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[–] 234 points 4 months ago (2 children)

Damn, that's kinda a holy grail of game storefronts

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  • [–] [S] 114 points 4 months ago (2 children)

    Yeah, and it makes a ton of sense for Steam Deck/Machine/Frame

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  • [–] 39 points 4 months ago* (24 children)

    I remember seeing someone play a Steam Deck in an airport awhile ago and the 3D game had a HORRIBLE frame rate.

    To the person playing to their credit they didn't seem bothered but I couldn't look away for a couple of seconds it was so shockingly bad. It made me think that a lot of people may have not really had the importance of framerate explained to them and what the relevant numbers are (film is 25, 30 is generally minimum for games and 60 is best).

    Almost by definition we aren't going to know those people but that is because if you are here you are probably a nerd, so this is good for all those blindspots. No one deserves a poor framerate if they don't have to, unless you are Mitch McConnell.

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  • [–] 26 points 4 months ago* (1 child)

    A neat trick you can do with heavier games on ... at least an OLED Deck (not sure if this is doable on the LCD version)...

    You target 45 fps, min, lock the max frame rate at something like 45-50, then, use VRR set at a 1:2 ratio, so you get 45 fps at 90hz.

    In many games, this generally, at least imo, ends you up with a smoother and potentially graphically higher quality than just targeting 60 fps / 60 hz.

    You can also use Optiscaler / DeckyFrameGen to basically hack different/better ability to do upscaling and framegen into a fair number of games that otherwise don't normally support it.

    For instance, the OptiScaler people recently, successfully managed to get FSR 4 working on RX 6000 and 7000 cards, which also works on a Deck.

    They essentially reverse engineered the previously leaked FSR4 driver to work on INT 8.

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  • [–] 9 points 4 months ago (2 children)

    I didn't think Deck supported VRR? If you have VRR you just cap your frame rate at 37 FPS or whatever and the screen syncs to that and refreshes at 37 Hz. What you're describing sounds like old school vsync.

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  • [–] 7 points 4 months ago*

    It doesn’t have VRR but it does have a configurable refresh rate. So e.g. if a game runs at a stable 40 fps you can run the display at 40 Hz too (or 80 Hz for the OLED model) and then you don’t get the uneven frame spacing you’d get from vsync with 40 fps on a 60 Hz display. With VRR the screen would also adjust to whatever frame rate the game produces even if it’s not stable, and the Deck doesn’t do that. But being able to get 40 fps with uniform frame timing instead of the 30 fps you’d have to use if the display was locked to 60 Hz (LCD model) or 90 Hz (OLED model) is a huge difference.

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  • [–] 8 points 4 months ago (27 children)

    But but but the 30% cut is too high it's not justified and the epic game store takes only 12%!!!!!!111

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  • [–] 23 points 4 months ago (12 children)

    You can agree that this is great without being stupid. 12% would be great for developers. This is great for consumers. They're different things. It'd be nice for Steam to take less of the developer's money. I hope you can agree with that.

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  • [–] 13 points 4 months ago (10 children)

    I've had a long-winded discussion about that a few days ago. Yes, 12% would be great for devs, but guess what, 0% would be even better.

    Steam takes care of the entire e-commerce and distribution side, which is very expensive. Just look up what publishers used to take back in the day for taking over game distribution, that was like 70%. Not exactly a time you want to go back to as indie dev.

    If you think a 12% cut would be viable, idk. However, epic just recently laid off 1000 people so idk how financially successful that company currently is.

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  • [–] 83 points 4 months ago (9 children)

    So fucking tired of these chatgpt emoji every fucking where.

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  • [–] 7 points 4 months ago (1 child)
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    [–] 77 points 4 months ago

    UE5 slop in shambles

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  • [–] 65 points 4 months ago

    Steam just can’t stop winning. The competition is so far behind they never even appeared in the rear view mirror to begin with

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  • [–] 56 points 4 months ago

    And Valve keeps on winning the storefront war, without doing much besides quality of life features.

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  • [–] 45 points 4 months ago

    I like that this will put a spotlight on crappy engines and devs

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  • [–] 34 points 4 months ago* (2 children)

    That's a great idea. I wonder if it will make developers consider optimizing their games more.

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  • [–] 7 points 4 months ago*

    Depends if Valve also require disclosure if "frame-generation" was used in the benchmark.

    Very easy to claim a game runs at 4K 60fps when it's actually 720p 30fps with blurry up-scaled frames in-between.

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  • [–] 20 points 4 months ago* (6 children)

    Neat. It's going to be interesting how they will solve the issue of different quality settings - I don't care about FPS at "ultra" settings, usually it's more important how the FPS are at low settings before you have to take desperate measures like turning down the resolution, completely turning off antialiasing, using upscaling etc. that have an extremely negative effect on graphics fidelity.

    Also, two games running at an average of 60FPS might give very different experiences depending on how consistent the FPS are.

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  • [–] [S] 8 points 4 months ago (1 child)

    They may be able say something like "50% or users run the game at 30fps, 40% at 40fps" or something like that, where you can guess about different settings people are running at.

    The biggest thing is just knowing whether it's possible to run the game on your hardware at the minimum acceptable fps. If average fps for a steam deck game is 25, you know it doesn't run well. If a significant number of deck users are able to average a higher fps than 30 (40-60), you know the deck can run it decently and you'll have options besides running everything on the lowest setting.

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    [–] 14 points 4 months ago (1 child)

    Do they exclude nvidia’s bullshit fake”AI generated” frames?

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  • [–] 12 points 4 months ago (1 child)

    What settings would they use for those FPS numbers? Most importantly, does it count Nvidia's generated frames in that number?

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  • [–] 11 points 4 months ago

    lmao very curious to see what steam thinks of my unnatural unholy abomination of a setup

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  • [–] 8 points 4 months ago (2 children)

    okay, that takes care of fps, but what about spf?

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  • [–] 8 points 4 months ago (2 children)

    This is something gamers wish to have since inception of PC Gaming. And it was always told this cannot be done. That's why we rely on game specs and tests. I mean we still rely on, but a storefront putting estimated FPS is something they would fear to do. And here we have VALVE (once again) doing the impossible. Very curious to see how this will workout in reality.

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    [–] 8 points 4 months ago (1 child)

    Yes, I got a prompt on Steam Deck asking if they could collect anonymised FPS data from my games !

    I said no, but there will be enough people who say yes to collect that data reliably.

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  • [–] 7 points 4 months ago

    I would still take with a big grain of salt tbh.

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