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MangoHud has firmly filled a hole in tools available for Linux gamers, benchmarking and more. A handy HUD that works across OpenGL and Vulkan games and a fresh build went up.

Allowing you to track FPS, frame timing, HDD read/write, benchmark, RAM and VRAM use, limit the FPS and so on. With the latest 0.3.5 release, what's possible with MangoHud has expanded further. It can now also show 32/64bit, the currently playing Spotify song, you can pick a specific GPU for multi-GPU setups and you can also now display the MangoHud version.

Pictured: MangoHud in action with EVERSPACE.

Other new features for this fantastic HUD include XNVctrl as a fallback for NVIDIA to allow older devices to view GPU load (and more), plus there's now a blacklist to prevent it trying to run on certain incompatible software (like game launchers) and a number of OpenGL related bug fixes.

You can pick up MangoHud from GitHub.

Article taken from GamingOnLinux.com.
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13 comments
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vipor29 4 May
love this tool,keeps getting so much better.
I'm on Ubuntu now. Any plans for a snap for it? Not too familiar yet with all these Linux things.
the feature that's missing is displaying the version of the driver that's using, dxvk on AMD could be using radv, aco or amdvlk. On nvidia there's only 1 driver but on AMD there are three.
raneon 4 May
The_Aquabatthe feature that's missing is displaying the version of the driver that's using, dxvk on AMD could be using radv, aco or amdvlk. On nvidia there's only 1 driver but on AMD there are three.

The driver version is available now. I did a test and it works well, there is a bug report if you need details.


Last edited by raneon on 4 May 2020 at 3:43 pm UTC
dziadulewiczI'm on Ubuntu now. Any plans for a snap for it? Not too familiar yet with all these Linux things.

Or a flatpak. IIRC the developer is open for it. Might be wrong though!
Perkeleen_Vittupää
dziadulewiczI'm on Ubuntu now. Any plans for a snap for it? Not too familiar yet with all these Linux things.

Or a flatpak. IIRC the developer is open for it. Might be wrong though!

There is a flatpak of mangohud
flatpak install com.valvesoftware.Steam.Utility.MangoHud

I believe a PPA is also in the works
raneon
The_Aquabatthe feature that's missing is displaying the version of the driver that's using, dxvk on AMD could be using radv, aco or amdvlk. On nvidia there's only 1 driver but on AMD there are three.

The driver version is available now. I did a test and it works well, there is a bug report if you need details.

aha I see thanks, it's not mentioned in the article, very important feature, for people using multiple drivers.

adding pci_dev to the env variable like this should do it

QuoteMANGOHUD_CONFIG=pci_dev
fagnerln 5 May
It's really awesome, because of it I discovered a big inconvenient, Vulkan uses A LOT of VRAM, I played some games with pretty bad performance and my GPU is good enough to run it, and I noticed that my VRAM was filled up, so I need to turn down some effects to put the game on <4GB range.

I have a 580 4GB, it's like driving a good car with the hand brake applied.
tuubi 5 May
fagnerlnIt's really awesome, because of it I discovered a big inconvenient, Vulkan uses A LOT of VRAM, I played some games with pretty bad performance and my GPU is good enough to run it, and I noticed that my VRAM was filled up, so I need to turn down some effects to put the game on <4GB range.

I have a 580 4GB, it's like driving a good car with the hand brake applied.
Vulkan doesn't use any more VRAM than any other API. A Vulkan renderer might, but that's up to the developers.
fagnerln 6 May
tuubi
fagnerlnIt's really awesome, because of it I discovered a big inconvenient, Vulkan uses A LOT of VRAM, I played some games with pretty bad performance and my GPU is good enough to run it, and I noticed that my VRAM was filled up, so I need to turn down some effects to put the game on <4GB range.

I have a 580 4GB, it's like driving a good car with the hand brake applied.
Vulkan doesn't use any more VRAM than any other API. A Vulkan renderer might, but that's up to the developers.

Dude, please...

I remember that I've read some post explaining some differences between Vulkan and high level api, and one of the points are about vram, that uses a slightly more of it (which is not a bad thing), but I can't find it anymore.

The point is that same games uses more VRAM on Vulkan, I don't see any reason to a dev "choose" to use more VRAM on different api without needing, on Doom 2016 have problems in 2GB card on Vulkan, Rainbow Six Siege have people complaining about low vram messages when using Vulkan, I have some games that uses considerably more VRAM on Linux (native and proton using vulkan) than Windows (DX11).

Before I post this comment, I did a small test using the Dolphin Emulator with Mangohud, 2 runs with Vulkan and 2 runs with OGL, the same configuration, the result is that on OGL it uses aprox 1,0GB and Vulkan aprox 1,3GB, 30% is a lot.

I know that the API itself doesn't use more VRAM, but a API without application is useless. I know that there's a lot of variables that changes the VRAM utilization (like the GPU vendor), but my point when I said "Vulkan uses A LOT of VRAM" is that the GAME that uses Vulkan uses more VRAM that the same game on other API, wasn't my intention to said that a API uses more RAM, doesn't make sense.
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