The documentation for Gamescope has now been updated to note it supports a “subset of Reshade effects/shaders” and so this provides an easy way to layer “shader effects (ie. CRT shader, film grain, debugging HDR with histograms, etc) on top of whatever is being displayed in Gamescope without having to hook into the underlying process”.

To be clear, this functionality isn’t available in SteamOS yet but hopefully it will be coming soon.

  • Zomboni@kbin.social
    link
    fedilink
    arrow-up
    9
    ·
    edit-2
    10 months ago

    This is awesome news! This means a shader could be applied regardless of game support. So say for example I’m playing an old 640x480 DirectDraw-era game, something that has no hardware-accelerated rendering at all. With this I could still apply a nice CRT shader over it regardless of rendering API support. And there’s countless games I’d always wished to do that to! This will really open the doors to something special.

  • AutoTL;DR@lemmings.worldB
    link
    fedilink
    English
    arrow-up
    5
    arrow-down
    1
    ·
    10 months ago

    This is the best summary I could come up with:


    Gamescope, the microcompositor from Valve that is used on the Steam Deck that can also be used on desktop Linux, just got a major upgrade.

    The documentation for Gamescope has now been updated to note it supports a “subset of Reshade effects/shaders” and so this provides an easy way to layer "shader effects (ie.

    CRT shader, film grain, debugging HDR with histograms, etc) on top of whatever is being displayed in Gamescope without having to hook into the underlying process".

    Using Reshade effects will increase latency as there will be work performed on the general gfx + compute queue as opposed to only using the realtime async compute queue which can run in tandem with the game’s gfx work.

    Using Reshade effects is highly discouraged for doing simple transformations which can be achieved with LUTs/CTMs which are possible to do in the DC (Display Core) on AMDGPU at scanout time, or with the current regular async compute composite path.

    Pull requests for improving Reshade compatibility support are appreciated.


    The original article contains 348 words, the summary contains 168 words. Saved 52%. I’m a bot and I’m open source!