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Baldur's Gate 3 Steam Deck – Native Version

larian.com

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Re: Baldur's Gate 3 Steam Deck – Native Version

#91

Earlier quoted context omitted.

Big tip: get the LCD and a DeckHD. The mod takes a long time, but it's not technically difficult . Yeah, I know most people will say the Deck is already too slow for 800p, so why would it pull 1080p well? I have two decks, one's got Deck HD, the other doesn't. I render the Deck HD one at 540 native and upscale 2x with FSR. It looks way better than the stock display one and runs better as well. Similar with HZD and ot…

I tell people to get an LCD and xreal or viture AR glasses with the saved money. AR glasses are a WAY better display than a small OLED screen.

So, you’ve got a portable deck wired to augmented reality glasses. Just need a chordic keyboard and you’ll be a full-on Neuromancer/Snow Crash gargoyle :)

Re: Baldur's Gate 3 Steam Deck – Native Version

#92
post #69
post #4

That's amazing, it would be interesting to see benchmarks comparing the two versions

Yeah that would be nice. Some native Linux versions actually have worse performance than Proton when they're done poorly. I got ~60fps on the Linux version of Silksong, but 400fps running the Windows version through Proton.

sounds like the game was capped to 60

Re: Baldur's Gate 3 Steam Deck – Native Version

#93
post #40
post #39

Bought the game when it came out, but still haven't had the time to play. Just flew out for a three week vacation with my Steam Deck in tow. Unfortunately, I left it on the plane and I haven't heard back from lost and found yet (seems unlikely I'll get it back considering it was an international flight). Oh well.

If it's any consolation, the Deck LCD is discounted by 20% for the next few weeks if you need to pick up a new one.

Bazzite on PC is much better.

Re: Baldur's Gate 3 Steam Deck – Native Version

#94
post #10

Earlier quoted context omitted.

They are partway through creating two new games. It’s possible that some of the engine improvements could be easily back-ported to BG3. Or even just compiler improvements could be a little more oomph. Edit: > Our Proton version runs on the Steam Deck via the Proton compatibility layer, which requires extra CPU processing power. Running the game natively on the Steam Deck requires less CPU usage and memory consumption…

Shame they said they’re not going to do more in the Forgotten Realms though, I love this campaign setting

They are currently building their capacity to do multiple games in parallel.

I suspect not wanting to do BG4 is at the end of the day a negotiation tactic. There’s an amount of money and consideration that will make them put it back in the queue. But it’s likely at least five years out before they start on such a thing.

They’ll want to avoid the Torchlight trap, where the team got sick of doing Diablo clones and the company kind of cratered afterward.

Re: Baldur's Gate 3 Steam Deck – Native Version

#95
post #60

>Larian does not provide support for the Linux platform. The Steam Deck Native build is only supported on Steam Deck. huh? but Steam Deck is just normal Arch Linux with x86_64 ~~aarch64~~?...

Every distro is a bit different though. And there's kernel / libc versions and the whole gui server on top of that. Windows gives you a few configurations to check, Mac does as well. But Linux means hundreds of possible setups before you even get to hardware differences. They just don't want to deal with that.

Steam runs all games in a container called the Steam Linux Runtime, so the only difference is the kernel and host Mesa drivers.

Re: Baldur's Gate 3 Steam Deck – Native Version

#96
post #69

Earlier quoted context omitted.

Yeah that would be nice. Some native Linux versions actually have worse performance than Proton when they're done poorly. I got ~60fps on the Linux version of Silksong, but 400fps running the Windows version through Proton.

Wow, I wonder if it would be easier to just target proton directly

It definitely is if you have an engine with a DX12 backend but no Vulkan backend. Nothing stops you from detecting Proton and then tweaking uses of the DX12 APIs that translate poorly to Vulkan, and there's no way adding a whole new rendering backend will be easier than writing the extra code paths in the DX12 one.

Re: Baldur's Gate 3 Steam Deck – Native Version

#97

Nice the steamdeck sub that I mod will be happy to hear this.

I wouldn't brag about that if I were you.

That sub is mostly pictures of "jUsT bOuGhT a StEaM DeCk", sob bait, random steam sales, and rarely ever anything useful related to the Deck itself.

Every now and then I go to check top posts from the past month to see if anyone has posted anything significant, like the DeckMate or EmuDeck or actual useful stuff. Inevitably, it's all standard reddit garbage.

Re: Baldur's Gate 3 Steam Deck – Native Version

#98
post #10

Earlier quoted context omitted.

They are partway through creating two new games. It’s possible that some of the engine improvements could be easily back-ported to BG3. Or even just compiler improvements could be a little more oomph. Edit: > Our Proton version runs on the Steam Deck via the Proton compatibility layer, which requires extra CPU processing power. Running the game natively on the Steam Deck requires less CPU usage and memory consumption…

Shame they said they’re not going to do more in the Forgotten Realms though, I love this campaign setting

I completely agree, but it's hard to blame them though. I'm sure WOTC tightened the proverbial purse strings on their D&D IP after the success of BG3.

Re: Baldur's Gate 3 Steam Deck – Native Version

#99

Earlier quoted context omitted.

Valve provides a common runtime/build environment for Linux devs in the form of the Steam Linux Runtime. There is version 1 (Scout), which uses an LD_PRELOAD system. There is version 2 (Soldier), which uses cgroups (podman) and is deprecated. Then, there is version 3 (Sniper), which is the current target. As of right now, proton and proton-ge both build in and require Steam Runtime Version 3 to run in. The steam clie…

The fact we need containers to ship games is still a complete joke. Windows has been shipping binary games for decades but to do a best-effort portable Linux build you've got to spin up containers with bespoke build environments and tie the build to one specific platform's container image. The alternative is using (what is effectively) a cross compiling toolchain to target Linux from itself! Or spin up an ancient Deb…

Until mesa fixes its dependance on libc, we will continue to need games to be dynamically linked and nothing will change.

(Not saying mesa should be statically linked, but that we should be able to load and use it without libc)

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