Steam Deck

steamdeck
Steam Deck ekZepp 4d ago 97%
Gaming 2024

Original art by System32Comics ![2fskr23oq4351](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.world%2Fpictrs%2Fimage%2F13a6b26d-ff43-48f4-a7a0-e6004317fc48.jpeg)

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www.gamingonlinux.com

The exact quote: > It is important to us, and we’ve tried to be really clear, we are not doing the yearly cadence. We’re not going to do a bump every year. There’s no reason to do that. And, honestly, from our perspective, that’s kind of not really fair to your customers to come out with something so soon that’s only incrementally better. So we really do want to wait for a generational leap in compute without sacrificing battery life before we ship the real second generation of Steam Deck. But it is something that we’re excited about and we’re working on.

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Hey there, in the past week I've noticed my steam deck having way more issues with rubber-banding while playing online multiplayer games. I tested the same games on a laptop and no issues there. The steam deck is up to date as well. Any other ideas where I can check to see what might be causing this issue?

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www.gamingonlinux.com

For those who don't know, Proton is the tool that the deck uses to run windows games on Linux. GE-proton is an alternative build of proton that includes extra fixes for games, media codecs to fix video playback, and more. You can easily install GE-Proton by going to the discover store in desktop mode, installing ProtonUp-qt, and then selecting GE-proton from there. The way that GE-proton is improving mod support here is by recognizing common mod launcher .exe files such as `skse_loader.exe`. If it sees a mod launcher executable in the game folder it will use that instead of the original game launcher.

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https://www.amazon.com/gp/aw/d/B0CGHTXGRT

I got this 180° adapter for my Steam Deck and it fits perfectly with a StylthGrip case on using the original charger. The fit is tight but the charger goes in without any forcing. Couldn't find any info when I searched so I wanted to share. Any 180° adapter should work so long as it has at least a 13.5mm gap between the two usb c ports.

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Just ran into this problem, and thought I would share the solution for others. Metaphor: ReFantizio is the new Atlus RPG, and it has a pretty lengthy demo where your progress carries over to the main game. However, this doesn't work on steam deck because each windows game has it's own pretend file system for files, and the full game can't find where the demo saves are. This is an issue with other games that have demos as well, but the file paths will be different depending on the game ID and the save location. To fix it do this: 1. Go to desktop mode 2. In the file explorer, enable show hidden files (three bar menu in upper right) 3. In the file explorer, navigate to `/home/deck/.steam/steam/steamapps/compatdata/3130330/pfx/drive_c/users/steamuser/AppData/Roaming/' and copy the folder named `SEGA` 4. Now go to `/home/deck/.steam/steam/steamapps/compatdata/2679460/pfx/drive_c/users/steamuser/AppData/Roaming/` and paste that `SEGA` folder. 5. Now relaunch the full Metaphor: ReFantizio game and select new game. It should tell you it found demo save files and that you can import them. If you have any questions let me know. The same solution should work for other demo>full game save transfers, but the Steam ID number in the file paths will change, and possibly the save file location as well. **Edit:** Much later, I realized that Atlus actually provided a guide for this as well: https://store.steampowered.com/news/app/2679460/view/4518890760248770930?l=english Could have saved me some time with troubleshooting, but oh well. I appreciate that they specifically offered advice to Deck users.

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[Official announcement on reddit here](https://www.reddit.com/r/JunkStore/comments/1g0qygm/junk_store_is_officially_coming_to_the_steam_store/) Junk store is a program similar to Heroic in that it's meant to allow easy installing of Epic and GoG games on the Deck. However it currently works through a Decky Plugin, letting players manage their Epic libraries without ever leaving game mode. They have just gotten initial approval to sell their app through the Steam store, which would would completely remove any need to use desktop mode to access Epic and GoG games. Here's the text from the announcement post: > We are super excited to announce this. Junk Store has been approved for sale on the Steam Store! > Wishlist it now if you are interested in following our progress. This will serve to signal to us how many people are considering a purchase and it will also signal to Valve what the community's appetite is around these types of projects. > Click to follow link - [Add to your Steam wishlist](https://store.steampowered.com/app/3250950/Junk_Store/) > There is one caveat though, Valve will still have to review the software before final release. We do feel like we have overcome many significant challenges already and we do not foresee any show stoppers. We have very clearly signalled our intent to Valve and we feel like we just got the quiet nod of approval (I am sure they will let us know if we misunderstood this). > It should not be taken for granted that Junk Store might be the first plugin for Steam that could make it into the Steam store. Valve is under no obligation to allow this and we will make sure we do the best job possible with our available resources. This could set a precedent and we would prefer that to be a good one rather than a bad one. We will not rush this and we will test it to the best of our ability to avoid spoiling this for any other projects going forward. We cannot overstate the importance of this and what a big responsibility we have here. > We have been working relentlessly for the last few months on rebuilding Junk Store to run without Decky. We have put countless hours into discovering new integration techniques, streamlining and slimming things down to reduce the impact on the steam client as much as possible. This will help with performance, reliability and stability. Having said that, we still have a long road ahead of us. We have solved most of the major technical challenges but we still have to tidy things up, finish some parts and polish everything. Since we’ve rebuilt and reworked most of the code everything needs to have some rigorous testing. We do not want to release this unless the quality is at the very least equal to the current free and open source solution. > While this probably is the most exciting news from our perspective, there’s still a “BIG” thing that we haven’t announced that will be the most exciting from a user’s perspective. We are working as hard as is physically (and mentally) possible to get this all done and will announce this properly as soon as we can. Rest assured we have not been sitting around twiddling our thumbs. > We want to take a moment to acknowledge all those who have supported us and believed in the project over our first year (yes a year has passed since the first line of code was written). Your kind words and financial support has meant a lot to us and was fueling us when the internet behaved like the internet. We cannot express in words the gratitude we have for this. We will never forget this and we will return the generosity in kind. > Some questions we think you might have: > Q: Will this be free? > A: No. This is a completely rebuilt product, using different technologies. The code is not open source. We have had to reimplement everything that Decky provided and more. We need funding to hire developers to provide the features the community wants. > Q: How much will it cost? > A: This is a very tough question. Ask yourself, what is it worth and what value does this add to the user experience? What we aim to do is gauge interest in this project based on wish listed numbers. This will allow us to price it as aggressively as possible while still being able to achieve our goals of hiring a team to take Junk Store to the next level. While it would be nice to give it all away free, the reality is that hiring developers costs money. > Q: When will it be released? > A: When it’s ready. We do not want to rush a half baked product out the door. If you’ve been using Junk Store and followed the progress on the project then you will know that I take a lot of pride in my work. I will not deliver a sub par user experience because I want to get something out quickly. We are still only a team of two, so we ask that you please be patient. > Q: Does this mean that Valve has blessed the project? > A: It’s hard to officially say. It was not explicitly stated, but someone at Valve reviewed the coming soon page and said “This is good to go”. We interpret this as: “all systems go”. We have not had any official communication from Valve outside of this process. We choose to be optimistic and consider this a nod of approval. It certainly wasn’t “knock it off!” > Q: What about existing purchases made via creator platforms? > A: We have gone to great lengths to ensure your existing purchases will be compatible with the Steam version. Once we get an idea of how many users are interested in purchasing this product we can adjust our generosity towards existing supporters in kind. We will endeavour to do what is fair, and more if we can. We are gamers too, we dislike greed as much as you do. > Q: What will happen to the current decky plugin and source code? > A: This will not go anywhere. It’s free, it’s open and it’s our gift to the community. We will aim to maintain compatibility between the two versions for as long as it’s viable. We have already invested a lot of time and effort to ensure that the extensions will be compatible. > Q: What about the current Gog source code, when can we have that? > A: When we are ready to release it. Currently Gog is not free, but it is “source available”. When we are ready to release it as free and open source we will. > Q: What about new features or store fronts? > A: As you can imagine, the rewrite and retooling has taken a huge amount of time and effort. We still have plans to add more features and store fronts, but our attention is not on that right now. We are still a small unfunded team (two people) doing all of this on our own time and money. We hope that with the Steam release it will allow us to hire the team we so desperately need to improve production speed. > Q: Will this have cloud saves? > A: This is still the same can of worms we have been talking about all along. There is currently super experimental support with huge risks associated with it. We aim to provide this at some point as a stop gap measure while we build up our resources to hire specialised programmers to help with this task. > Q: Will I be able to migrate from the decky version to the Steam version? > A: Yes, this is already functional in the alpha version we are testing on steam. It will require a lot of testing because we do not want users to lose any data through this process. > Don't for get to add Junk Store to your Steam wishlist!! Click to follow link - [Add to your Steam wishlist](https://store.steampowered.com/app/3250950/Junk_Store/) > Let us know what you think in the comments, > The Junk Store Team

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https://youtu.be/uScsmjvdwyo

cross-posted from: https://beehaw.org/post/16434132 > YouTube video: https://youtu.be/uScsmjvdwyo > > Invidious video from YouTube without YouTube: https://inv.nadeko.net/watch?v=uScsmjvdwyo or https://invidious.nerdvpn.de/watch?v=uScsmjvdwyo > > Video description: > > --- > > It’s clear there are some people who don’t understand Proton. So let’s talk about it. #Proton #SteamPlay #CompatibilityLayer > > ``` > 00:00 Introduction > 00:41 The basics of a computer > 01:46 What Proton is not > 03:04 What is an emulator > 04:32 Proton acts like a map > 05:25 Proton translates API and system calls > 06:18 Proton provides a Windows-like software environment > 06:55 Why are some games incompatible? > 08:52 Shouldn't we demand native Linux games? > 11:07 Conclusion > ```

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steamdeckhq.com

[Here's the article link](https://steamdeckhq.com/news/valve-snuck-three-steam-deck-startup-movies/) And here's the [point store link.](https://store.steampowered.com/points/shop/c/startupmovie)

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steamdeckhq.com

You can re-enable these options by using the `SteamDeck=0 %command%` launch option, but this might cause the deck to crash if it runs out of RAM/VRAM. This crash shouldn't happen if you're on SteamOS Beta (version 3.6 or newer) because it uses ZRAM, or if you've increased your swap file size. However memory having to be moved between ZRAM/swap and RAM/VRAM does cause reduced performance too, so more testing will be needed to see if it's better to use FSR3/XeSS this way or not.

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[src](https://defcon.social/@3kh0/113249816480808138)

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steamdeckhq.com

The also mentioned that it will support SteamOS specifically, which I would assume means that the Deck will be specifically supported.

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www.gamingonlinux.com

UMU comes from GloriousEggroll who is well known for making protonGE that's required to run several games on linux/deck. It's not a launcher by itself, but rather something that can be built into other game launchers like Heroic, Lutris, and Junk Store. Right now most all steam games that don't have anticheat run great on deck without any tweaks. However many of those same games don't run by default if you install them from Epic/GOG/etc using one of the previously mentioned launchers. The games often require additional windows components to be manually installed with winetricks/protontricks, and many have lesser performance than their steam counterparts. UMU is supposed to help other launchers have comparable compatibility and performance to what we see in steam native games. This project will hopefully improve the 3rd party launcher experience a lot.

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Hi, I'm in the process of installing a standard arch distro on the deck with the idea of using the deck as my main pc for daily use giving preference to the desktop session and with a standard type of installation instead of an immutable one (among other things, I need luks and custom udev rules). I have openbox working. The idea is to have a X11 session with openbox, a Wayland session with Labwc and lastly the gamescope/steam UI session and just switch between them via SDDM. I added the steam jupiter repo to install the jupiter-fan-control package. I was wondering what other packages I should install besides the fan-control. Any ideas?. Thanks!.

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store.steampowered.com

This beta update doesn't change much, but the name of the update makes me think Valve is nearly ready to push 3.6 to stable.

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I just started trying to setup two screen using the official dock and the experience has been pretty awful. In desktop mode, I got two freezes while trying to have the displays recognized. Booting with both screens plugged in resulted in no detection. Then after replugging a screen (display port) I only got 640x480 resolution. Second replug I got the 1080p but plugging the second screen either results in a crash, or just now it's not frozen but I only have a black background and the mouse cursor. Is there some setting to change to improve the situation? Ideally I'd like it to be automatic when I plug the Deck on the dock, especially with valve official dock which costs quite a bit compared to other options. I'm curious about other people's experience with this

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Noticed this update got pushed just now. Edit: Seems they’re doing this to prevent costs from arbitration. Read comment below.

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I'm trying to configure the gyro to help me aim. I've tried every configuration I can think of, or find online. I'm slamming head into a wall. From what I can tell, the game now only accepts "steam controller" input. Which means the right joystick isn't actually a joystick, it's a weird virtual joystick, and there's some conversion going on. So when the old methods for getting gyro input are used, ie "as joystick" or "as mouse", the input is completely ignored by the game. I've tried configuring a fresh controller configuration based on a standard controller, but then the game things I'm trying to use a keyboard and mouse and ignores all controller input. Now, if I set gyro to "right stick (steam controller logo)", then suddenly the gyro starts affecting the right stick. But instead of being a relative input, as in when I pull the left trigger to aim, use the current gyro position as zero, and all relative movement should be applied to the stick. Instead it is an absolute value, with the movement being relative to the calibrated location of gravity down. So when I pull the left trigger, I immediately stare into the sky. I think the solution to this is the "auto world tilt" option, but that is only available in the "gyro to joystick" configuration, which of course doesn't work. Am I missing something completely obvious here? Can someone please guide me in the right direction? I miss gyro aim. Thanks

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https://x.com/SadlyItsBradley/status/1837194223176847499

This would presumably let x86 windows games run on ARM hardware. This is almost certainly meant for the next Valve VR headset, but ARM has so much better power efficiency than x86 that a future ARM based Deck would be a huge improvement to battery life. Also see [this tweet](https://x.com/SadlyItsBradley/status/1837202932594270434): > VR games that have already secretly pushed Android ARM builds onto the Steam Store are ran via Waydroid (androidARM to LinuxARM) > VR games that do not have an ARM build on Steam (windows x86) are being translated/emulated via ProtonARM and FEX Edit: here's [gamingonlinux coverage of this info](https://www.gamingonlinux.com/2024/09/valve-appear-to-be-testing-arm64-and-android-support-for-steam-on-linux/), includes some more information

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www.gamingonlinux.com

[SteamDeckHQ has also posted a first look, and praises how well the game runs.](https://steamdeckhq.com/news/god-of-war-ragnarok-fantastic-on-steam-deck/) The game unfortunately does require a PlayStation network account. The game has the same PlayStation overlay that's incompatible with Linux, but when playing on Steam Deck the overlay is automatically disabled. Desktop Linux players will need to use the `SteamDeck=1 %command%` launch option to disable the overlay.

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[Here's a link to the game's store page](https://store.steampowered.com/app/1627570/The_Plucky_Squire/) And [here's a link to their X post](https://x.com/apossf/status/1833918885021856038) with the animated Steam Deck art. ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fi.imgur.com%2F2pzXTDW.gif)

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I use Youtube on deck in Firefox with youtube.com/tv in kiosk mode. Works really well, but I noticed even when I have a bigger screen connected I can only watch videos in up to 720p. It doesn't let me select anything higher. Is that a YTTV thing or is there a problem in my setup?

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