We have just shipped an updated Steam Deck Client to the Preview/Beta channel. GeneralFixed an error on the Downloads page when a Free to Play game is removed during installationSteam InputReduced polling rate while the Steam Frame Limiter is active to save additional power. This can save up to 6% on battery life when running at 30fps in a low-power game like HL2Fixed an error on the virtual menu settings when bound to gyro
From the linked patch notes:
Reduced polling rate while the Steam Frame Limiter is active to save additional power. This can save up to 6% on battery life when running at 30fps in a low-power game like HL2
Glad to see improvements like this on the software level, but it seems unlikely to be utilized much. Any game that runs on low power probably can reach 60fps. 6% battery saved does not seem like a great trade-off for halved frame rate.
Think nes, snes, and Sega game emulation. No reason to run over 30fps. Also any of those click choice games and dating sim games where nothing ever really moves.
No, not quite. 60fps (or 50fps for PAL regions) was basically always the target for 2D games rendered at 240p, because it was easily achievable with the hardware and looked way better.
When 3D games started to appear with the release of the PS1, Saturn and N64, 60fps was often out of the question because the hardware wasn’t powerful enough.
Interlacing doesn’t really have anything to with that. Interlacing just means that of the 480 lines of resolution, only half get shown on screen every frame (always the even or uneven ones). Since the image gets rendered in 480p anyway, it doesn’t matter whether or not the game gets rendered at 60fps or not.
Except when using field rendering, which was popular on the PS2. There, only the lines that get shown that frame get rendered, which is why it only works at 60fps. Maybe that was what you were thinking about?
Did some more reading, I was probably thinking of broadcast TV signals, which were 25 or 30 fps because one frame is two fields. and I wrongly assumed CRT TVs could only do one thing, but consoles mainly did progressive video.
Glad to see improvements like this on the software level, but it seems unlikely to be utilized much. Any game that runs on low power probably can reach 60fps. 6% battery saved does not seem like a great trade-off for halved frame rate.
I constantly see people talking about playing things like Balatro on their deck that certainly doesn’t need more than 30fps.
Seems super useful for games like that on a flight
Think nes, snes, and Sega game emulation. No reason to run over 30fps. Also any of those click choice games and dating sim games where nothing ever really moves.
Why would you run such games at half the framerate? 60fps was the norm back then.
Was it? afaik PAL was 50Hz but 25fps, and NTSC was 60Hz at 30fps. Two periods per frame because of interlacing or something like that.
No, not quite. 60fps (or 50fps for PAL regions) was basically always the target for 2D games rendered at 240p, because it was easily achievable with the hardware and looked way better.
When 3D games started to appear with the release of the PS1, Saturn and N64, 60fps was often out of the question because the hardware wasn’t powerful enough.
Interlacing doesn’t really have anything to with that. Interlacing just means that of the 480 lines of resolution, only half get shown on screen every frame (always the even or uneven ones). Since the image gets rendered in 480p anyway, it doesn’t matter whether or not the game gets rendered at 60fps or not.
Except when using field rendering, which was popular on the PS2. There, only the lines that get shown that frame get rendered, which is why it only works at 60fps. Maybe that was what you were thinking about?
Did some more reading, I was probably thinking of broadcast TV signals, which were 25 or 30 fps because one frame is two fields. and I wrongly assumed CRT TVs could only do one thing, but consoles mainly did progressive video.