this post was submitted on 15 Sep 2023
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Steam Deck

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[–] [email protected] 73 points 11 months ago (2 children)

Finally someone who links to the original source and not to blog spam!

[–] [email protected] 3 points 11 months ago (1 children)
[–] [email protected] 1 points 11 months ago

Or worse, a Twitter post

If the original source is a Twitter post, its text should be quoted as the headline and either a screenshot or a Nitter.net link attached. The original source should almost always be preferable.

[–] [email protected] 59 points 11 months ago (2 children)

Did valve just release the first Linux distro with HDR?

[–] [email protected] 8 points 11 months ago

Well, technically they're only about to, as this is the preview version.

[–] [email protected] 5 points 11 months ago (1 children)

Interesting, I didnt think the lcd would have supported hdr

[–] [email protected] 42 points 11 months ago (1 children)

Patch notes says "HDR can now be enabled in Display Settings if supported by the external display."

[–] [email protected] 22 points 11 months ago (2 children)

Ohh wow... Is this the first proper Linux HDR implementation?

Hopefully it spreads to desktop too

[–] [email protected] 23 points 11 months ago (1 children)

There was a HDR hackfest earlier this year. A couple of reports from after the event if you're interested https://emersion.fr/blog/2023/hdr-hackfest-wrap-up/ + https://blogs.gnome.org/shell-dev/2023/05/04/vivid-colors-in-brno/. It also got a brief mention in the System76 blog https://blog.system76.com/post/may-flowers-spring-cosmic-showers.

So it's being worked on, and it seems all involved are trying to get it right - it sounds like gamescope on SteamOS doesn't need to worry about solving all the problems that general purpose desktop compositors will have to.

[–] [email protected] 2 points 11 months ago

Yes that's what the person above you asked 😃

[–] [email protected] 45 points 11 months ago (1 children)
  • HDR can now be enabled in Display Settings if supported by the external display.

  • VRR can now be enabled in Display Settings if supported by the USB-C adapter.

Excited for these two.

[–] [email protected] 4 points 11 months ago (3 children)
[–] [email protected] 48 points 11 months ago* (last edited 11 months ago) (5 children)

You might know VRR from the commercial names from AMD and Nvidia: G-Sync and FreeSync.

Your game/software can render as many frames as it wants or the hardware allows, yet your screen can only refresh at a set interval.

Assume your game is running at 55 FPS, but your screen is refreshing at 60 Hz. There's no way to assign one full frame to each display refresh, because these are not integer multiples of each other. This means that if you do absolutely nothing and just feed the display the latest available frame at all times, you get screen tearing: parts of the image shown on screen will come from one frame, and parts will come from the next frame, this results in weird artifacts where vertical lines appear to be cut or mixed. This is bad.

You can then take the classic and most universally used approach: software vsync. In this case, your GPU will hold back each frame on a buffer and wait for your monitor to send a command requesting the next full frame. This fixes the artifacts, but because each frame must be kept waiting on a buffer, you get a delay between when the frame was calculated and when it shows up, this results in increased latency and it's quite noticeable.

VRR compatible displays will do something entirely different: they won't just warn the GPU they're ready for the next frame, but rather the display and GPU will constantly negotiate the refresh rate and adjust on the fly. The game is running at 55 FPS? The screen will refresh at 55 Hz. A heavy scene came up and now the game dropped to 43 FPS? Display will immediately refresh at 43 Hz.

The end result is that if both the monitor and device support VRR, you get smooth frame delivery without latency spikes and without artifacts.

[–] youreinthedrizzle 6 points 11 months ago (1 children)

Great explanation, thank you!

[–] [email protected] 6 points 11 months ago

Yeah I'm only now understanding this for the first time...

[–] [email protected] 2 points 11 months ago

VRR is one of the best things to come to gaming in the last 10 years

[–] [email protected] 2 points 11 months ago

VRR is a terrible name for this. Something like "frame rate sync" sound much more appropriate.

[–] [email protected] 2 points 11 months ago

Thanks for the explanation.

[–] [email protected] 2 points 11 months ago (1 children)

Interesting - I'd always thought that G-Sync etc meant the other way around. Thanks for the explanation!

[–] [email protected] 2 points 11 months ago

You're correct; AMD's implementation is FreeSync and NVIDIA's is G-Sync.

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[–] [email protected] 25 points 11 months ago (1 children)

Excited that we got native controls for undervolting!

[–] [email protected] 11 points 11 months ago (1 children)

It was pretty easy to add those options to the bios before, but it's nice that it's no longer necessary.

I wonder if we'll get all the options, or if people will still have to use the bios script to unlock everything.

[–] [email protected] 5 points 11 months ago

Not sure if it carried over or if it was included with the update, but I do still have the full suite. I was curious about this myself. The bios got wiped with the update, so I can only assume that it was included.

[–] [email protected] 13 points 11 months ago (1 children)

Nice, they added flatpak-kcm. No need to install Flat seal anymore.

Also the sRGB gamut looks much better. No wonder people were complaining about the steam decks screen.

[–] [email protected] 5 points 11 months ago (1 children)

I'm dum plz explain why no need flatseal

[–] [email protected] 9 points 11 months ago (1 children)

You can now configure Flatpak app permissions via KDE System Settings -> Applications -> Flatpak Permission Settings. It basically does the same thing that Flatseal does, except it now comes out of the box. No need to install a separate app.

[–] [email protected] 2 points 11 months ago

Gubai flatseal

[–] httpjames 7 points 11 months ago (1 children)
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[–] [email protected] 6 points 11 months ago

Oh god, I'm so excited!

[–] [email protected] 4 points 11 months ago (11 children)

The biggest thing I want is a keyboard I can use via the controller, even if I have to learn new bindings.

[–] [email protected] 5 points 11 months ago

That seems like something a third party company like 8bitdo or Gulikit would have business creating, and they likely wouldn't do a bad job.

[–] [email protected] 1 points 11 months ago (1 children)

same here! I'm a huge fan of MessagEase, a keyboard specifically made for the cell phone touch screen form factor. I think Valve used to dabble in something like this for the controller form factor, the 'daisy' or whatever? I think that should absolutely make a comeback, typing with touchpads is a short-term solution but with all the buttons and analogs on a modern controller, we should really have more keyboard options! Maybe something like each stick has 8 positions, and holding any combo of left-stick + right-stick gives one of 64 virtual 'keys', which you can click with the triggers, and the bumpers let you swap between different alphabets.

[–] [email protected] 2 points 11 months ago

yeah some are really good. if it has a keyboard that was functional it would literally be a mobile PC

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[–] [email protected] 2 points 11 months ago

Can't find the voltage offset settings in the BIOS. Where are they?

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