MAKO 5.0.0 Steam Deck plugin replaces Lossless Scaling with native frame generation
The MAKO Frame Generation plugin for Steam Deck now ships its own frame generation technology, eliminating the external Lossless Scaling dependency while adding per-profile model selection, frame recording, and improved pacing for Zink and Gamescope.
Summary
MAKO, a Steam Deck plugin that provides frame generation for Linux gaming, has released version 5.0.0 with a major architectural shift: it no longer requires Lossless Scaling as a dependency and instead includes its own native frame generation engine called MAKO FG. The plugin, distributed through the Decky Plugin Framework, now offers users a choice between MAKO FG, LSFG Quality, and LSFG Performance on a per-profile basis, with automatic fallback if a selected method fails. This release also introduces several quality-of-life features including frame recording for offline comparison, MangoHUD integration that can display only real frames, and improved pacing for OpenGL games running through Zink.
The update targets Steam Deck users running SteamOS and Gamescope, with support for 64-bit and 32-bit x86 games, Flatpak runtimes, and self-contained AppImages. MAKO FG supports both SDR and HDR output, adaptive and fixed frame generation modes, and four performance tiers (Quality, Balanced, Performance, Extra Performance) that control motion estimation frequency. The plugin remains optional software that users install at their own discretion, and the author notes continued skepticism about frame generation's suitability for handheld gaming due to latency concerns.
What changes in MAKO 5.0.0
- Native frame generation engine: MAKO FG V1.24 replaces the previous lsfg-vk fork dependency with proprietary frame generation technology developed by Eugenio Segala, supporting up to 3840x2160 resolution with Flow Scale tuning and automatic restart on failure without dropping real frames.
- Per-profile model selection: Users can now choose MAKO FG, LSFG Quality, or LSFG Performance per profile and power mode, with live switching between LSFG variants and restart-required switching to/from MAKO FG; missing or invalid Lossless Scaling DLLs gracefully fall back to MAKO FG.
- Frame recording infrastructure: Opt-in burst and rolling capture modes save real frames locally for offline comparison, with burst mode pausing frame generation during capture and L3+R3 shortcut integration through the Decky plugin interface.
- Gamescope and Zink compatibility: Fixed mode pacing for Zink OpenGL games at refresh-divided-by-multiplier rates, RADV display-compression workarounds for color speckles, and adaptive pacing that drains queued refreshes after timing drift to reduce stutter.
- Presentation and metering options: Optional MAILBOX presentation for FIFO hang recovery, MangoHUD real-FPS-only counting that excludes generated frames, and even desktop pacing outside Gamescope for capped games and low-FPS video playback.
Why it matters
For Steam Deck and Linux handheld users, MAKO's independence from Lossless Scaling reduces external dependency friction and creates genuine competition in the Linux frame generation space, potentially driving quality improvements across FSR, LSFG, and MAKO FG implementations. The per-profile model selection and automatic fallback mechanisms make frame generation more approachable for users who previously found configuration prohibitive, while the Zink and Gamescope pacing fixes address real pain points for OpenGL backward compatibility on a platform where native Vulkan is preferred.
Original reference: steamdeckhq.com →