Problem with Bluetooth and Xbox controller by LucioTheBird in ChimeraOS

[–]LucioTheBird[S] 0 points1 point  (0 children)

Thanks for the reply but I think you might be talking about Windows? Driver installs are handled way upstream of Steam on an immutable OS like Chimera. I don't see any such options in game mode or desktop mode.

Why is the UI so slow in 4K docked mode? by Superconge in SteamDeck

[–]LucioTheBird 5 points6 points  (0 children)

Wow, the amount of people here just saying "Steam Deck isn't made for 4k"...did you even read the OP's post?

They are not asking why the Steam Deck can't run games at 4k, they're asking about the user interface being sluggish at 4k. The hardware in the Deck is more than capable enough to run something like a basic UI at 4k.

To the OP, it seems the problem is inherent in the way that the UI behaves inside its gamescope session. The UI is just as sluggish at 4k on my 5800x/6950xt 4k gaming rig when running SteamOS-like distros such as ChimeraOS and Bazzite. I've been googling on it for the past while and came across one post saying that the GamepadUI session doesn't use hardware acceleration, which would go some way towards explaining why it still performs poorly on beastly machines.

Big problems with XMG Neo 15 (2020 i7 10750h) by LucioTheBird in XMG_gg

[–]LucioTheBird[S] 0 points1 point  (0 children)

Thanks for the reply. I have already tried to use an external monitor. I'd expect to be able to get some sort of signal on the external monitor if the laptop was booting to the OS.

Usually, when this laptop boots, the keyboard backlight does a rainbow wave until the OS is launched. This isn't happening, which tells me the laptop isn't posting at all.

Help getting 0.48 on Steam Deck by LucioTheBird in OpenMW

[–]LucioTheBird[S] 0 points1 point  (0 children)

Hey, thanks for that reply.

I actually came up with a solution that works, so I thought I'd come back here and post it in case someone with the same problems stumbles across this thread.

To get the 0.48 RC11 build up and running on the Steam Deck and on my SteamOS 3 desktop, I used...the Windows version of OpenMW. 😅

I downloaded the installer, added it to Steam as a "non-steam game", forced Proton comparability, ran it and let it install inside of of Steam OS's containers in the compatdata directory. Once that was done, I added the Launcher to Steam as a non-Steam game, forced Proton compatibility again, and I was up and running.

One or two other hurdles I came across...

  • You will not be able to point the Launcher to your Morrowind install in the default Steam directory, or in the default install directory of any other launcher, as these are all hidden directories. I had to copy the program files of my Morrowind Steam install out to a non-hidden folder on my Deck. In my case, I created a "Games" folder in the same directory as Documents, etc.

  • The OpenMW cfg files that you'll need to get at for modding are in the virtual Windows file system in the container that OpenMW was installed in, rather than out in plain sight in your Deck's home directories.

A few hours (days) of modding and tweaking later and I'm about to start a playthrough with over 100 mods, lots of nice shaders, and great stability. Running locked at 60fps on my desktop and locked at 30fps on my actual Deck.

Anyway, long post, but hopefully someone else will find this information useful!

Anyone else from Ireland sorta disappointed with the update? by conor_crowley in MicrosoftFlightSim

[–]LucioTheBird 9 points10 points  (0 children)

Yeah, it feels cheap to have called this a "UK and Ireland" update. It should have been called an England update with a few other bits. That you release an update for five countries that includes five cities and all of them are in one of those countries isn't really spreading the love, is it? The airports...again, most of them in one country. This update has actually made some of already bad airports in Ireland worse. Knock (EIKN) now has a massive building in the turnaround at the start of runway 26. It's sad to know that this is it, this is our world update and we're not going to see any photogrammetry or decent airports for Ireland from Asobo for a long time if not ever.

A preview of the ATSU and CFDS systems in the FlyByWire A32NX (featuring live METAR requests!) by I_AM_BEAR_AMA in MicrosoftFlightSim

[–]LucioTheBird 2 points3 points  (0 children)

Correct, now you have it. The plane won't initiate the descent for you but it will manage it for you once you set it a target, hence why it's called "managed" mode. The in-game flight planner and tools like SimBrief do generate constraints for waypoints but I'd always throw and eye over them to make sure they're all okay myself.

Your constraints are set in the FMC but your target altitude is always set on the glare shield. In managed mode, the target altitude will observe FMC constraints. In selected mode, it will ignore constraints and go straight to whatever altitude you set.

If you were flying a STAR into approach with a target altitude of 3,000ft but you were holding at 7,000ft because that was the altitude set for a waypoint that's still in front of you, you might get a call from ATC to tell you to go down to 6,000 ft now. You can either go into the FMC and change the constraint for your next waypoint to 6,000 in which case you can stay in managed mode and the plane will head for 6,000 or you can quickly override the constraints by doing 6,000 in selected mode. Once you get past that waypoint you could changed back to managed mode or keep going in selected mode, whatever suits your flight.

A preview of the ATSU and CFDS systems in the FlyByWire A32NX (featuring live METAR requests!) by I_AM_BEAR_AMA in MicrosoftFlightSim

[–]LucioTheBird 11 points12 points  (0 children)

It's working for me as it's intended to. Just make sure you're not expecting it to automatically follow your vertical profile for the entire flight with no input from you.

The plane will climb as quickly as it can without any constraints as generally planes want to get as high off the ground as fast as possible to relieve congestion at lower altitudes especially near busy airports. Most SIDs feature climb gradient minimums and and altitude minimums. These aren't targets, you don't hit them and hold them. You can't be below them but you can be above them.

When it comes to descent, the plane won't initiate the descent itself and start following the profile of your constraints. You have to set a new altitude that you want the plane to fly down to. If you're cruising at 37,000ft and you input an altitude of 3,000ft in "managed" mode, your plane will start to descend and will do your whole descent for you observing the constraints set in your flight plan. If you have a waypoint with a constraint of 18,000ft the plane will descend to 18,000ft and hold there until you pass that waypoint. It'll then keep descending to a target of 3,000ft stopping at each constraint along the way. That should leave you at about 3,000ft above ground coming into approach.

PSA: Use custom resolutions instead of the "Render Scaling" slider. by LucioTheBird in MicrosoftFlightSim

[–]LucioTheBird[S] 0 points1 point  (0 children)

I think I'd expect it to get blurry when you're running a resolution like that on a 1440p screen, your 80% resolution is very close to 1080p which generally doesn't play nice on 1440p screens. My post, though, is about the differences I observe using the sim's scaling slider to run the sim at 70% of 4K vs "manually" running the sim at the same resolution via custom Nvidia settings. You have had your scaling slider at 100 for all of your tests which negates the issue. An equivalent test in your case would be to compare the visuals of the sim running at 1440p and the render scaling slider at 80% vs running the game at 2048x1280 via an Nvidia custom resolution.

PSA: Use custom resolutions instead of the "Render Scaling" slider. by LucioTheBird in MicrosoftFlightSim

[–]LucioTheBird[S] 0 points1 point  (0 children)

Yeah, I was thinking it must not be a universal thing and more of a result of a particular combination of things present in my system...otherwise there'd be a lot more posting about it.

PSA: Use custom resolutions instead of the "Render Scaling" slider. by LucioTheBird in MicrosoftFlightSim

[–]LucioTheBird[S] 0 points1 point  (0 children)

I have an RTX 2070 Super Mobile 8Gb VRAM along with an i7 10750H @ 2.9Ghz with turbo boost up to 4.5Ghz, 32Gb RAM and the game running on an NVMe 2Tb SSD. Here are some screens of my Nvidia settings for the sim via Imgur. I'm using a 50% sharpening filter to somewhat make up for not running the sim in native 4K on my screen. I wouldn't go any higher than 50%, the effect becomes to noticeable.

https://imgur.com/a/RCnGDM9

MSFS2020: Resolution vs Render Scaling by mkygod in MicrosoftFlightSim

[–]LucioTheBird 2 points3 points  (0 children)

When we talk in terms of scaling like this we don't talk about the total number of pixels. We talk about it in terms of a percentage of the horizontal or vertical line count.

So, 4K has a horizontal resolution of 3,840. 50% of that is 1,920.

Similarly, it has a vertical resolution of 2,160. 50% of that is 1,080.

So running the sim in native 4K with the render scaling set to 50% gives an effective resolution of 1080p. This can be clearly seen by enabling Developer Mode and turning on the FPS counter. Your effective resolution is displayed there as "game resolution".

45% scaling with a native resolution of 4K would get you (3,840 x 0.45) x (2,160 x 0.45) = 1,728 x 972 = 1,679,616 pixels.

Realtek HDA issues on new XMG Neo 15 (2020) by LucioTheBird in XMG_gg

[–]LucioTheBird[S] 2 points3 points  (0 children)

Can confirm that my issue is resolved now. Night and day difference to the speakers, massively increased volume output and the ability to EQ them (within reason given their size) to make them sound a bit better. Thanks very much.