# Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more # https://github.com/flightlessmango/MangoHud/blob/master/data/MangoHud.conf # To enable the MangoHud overlay layer for Vulkan and OpenGL, run: `mangohud /path/to/app` # For Lutris games, go to the System options in Lutris (make sure that advanced options are enabled) # and add this to the Command prefix setting: `mangohud` # For Steam games, you can add this as a launch option: `mangohud %command%` # Or alternatively, add `MANGOHUD=1` to your shell profile (Vulkan only). # OpenGL games may also need dlsym hooking. Add `--dlsym` to your command like `mangohud --dlsym %command%` for Steam. # To enable mangohud with gamescope you need to install mangoapp. gamescope --mangoapp %command% # Using normal mangohud with gamescope is not support. # Затестить можно в терминале через команду MANGOHUD=1 vkcube { programs.mangohud = { enable = true; # enableSessionWide = true; # Sets environment variables so that MangoHud is started on any application that supports it. }; # home.file.".config/MangoHud/MangoHud.conf".text = '' xdg.configFile."MangoHud/MangoHud.conf".text = '' ### pre defined presets # -1 = default # 0 = no display # 1 = fps only # 2 = horizontal view # 3 = extended # 4 = high detailed information # preset=-1 cpu_temp gpu_temp gpu_mem_temp swap toggle_hud=Shift_R+F12 toggle_hud_position=Shift_R+F11 toggle_preset=Shift_R+F10 # toggle_fps_limit=Shift_L+F1 # toggle_logging=Shift_L+F2 # reload_cfg=Shift_L+F4 # upload_log=Shift_L+F3 background_alpha=0.8 # Hud transparency alpha=0.8 # Hud alpfa log_duration=300 # Set amount of time the logging will run for (in seconds) # gamemode # Display GameMode running status # vkbasalt # Display vkBasalt running status # fsr # Display the status of FSR (only works in gamescope) # throttling_status # Display GPU throttling status. Only shows if throttling is currently happening # no_display # Disable / hide the hud by deafult # battery = true; ### Limit the application FPS. Comma-separated list of one or more FPS values (e.g. 0,30,60). 0 means unlimited (unless VSynced) # fps_limit=0 ### early = wait before present, late = wait after present # fps_limit_method= ### VSync [0-3] 0 = adaptive; 1 = off; 2 = mailbox; 3 = on # vsync=-1 ### OpenGL VSync [0-N] 0 = off; >=1 = wait for N v-blanks, N > 1 acts as a FPS limiter (FPS = display refresh rate / N) # gl_vsync=-2 ''; }