Abstraction layer over Khronos Vulkan API
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Updated
Oct 31, 2026 - C++
Abstraction layer over Khronos Vulkan API
High performance game overlay library for Windows
A ReShade-compatible Vulkan post-processing layer for Linux
Vulkan layer for color grading / post-processing for Linux games.
Open-source AMD Fluid Motion Frames (AFMF) for Linux: a Vulkan implicit layer that doubles the frame rate of any game, Proton or native, with FidelityFX Optical Flow. Tuned on RDNA4/RDNA3 with RADV; no game integration, no kernel module, no driver patch.
a vulkan post processing layer
A mod for Savage Wind Recomp that adds Cemu's Clarity look to Breath of the Wild, with all 20 presets. Made with AI (Claude).
Proper ReShade (with depth!) for Linux games. Utilizes Vulkan Layers. Batteries included, with a customizable Material 3 UI
Optical hand tracking for Steam Frame PC streaming: the headset's passthrough cameras track your hands, set a controller down and that hand takes over in any SteamVR game. Per-hand in-headset control panel.
Chroma-key mixed reality passthrough for Steam Frame PC streaming: key a solid-colour background to the headset's passthrough camera, with an in-headset control panel.
Fan research project: the real DLSS 5 (71-block DLSSNR) neural-rendering graph running live on Intel Arc via Vulkan cooperative-matrix (XMX) cores — Vulkan / DX9 / DX10 / DX11 / DX12 games + screen mode. Demo build.
Click-to-photon input latency for any Vulkan game in MangoHud on Linux, with no performance cost
AMD FSR 3.1 upscaling for X-Plane 12 on Linux: a drop-in Vulkan layer that replaces X-Plane's FSR 1
Unofficial native Linux port of crosire's ReShade: a Vulkan layer you enable with RESHADE=1 (like MangoHud), for native Vulkan games and Proton games via DXVK/VKD3D.
Client-side overlay for PC gamers — see live in-game FPS and frametime graphs with no subscription or injection into game files.
Hardware ray tracing for Sky: Children of the Light (PC). A Vulkan layer that adds ray-traced sun shadows, ambient occlusion, bounce light and light from candles and fire via ray_query. Experimental, needs an RTX / RDNA2+ GPU
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