Gamescope
gamescope --help usage: gamescope [options...] -- [command...] Options: --help show help message -W, --output-width output width -H, --output-height output height -w, --nested-width game width -h, --nested-height game height -r, --nested-refresh game refresh rate (frames per second) -m, --max-scale maximum scale factor -S, --scaler upscaler type (auto, integer, fit, fill, stretch) -F, --filter upscaler filter (linear, nearest, fsr, nis, pixel) fsr => AMD FidelityFX™ Super Resolution 1.0 nis => NVIDIA Image Scaling v1.0.3 --sharpness, --fsr-sharpness upscaler sharpness from 0 (max) to 20 (min) --expose-wayland support wayland clients using xdg-shell --headless use headless backend (no window, no DRM output) --cursor path to default cursor image -R, --ready-fd notify FD when ready --rt Use realtime scheduling -T, --stats-path write statistics to path -C, --hide-cursor-delay hide cursor image after delay -e, --steam enable Steam integration --xwayland-count create N xwayland servers --prefer-vk-device prefer Vulkan device for compositing (ex: 1002:7300) --force-orientation rotate the internal display (left, right, normal, upsidedown) --force-windows-fullscreen force windows inside of gamescope to be the size of the nested display (fullscreen) --cursor-scale-height if specified, sets a base output height to linearly scale the cursor against. --hdr-enabled enable HDR output (needs Gamescope WSI layer enabled for support from clients) If this is not set, and there is a HDR client, it will be tonemapped SDR. --sdr-gamut-wideness Set the 'wideness' of the gamut for SDR comment. 0 - 1. --hdr-sdr-content-nits set the luminance of SDR content in nits. Default: 400 nits. --hdr-itm-enable enable SDR->HDR inverse tone mapping. only works for SDR input. --hdr-itm-sdr-nits set the luminance of SDR content in nits used as the input for the inverse tone mapping process. Default: 100 nits, Max: 1000 nits --hdr-itm-target-nits set the target luminace of the inverse tone mapping process. Default: 1000 nits, Max: 10000 nits --framerate-limit Set a simple framerate limit. Used as a divisor of the refresh rate, rounds down eg 60 / 59 -> 60fps, 60 / 25 -> 30fps. Default: 0, disabled. Nested mode options: -o, --nested-unfocused-refresh game refresh rate when unfocused -b, --borderless make the window borderless -f, --fullscreen make the window fullscreen -g, --grab grab the keyboard --force-grab-cursor always use relative mouse mode instead of flipping dependent on cursor visibility. Embedded mode options: -O, --prefer-output list of connectors in order of preference --default-touch-mode 0: hover, 1: left, 2: right, 3: middle, 4: passthrough --generate-drm-mode DRM mode generation algorithm (cvt, fixed) --immediate-flips Enable immediate flips, may result in tearing --adaptive-sync Enable adaptive sync if available (variable rate refresh) VR mode options: --openvr Uses the openvr backend and outputs as a VR overlay --vr-overlay-key Sets the SteamVR overlay key to this string --vr-overlay-explicit-name Force the SteamVR overlay name to always be this string --vr-overlay-default-name Sets the fallback SteamVR overlay name when there is no window title --vr-overlay-icon Sets the SteamVR overlay icon to this file --vr-overlay-show-immediately Makes our VR overlay take focus immediately --vr-overlay-enable-control-bar Enables the SteamVR control bar --vr-overlay-enable-control-bar-keyboard Enables the SteamVR keyboard button on the control bar --vr-overlay-enable-control-bar-close Enables the SteamVR close button on the control bar --vr-overlay-modal Makes our VR overlay appear as a modal --vr-overlay-physical-width Sets the physical width of our VR overlay in metres --vr-overlay-physical-curvature Sets the curvature of our VR overlay --vr-overlay-physical-pre-curve-pitch Sets the pre-curve pitch of our VR overlay --vr-scrolls-speed Mouse scrolling speed of trackpad scroll in VR. Default: 8.0 Debug options: --disable-layers disable libliftoff (hardware planes) --debug-layers debug libliftoff --debug-focus debug XWM focus --synchronous-x11 force X11 connection synchronization --debug-hud paint HUD with debug info --debug-events debug X11 events --force-composition disable direct scan-out --composite-debug draw frame markers on alternating corners of the screen when compositing --disable-color-management disable color management --disable-xres disable XRes for PID lookup --hdr-debug-force-support forces support for HDR, etc even if the display doesn't support it. HDR clients will be outputted as SDR still in that case. --hdr-debug-force-output forces support and output to HDR10 PQ even if the output does not support it (will look very wrong if it doesn't) --hdr-debug-heatmap displays a heatmap-style debug view of HDR luminence across the scene in nits. Reshade shader options: --reshade-effect sets the name of a reshade shader to use in either /usr/share/gamescope/reshade/Shaders or ~/.local/share/gamescope/reshade/Shaders --reshade-technique-idx sets technique idx to use from the reshade effect Steam Deck options: --mura-map Set the mura compensation map to use for the display. Takes in a path to the mura map. Keyboard shortcuts: Super + F toggle fullscreen Super + N toggle nearest neighbour filtering Super + U toggle FSR upscaling Super + Y toggle NIS upscaling Super + I increase FSR sharpness by 1 Super + O decrease FSR sharpness by 1 Super + S take a screenshot Super + G toggle keyboard grab