gamescope --help 127 ↵
[gamescope] [Info] console: gamescope version 3.15.5
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
-s, --mouse-sensitivity multiply mouse movement by given decimal number
--backend select rendering backend
auto => autodetect (default)
drm => use DRM backend (standalone display session)
sdl => use SDL backend
openvr => use OpenVR backend (outputs as a VR overlay)
headless => use headless backend (no window, no DRM output)
wayland => use Wayland backend
--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.
--mangoapp Launch with the mangoapp (mangohud) performance overlay enabled. You should use this instead of using mangohud on the game or gamescope.
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.
--display-index forces gamescope to use a specific display in nested mode.
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:
--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