this post was submitted on 12 Sep 2023
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Steam Deck

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A place to discuss and support all things Steam Deck.

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[–] Dragonmind@lemm.ee 20 points 1 year ago (1 children)

"Consumers demand more and better graphics" Nah, we want optimization now thanks to the Deck. Games like Armored Core VI that are able to downscale fo. The Deck is REALLY nice while games like Remnant 2, which is an absolutely wonderful game, is completely unoptimized and only now can run on the deck ok after a big update for "Potato mode" graphics.

And yet some of the best AAA games of the past that can look better run at 60fps.

If anything, developers have gotten out of control with specs required to run their games. Jedi: Survivor is just ridiculous and more games seem to follow suit. Nintendo is obsessed with optimizing for lower end hardware, but imagine if they made a game squeezing out each and every ounce of what a game can be nowadays on newer hardware. We'd see some seriously amazing new optimization techniques as well as showing off the buffoonery that is the current specs situation. Hell, they already did it with Tears of the Kingdom anyways.

[–] kadu@lemmy.world 1 points 1 year ago (1 children)

The Deck is got roughly 1.4 TFLOPs of GPU compute. Optimization is not some magic word that can overcome hardware limitations. There comes a point where games indeed demand more. A mid-range RTX 3060 will offer around 11 TFLOPs of compute.

[–] Defaced@lemmy.world 1 points 1 year ago (1 children)

If fsr and dlss are any indication, new technology has the capability of improving that performance for lower end hardware. The problem we're seeing now is that games are using dlss and fsr to "optimize" games instead of optimizing the game first then adding those technologies afterwards. I'm not saying every dev is doing this, but there are clear standouts where fsr and dlss are being used to pick up the slack for optimization, Starfield being the latest culprit.

[–] kadu@lemmy.world 1 points 1 year ago* (last edited 1 year ago)

I don't particularly agree with this, though it's an argument very often used.

Pretty much all game engines moved to deferred rendering in the last 15 years. This was necessary as we now make heavy usage of real time sources of light. With that, effects such as fogs, transparencies, foliage, volumetric clouds, god rays, pretty much everything that previously would simply be an alpha layer are now heavily reliant on temporal reconstruction techniques.

The trouble is, if you ever used Unreal Engine's TAA without FSR or DLSS, is that it looks horrible. You can find threads and threads of people wondering why their games look like Vaseline smeared pictures, or why everytime a character moves there's horrendous ghosting, or why small details look like watercolor paintings.

FSR helps a bit, but DLSS pretty much gets rid of all these artifacts - it's temporal reconstruction that actually works effectively. So of course games will start to heavily rely on it for their rendering pipeline to look good, and for effects such as smoke to work well without tanking performance. DLSS isn't meant just as a performance saving technique for low to mid end hardware, it's a way of doing image reconstruction with better quality and performance simultaneously.

While we still can't render most games entirely using ray tracing, and instead rely on traditional rasterization with deferred rendering, DLSS (and hopefully future versions of FSR) become essential.