or multi-monitor setups that involve rotation. You can spoof a virtual screen with a desired resolution and refresh rate as the only thing the game sees, and control/resize the output as needed.Because the game is running in its own personal Xwayland sandbox desktop, it can't interfere with your desktop and your desktop can't interfere with it.It also runs on top of a regular desktop, the 'nested' usecase steamcompmgr didn't support. When it does need to composite with the GPU, it does so with async Vulkan compute, meaning you get to see your frame quick even if the game already has the GPU busy with the next frame.It can use DRM/KMS to directly flip game frames to the screen, even when stretching or when notifications are up, removing another copy.In some point it always complains about not been fullscreen but it works just fine. It's getting game frames through Wayland by way of Xwayland, so there's no copy within X itself before it gets the frame. I have the same problem and what I do is launching the Steam VR tool and then launching Unreal.In an embedded session usecase, gamescope does the same thing as steamcompmgr, but with less extra copies and latency: But, I started to run into problems when trying to install Steam. Gamescope: the micro-compositor formerly known as steamcompmgr Below you can find a list of Wayland compositors. ![]()
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