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Baldur's Gate 3 Steam Deck – Native Version

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

#311

Earlier quoted context omitted.

glibc doesn't suffer from DLL version hell as long as you are not doing anything stupid (like using private symbols). If you commit to using just the "C library" bits you can compile a binary linked against glibc on a distro from 1998 and it will work on modern distros just fine. There are many issues with libraries breaking backwards compatibility on Linux (like pretty much all GUI ones) but glibc, X11, OpenGL (and…

Last I tried the problem was linking against glibc on a new Linux distro and then attempting to run that executable on an old Linux distro which doesn't have a recent-enough glibc installed (usually Debian with their software stack from the last century). There's probably an obscure linker trick to force an older glibc version number, but if that's the case it really should be the default since the C stdlib is suppos…

Well the "trick" is to build with the oldest glibc version you want to support. Nothing more.

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

#312

Earlier quoted context omitted.

The problem is how horribly unoptimised Unreal Engine 5 itself is - with that sort of foundation there's not a lot you can do. It's a GTX-1050 equivalent GPU, there's only so much that can be expected of it.

UE has always been a damn huge toolbox. Yes, sure, you can just cobble together all sort of libraries and get a visually very appealing game or, if you want, photorealistic rendering decent enough to back these giant virtual studios for triple-A blockbuster movies, but you will need the hardware to match if you want performance. If you want performance on everyday hardware, there is no way (and I'd say this holds tru…

When EVERY game stutters and has the same kind of issues, then you can't put a blame on individual developers.

This isn't a case of "these developers are lazy", UE5 issues are the case of "every single UE5 released game has shader stutter issues on PC". That's an issue with engine architecture and its APIs, not an individual thing.

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

#313
post #147

Earlier quoted context omitted.

I had that with MHW and I nailed it down to shader (fossilize-replay - https://github.com/ValveSoftware/Fossilize ). From my guess, Steam support Vulkan shader pre-compilation so that you don't have to wait in game (like the infamous 10 min Monster Hunter Wilds startup delay). They also seems to also be able to download the compilation cache from Steam if someone already have done the process on the same GPU + driver…

I have massive doubts about the "They also seems to also be able to download the compilation cache from Steam if someone already have done the process on the same GPU + driver version." This would imply that if I already calculated the shaders for the current game state than i could reuse them and not have to go through the whole compilation step (if no changes happen inbetween). Matter of fact, i have to recompile t…

What are your doubts exactly?

Shader precompilation is a standard thing to do now - consoles mostly ship precompiled shaders for their GPU + driver combo, Steam Deck will also download precompiled shader for its Linux + AMD + driver version combo.

The infrastructure for that Steam side is there and is in active use.

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

#314
post #260

Earlier quoted context omitted.

Cyberpunk 2077 proved that one wrong very easily :D

I tried CP2077's Deck mode but it really seemed like a tech demo level of "you could do this if you really wanted to" more than it actually being playable. The game felt like it had significant input lag, and at 720p with upscaling text becomes very hard to read. The game's visual style of "glitch" effects also translates badly with upscaling and I really had a tough time actually understanding what I'm looking at on…

I thought it was playable on the LCD Deck. I did turn things down below what the Steam Deck preset was at. It certainly wasn't the smoothest 100% of the time but it was better than Fallout New Vegas on a PS3 IMO. It still holds up pretty well against the Switch 2 version in handheld mode.

https://www.youtube.com/watch?v=SvGQik3m6ag

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

#315
post #255

Earlier quoted context omitted.

They probably would have to get the permission of the engineer to name them publicly. With how the gaming community behaves on social media I wouldn't be surprised if the engineer doesn't want that. Because that could mean death threats for you and your family the next time a subset of the community gets upset with your employer.

Not sure why this is getting downvoted, you are absolutely correct. The unhinged weirdos are still a minority, but less and less ashamed of their own behavior online. No doubt that dev is better off remaining unnamed in this instance.

They may be a minority but they are more empowered than ever. Both by the new owner of Twitter and the current politics in the US.

It’s a shame that large companies like EA/Bethesda/Valve/etc don’t do more to fight against it, instead of cowering and leaving indie devs that are barely surviving to fend this off.

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

#316
post #293

Earlier quoted context omitted.

Not sure why this is getting downvoted, you are absolutely correct. The unhinged weirdos are still a minority, but less and less ashamed of their own behavior online. No doubt that dev is better off remaining unnamed in this instance.

Reminder that all of mid/late 2010s online politics was colored by one reviewer giving a favourable game review to a game that some people disliked.

> all of mid/late 2010s online politics was colored by one reviewer giving a favourable game review to a game that some people disliked

That's kind of a twisted interpretation of events. It was coloured by one incel who though he owned the developer of a game and a whole lot of incels who sympathized because they too were owed a vagina by the ones who controlled them. Now it's spread to broader issues and higher levels of politics and is still going.

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

#317
post #255

Earlier quoted context omitted.

Do they name the engineer somewhere in the public messages? Super glad the company recognized the value and supported the release!

They probably would have to get the permission of the engineer to name them publicly. With how the gaming community behaves on social media I wouldn't be surprised if the engineer doesn't want that. Because that could mean death threats for you and your family the next time a subset of the community gets upset with your employer.

Or even "it has a trivial bug/doesn't run as well as i think it should/insulted my home decor, you die now"

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

#318
post #312

Earlier quoted context omitted.

UE has always been a damn huge toolbox. Yes, sure, you can just cobble together all sort of libraries and get a visually very appealing game or, if you want, photorealistic rendering decent enough to back these giant virtual studios for triple-A blockbuster movies, but you will need the hardware to match if you want performance. If you want performance on everyday hardware, there is no way (and I'd say this holds tru…

When EVERY game stutters and has the same kind of issues, then you can't put a blame on individual developers. This isn't a case of "these developers are lazy", UE5 issues are the case of "every single UE5 released game has shader stutter issues on PC". That's an issue with engine architecture and its APIs, not an individual thing.

> This isn't a case of "these developers are lazy", UE5 issues are the case of "every single UE5 released game has shader stutter issues on PC". That's an issue with engine architecture and its APIs, not an individual thing.

Just because an engine offers you a way to shoot yourself in the foot with a sawn off shotgun, you can't blame the engine maker when you do shoot yourself in the foot with a sawn off shotgun and end up with a bleeding ugly stump.

The thing is, of course game studios will go for "we want to use ALLLLLL the newest features, we want to show off with Nanite and god knows what else". Who wouldn't? But game studios aren't willing to put in the effort surrounding such an implementation to properly tune it.

And it's not just tuning engine components for what it's worth - often enough the culprit ends up being ridiculously oversized textures, there's nothing else that could cause dozens of gigabytes worth of patches [1], and it's not a new complaint either [2].

[1] https://www.neogaf.com/threads/days-gone-whats-up-with-the-r...

[2] https://forums.guru3d.com/threads/are-game-patch-sizes-becom...

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

#319
Can someone phonetically spell out “Baldur” for me?

I’ve seen the term across my life but I have never heard it spoken. I think how I imagine it and how it’s said are different - like I discovered from reading LOTR books and then watching the movies…

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

#320
post #312

Earlier quoted context omitted.

UE has always been a damn huge toolbox. Yes, sure, you can just cobble together all sort of libraries and get a visually very appealing game or, if you want, photorealistic rendering decent enough to back these giant virtual studios for triple-A blockbuster movies, but you will need the hardware to match if you want performance. If you want performance on everyday hardware, there is no way (and I'd say this holds tru…

When EVERY game stutters and has the same kind of issues, then you can't put a blame on individual developers. This isn't a case of "these developers are lazy", UE5 issues are the case of "every single UE5 released game has shader stutter issues on PC". That's an issue with engine architecture and its APIs, not an individual thing.

It's not that I think that UE5 is good for low end hardware, it's not.

One of the reasons that a lot of studios struggle with bad performance on UE5, is because a lot of studios, fired their most experienced devs and hired bunch of cheaper new programmers, because they bought into the whole make game with blueprints idea. I have several friends (I know just one datapoint ), that were in games industry from 6 to 12 years that got fired, just for the studio to replace them with cheaper more inexperienced devs.

Baicly UE5 overpromised how easy it was. You still get some great working games that use UE5, but this are from studios that have experienced devs.

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