Steam Deck

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A place to discuss and support all things Steam Deck.

Replacement for r/steamdeck_linux.

As Lemmy doesn't have flairs yet, you can use these prefixes to indicate what type of post you have made, eg:
[Flair] My post title

The following is a list of suggested flairs:
[Discussion] - General discussion.
[Help] - A request for help or support.
[News] - News about the deck.
[PSA] - Sharing important information.
[Game] - News / info about a game on the deck.
[Update] - An update to a previous post.
[Meta] - Discussion about this community.

Some more Steam Deck specific flairs:
[Boot Screen] - Custom boot screens/videos.
[Selling] - If you are selling your deck.

These are not enforced, but they are encouraged.

Rules:

Link to our Matrix Space

founded 3 years ago
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I installed EmuDeck on my Steam Deck. I haven't done any custom configs or anything, just using the EmuDeck installed defaults. To run Pokemon SoulSilver it is using the retroarch core melonds. I can load up my saves on the deck, play them, then save a new one no problem. I recently got syncthing running on the deck to sync my saves to other devices. On all my other devices when I start the game (using the same core in retroarch) and press start I get an in game error that seems to be from the core or rom itself, definitely not from retroarch, that reads "A communication error has occurred. You will be returned to the title screen. Please press the A Button."

Is there something EmuDeck changes from the standard RetroArch settings for saves? I've tried to find something that could cause this issue but I cannot find an important seeming setting in the UI that could cause this and I'm starting to lose my mind.

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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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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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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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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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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

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

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

Let us know what you think in the comments,

The Junk Store Team

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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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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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Caption this (files.defcon.social)
submitted 1 month ago by graphito@sopuli.xyz to c/steamdeck@sopuli.xyz
 
 

src

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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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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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