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docs: readme & license
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LICENSE.md
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LICENSE.md
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## MIT License
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Copyright (c) 2025 lsfg-vk
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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README.md
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README.md
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# lsfg-vk
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This project brings [Lossless Scaling's Frame Generation](https://store.steampowered.com/app/993090/Lossless_Scaling/) to Linux!
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## How does it work?
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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.
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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!)
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## Building, Installing and Running
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In order to compile LSFG, make sure you have the following components installed on your system:
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- Traditional build tools (+ bash, sed, git)
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- Clang compiler (this project does NOT compile easily with GCC)
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- Vulkan and SPIR-V header files
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- CMake build system
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- Meson build system (for DXVK)
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- Ninja build system (backend for CMake)
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- openssl's libcrypto
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Compiling lsfg-vk is relatively straight forward, as everything is neatly integrated into CMake:
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```bash
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$ CC=clang CXX=clang++ cmake -B build -G Ninja \
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-DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_INSTALL_PREFIX=absolute-install-path-here
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$ cmake --build build
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$ cmake --install build
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```
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(Make sure you change `absolute-install-path-here` to the path you'd like to install this project to)
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Next, you'll need to download Lossless Scaling from Steam. Switch to the `legacy_3.1` branch or download the corresponding depot.
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Copy or note down the path of "Lossless.dll" from the game files.
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Finally, let's actually start a program with frame generation enabled. I'm going to be using `vkcube` for this example:
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```bash
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LD_PRELOAD="/home/pancake/.lsfg-vk/liblsfg-vk.so" LSFG_DLL_PATH="/home/pancake/games/Lossless Scaling/Lossless.dll" LSFG_MULTIPLIER=4 vkcube
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```
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Make sure you adjust the paths. Let's examine each one:
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- `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.
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- `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.
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- `LSFG_MULTIPLIER`: This is the multiplier you should be familiar with. Specify `2` for doubling the framerate, etc.
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>[!WARNING]
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> 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.
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