• 123 Posts
  • 196 Comments
Joined 3 years ago
cake
Cake day: July 19th, 2023

help-circle






  • Upscaling tech (DLSS/FSR/etc) is nice as a way to help older/weaker hardware play newer games, and I’ve really appreciated it on the deck. I really don’t like it when games use it as a crutch to avoid having to optimize their game to an acceptable level.

    Frame gen is in a worse spot because it usually only works well on hardware that can already hit 60fps. I’ve never found a built in framegen option that was actually usable on the deck without horrendous input lag and/or graphical issues.

    Lossless Scaling’s Frame Gen is a sometimes exception, I’ve found a few Deck games that it works really well with. There are still occasional graphical issues/ghosting with it, but it can help out quite a bit. It’s weird to me that 3rd party software from a small dev would work better than integrated FG from the game devs/GPU makers, but it is what it is.








  • A lot of really exciting changes here.

    The updates to arch Linux base/graphics drivers will hopefully include mesa 26, which is looking like one of the most significant performance boosts we’ll see the deck get. It massively helps with ray tracing performance, so games like Doom the Dark Ages, Indiana Jones, all UE5 games, etc are expected to get significant performance boosts. Basically, the games that the deck currently struggles with the most are expected to benefit the most from this.

    Improved support for the screencasts in Game Mode (e.g. OBS/Discord)

    Cool

    Re-re-enable Bluetooth Wake for Steam Deck LCD

    The saga continues

    LCD Bios Added “Memory Power Down” setup option Preliminary support for hibernation

    This sounds cool, I’ve wondered about why the deck doesn’t have hibernation.

    OLED Bios Charging LED now changes color when charge limit is reached, rather than only at 100%

    Been waiting for this, ever since they added charge limits.

    Overall very exciting update, doesn’t seem available for my deck on the beta update channel yet, but I’m excited to get it and check the mesa version.

    Edit: just got the update installed, Mesa is not version 26, still version 25. Very unfortunate".


  • If recommend reading the quote from unity explaining it:

    One thing I can talk about now is that we’re bringing official Steam support into Unity. Now, I know you’ll say “But I already ship games to Steam” and that’s true. Thousands of developers have had success on Steam with Unity. The thing is, prior to Platform Toolkit, we’ve never actually officially supported Steam in the past. It’s always been up to developers to integrate Steamworks themselves, and publish and support their titles on that platform historically.

    And on Steam Deck, many of you have been finding success with Proton. But I think we can do better with a native solution. So, as I mentioned before our strength is highly performant native runtimes. So moving forward we’ll provide not just build targets for Steam but also Steam Deck and the upcoming Steam Machine. We’ll also look to make targeted enhancements to our Linux runtime to provide native performance increases and remove the need for developers to rely on Windows through Proton.

    And look, as great as Proton is, it’s simply something we don’t have any degree of control over or ability to support. And we’ve actually made some native improvements to the Linux player that targets the Steam Deck hardware. Offering a potential improvement in performance over a build running on Proton and that’s actually available today.









  • I’ve mostly been playing Like A Dragon: Pirate Yakuza on Hawaii. It’s been a great time so far, easily the silliest Yakuza game I’ve played. I prefer the turn based combat of the newer mainline games to the beat-em-up combat of this one and the originals, but I’m still having a great time with it.

    Been playing Monster Hunter Wilds with a friend, and as you know, Deck performance is pretty rough. However I was able to get it to run acceptably enough.

    Finally been replaying an older game I had called “A Robot Named Fight”. It’s basically Super Metroid, but as a rogue-like. It’s a lot of fun, really captures a lot of the fun of those games while having every run feel different.



  • A few ideas:

    • You may want to try disabling steam input for the game, and just using the game’s built in controller support. Go to the game’s page in your steam library, hit the gear, go to properties>controller, and then pick disable steam input. Then try the game and see if it works any better.

    • On PC if the game supports a walk keybind, with steam input enabled you could bind that to a back button, and then hold it down to walk.

    • You said you tweaked deadzones, but was that in the game’s settings or in the steam input settings? You may want to try editing the other one (ie lowering the deadzone size in steam controller settings, adjusting the deadzone size/type in game, and adjusting the stick response curve in game)

    • You can also check community control profiles, the top ones may have a work around to fix it, or there’s probably one that’s simulating mouse/keyboard that would bypass this issue completely.