- 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.
- 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.
- 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. This can be useful in exotic display configurations like ultrawide or multi-monitor setups that involve rotation.
It runs on Mesa + AMD or Intel, and could be made to run on other Mesa/DRM drivers with minimal work. AMD requires Mesa 20.3+, Intel requires Mesa 21.2+. For NVIDIA's proprietary driver, version 515.43.04+ is required (make sure the `nvidia-drm.modeset=1` kernel parameter is set).
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.
*`-W`, `-H`: set the resolution used by gamescope. Resizing the gamescope window will update these settings. Ignored in embedded mode. If `-H` is specified but `-W` isn't, a 16:9 aspect ratio is assumed. Defaults to 1280×720.
*`-w`, `-h`: set the resolution used by the game. If `-h` is specified but `-w` isn't, a 16:9 aspect ratio is assumed. Defaults to the values specified in `-W` and `-H`.
Gamescope supports a subset of Reshade effects/shaders using the `--reshade-effect [path]` and `--reshade-technique-idx [idx]` command line parameters.
This provides an easy way to do 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.
There is currently no way to set the value of uniforms/options, they will just be their initializer values currently.
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.
The looks system where you can specify your own 3D LUTs would be a better alternative for such transformations.
Pull requests for improving Reshade compatibility support are appreciated.