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Cake day: June 12th, 2023

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  • It’s not possible as xinput doesn’t support gyroscopes, the controller simply doesn’t report that data. The “Switch” mode is setting it to be a mostly standard HID/DirectInput device so that all of those inputs can be accessed, but that requires something (Steam Input) to sit between the controller and the game to map the inputs together, and the game has to also support non-xinput controllers - otherwise you are just mapping them back to xbox inputs. The exception is a game that support directinput… well, directly. Like sim racers etc.

    There is now the option of going “hardware” Steam Input as well, as is done by the HORIPAD for Steam, but it is something the controller has to do.










  • Apparently they renamed it to “sharp” at some point, probably because “fsr” doesnt mean anything to people who don’t know exactly what it does.

    First set scaling mode to “integer”, and change the resolution of the game under 1280x800. If the image shrinks, the game is actually changing the window resolution and not just render resolution. If not, try changing between windowed/fullscreen.
    Then change it to auto/fit/stretch/fill, and change “Scaling filter” to sharp, and you have FSR1.


  • FSR1 is a simple frame upscaler, it’s used as one of the methods for resizing the image when you render something at s lower resolution and stretch it to full screen, along with bilinear and integer. Very few games actually use it directly.

    FSR 2/3/4 are temporal (time based), they need to be implemented directly by the game engine but if they do have FSR2, (like Deep Rock Galactic), it works on the deck.

    FSR3/4 officially needs an RDNA 3/4 based gpu, which the deck doesn’t have, but the plugin/mod converts DLSS calls in to a RDNA 2 compatible version of FSR3/4.

    FSR3 without the frame generation part might also work on the deck natively, though I’m not sure if I’m misremembering.