From 533cc97a05cbfce15f0504eb5b566c3cd8e9dc1f Mon Sep 17 00:00:00 2001 From: PancakeTAS Date: Fri, 4 Jul 2025 15:16:45 +0200 Subject: [PATCH] docs: readme & license --- LICENSE.md | 21 +++++++++++++++++++++ README.md | 41 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 62 insertions(+) create mode 100644 LICENSE.md create mode 100644 README.md diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..b5c8a3e --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,21 @@ +## MIT License + +Copyright (c) 2025 lsfg-vk + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/README.md b/README.md new file mode 100644 index 0000000..51a7e0a --- /dev/null +++ b/README.md @@ -0,0 +1,41 @@ +# lsfg-vk +This project brings [Lossless Scaling's Frame Generation](https://store.steampowered.com/app/993090/Lossless_Scaling/) to Linux! + +## How does it work? +LSFG is primarily written in DirectX 11 compute shaders, which means we can use DXVK to translate it into SPIR-V. The surrounding parts have been rewritten in plain Vulkan code in order to make LSFG run natively on Linux. +By specifying an `LD_PRELOAD`, lsfg-vk can place itself inbetween your game and Vulkan. That way it can fetch frames from the game and insert its own frames without any problems. (Beware of anticheats please!) + +## Building, Installing and Running +In order to compile LSFG, make sure you have the following components installed on your system: +- Traditional build tools (+ bash, sed, git) +- Clang compiler (this project does NOT compile easily with GCC) +- Vulkan and SPIR-V header files +- CMake build system +- Meson build system (for DXVK) +- Ninja build system (backend for CMake) +- openssl's libcrypto + +Compiling lsfg-vk is relatively straight forward, as everything is neatly integrated into CMake: +```bash +$ CC=clang CXX=clang++ cmake -B build -G Ninja \ + -DCMAKE_BUILD_TYPE=Release \ + -DCMAKE_INSTALL_PREFIX=absolute-install-path-here +$ cmake --build build +$ cmake --install build +``` +(Make sure you change `absolute-install-path-here` to the path you'd like to install this project to) + +Next, you'll need to download Lossless Scaling from Steam. Switch to the `legacy_3.1` branch or download the corresponding depot. +Copy or note down the path of "Lossless.dll" from the game files. + +Finally, let's actually start a program with frame generation enabled. I'm going to be using `vkcube` for this example: +```bash +LD_PRELOAD="/home/pancake/.lsfg-vk/liblsfg-vk.so" LSFG_DLL_PATH="/home/pancake/games/Lossless Scaling/Lossless.dll" LSFG_MULTIPLIER=4 vkcube +``` +Make sure you adjust the paths. Let's examine each one: +- `LD_PRELOAD`: This is how you let the loader know that you want to load lsfg-vk before anything else. This HAS to be either an ABSOLUTE path, or a path starting with `./` to make it relative. Specify `liblsfg-vk.so` here. +- `LSFG_DLL_PATH`: Here you specify the Lossless.dll you downloaded from Steam. This is either an absolute path, or a relative path from where you are running the app. +- `LSFG_MULTIPLIER`: This is the multiplier you should be familiar with. Specify `2` for doubling the framerate, etc. + +>[!WARNING] +> Unlike on Windows, LSFG_MULTIPLIER is heavily limited here (at the moment!). If your hardware can create 8 swapchain images, then setting LSFG_MULTIPLIER to 4 occupies 4 of those, leaving only 4 to the game. If the game requested 5 or more, it will crash.