• 184 Posts
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Joined 3 years ago
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Cake day: July 19th, 2023

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  • This was clearly a project someone did for fun, it’s not meant to be practical or actually useful. Everyone else understands this and is making jokes about it, and you’re lashing out at people acting like the joke responses were people being serious.

    It should be obvious that it’s not actually very helpful to have a controller that can charge itself, if placed within a few feet of a charger, on a perfectly flat surface, under a webcam, with a running computer and webapp managing the whole thing. It also wasn’t useful to make a program to “drive” the controller with wasd. It also wasn’t useful to make a program to sing chiptunes with the vibration motors. It wasn’t even useful for valve to make the controller scream when dropped. It’s just funny, and people are enjoying it.





  • This is used on the deck specifically for framegen. Native frame gen options in games add a lot of latency at 30 or less fps, which usually makes them unplayable. Lossless scaling 's framegen option is less accurate in creating the in-between frames, but has far less input latency, making it a viable option.

    It doesn’t work for all games, some games will still feel really bad with it enabled. But there are a lot of games where you can use it to run a 30fps game at 60fps, with only slightly more input lag than using a Bluetooth controller.














  • My understanding is SteamOS was lacking hardware support for most devices, and that they’ve been slowly fixing this. It’s been mostly functional for awhile now, but used to be completely broken, and it’s only now that Valve is saying it’s actually ready for most AMD devices.

    It’s part of why people had needed to use things like Bazzite/ChimeraOS on other gaming handhelds, because bare SteamOS wouldn’t work. There were things like hardcoded support for just the Van Gogh chipset, hardcoded TDP management that would cause system crashes on different hardware, no support for network devices, etc.