FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.
FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.
Good point. Though the deck actually keeps a backup. Updates are done to a second partition and if it fails to boot for some reason, it automatically rolls back to booting from the previous good installation. That’s why it’s really hard to completely brick the system.
But also why with every update all the modifications you did are reverted. Not that big of a deal once you know about it though, I just have a script that installs and configures everything after each update.
That’s what happens on mine if I undervolt the APU too much. If you haven’t touched those settings, it’s possible you lost the silicon lottery, and the only fix is an RMA.
One technical reason for why FSR 1 isn’t very good but works in everything is that FSR1 is the only one that just takes your current frame and upscales it, all the newer ones are all temporal - like TAA - and use data from multiple previous frames.
Very simplified, they “jiggle” the camera each frame to a different position so that they can gather extra data to use, but that requires being implemented in the game engine directly.
Yup.
The previous family share was gathering your library of games with the “console” in a single box and giving that entire to your friend. If you want to play anything, you need the box back.
Steam Families is now a common bookshelf, grab a game if it’s there and play.
Now we just need a way to use that shelf with the same account so I don’t get booted from my steam deck games just because I left something running on my PC and vice versa.
Specs are the same, the APU is just now 6nm instead of 7nm which is more efficient and lets it run a few degrees cooler and therefore boost a bit higher without overheating, and the RAM bandwidth went from 88Gb/s to 102Gb/s.
Consensus seems to be somewhere between 5-10% better fps, which means a game that ran at 50 fps might go up to 55, or one that ran at 28 might finally hit 30.
Depends on the game. There is no functionality in Steam for buffering them offline, it’s just that some games run the check for all achievements every time you load a save or gain a new achievement, while others only do it for the one you just gained.
That’s why I have “complete 40 substories” in Yakuza 4, but not the one for finishing 20 of them - it triggers when you complete the 20th, and never again.
Meanwhile I imported a complete save to a different game for mod dev debugging purposes, and it unlocked every single achievement the game had the moment I loaded that.
Surprisingly low.
Those 59% with Xbox controllers probably wouldn’t even need to use it, and neither do most of the PS users either as most games would support them natively already.
Though I have to wonder how much of that data is actually accurate - for example my setup would most likely show up as two Xbox controllers, but in reality it’s a Dualshock 3 and Dualshock 4 masquerading as Xinput devices through Vigembus and DS4Windows.
Capacitive analog sticks usable for enabling gyro, and four (afaik) fully Steam input API rebindable extra buttons, two on the back, two in front.
Also 1/4th the price of a DualSense Edge (which I believe is the one with the two back buttons?)
I assume this was planned from the beginning
Not planned, but expected. Sony said nuh-uh.
IIRC It was an april fools joke, from the people who made the Bloodborne PSX demake, hence the branding.
Heh, I actually started my replay on the Deck yesterday. Bind guard (b iirc) to a back button so you can do it while shooting without accidentally dashing all the time.
R5 is always dodge, B/circle, mostly so I don’t have to claw grip. Rest depend on the game, but usually some mix of face buttons so I can keep thumbs on the sticks while picking up items or changing weapons/items/spells etc, and sometimes with a “hold to use” added in for the same reason.
At some point SteamOS has major issues crashing when waking up from hibernation, which is probably why it hasn’t been added as an option. Which is annoying, because if you run out of battery, the deck just dies. At the very least, it should force-hibernate itself before dying.
FSR1 is pretty bad as it’s just upscaling the static image, I agree.
FSR2/3, XeSS and DLSS are temporal, meaning they use info from the previous frames to construct a higher resolution image that gives much better results. They also need to be implemented in the game engine, meaning not every game supports them.