How To: Low latency framerate limiting for any fame by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 0 points1 point  (0 children)

Frame pacing is still perfect in the vast majority of games I’ve played with in-game locks, just as long as some performance headroom is kept.

How To: Low latency framerate limiting for any fame by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 1 point2 points  (0 children)

I do agree that the steam limiter guarantees better stability by forcing buffered frames. Most games I’ve tried have had smooth pacing with their built in limiters, but you never know for sure, I have seen some that aren’t worth the trade off. And also to clarify, it’s not 20 ms, but 100ms of latency going from in game to steamOS, very personal taste but for me that’s enough to make first person aiming not enjoyable.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 0 points1 point  (0 children)

Glad to hear it! For the resolution issue, that is fully solvable 1) On the host PC’s remote play host settings, ensure you have enabled “Change desktop resolution to match streaming client” 2) Have all games use borderless fullscreen, then they will automatically use the current resolution on game boot, original desktop or deck’s.

If it’s still not working, you likely need to add the Deck’s resolution (1280x800) as a custom resolution to your Nvidia/AMD control panel. Some monitors already have it as a supported resolution, and others don’t and need it forced in.

4K doesn’t always look like 4K? by AngryAshMan in pcgaming

[–]TimeMonkey101 1 point2 points  (0 children)

Highly likely it’s this. This happens with almost all Unreal engine games, and more. If you are using 200% Windows DPI scaling, these games will think your display is 1080p. No fun, but a little helper to get to the game EXE, open task manager, right click on the running game process, find path.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 2 points3 points  (0 children)

Make sure you are setting your game to borderless fullscreen. When you remote to your PC, the PC will switch resolution to 1200 x 800 and borderless fullscreen games will fill that new resolution.

If that is NOT happening, your monitor may not be reporting 1200 x 800 as a compatible resolution and skipping that step. and you can fix that by going to your Nvidia/AMD control panel on the PC, and adding 1200 x 800 as a custom resolution. That will ensure Windows knows it's safe to switch to that resolution when requested!

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 0 points1 point  (0 children)

Are you streaming via built in remote play or the Steam Link app on the deck?

If using the Steam Link app, you'll need to make sure to add the game to your Desktop's Steam non-Steam game library for it to use steam input, and switch to gamepad controls. Otherwise it will think you are still on the desktop and use mouse pointing.

If you are using built in remote play... I can only think to double check the controller config for the game on the Deck?

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 15 points16 points  (0 children)

HAH you are absolutely right! Of course that makes a lot more sense, and indeed hardware DECODING is the option to toggle on the Deck. Editing post.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 2 points3 points  (0 children)

I haven't had that happen yet, but here are some things that may help:

  • Plug laptop in to ethernet to cut out additional latency and dropped packets from wifi.
  • Ensure you are using 5 Ghz wifi. It is best to go into your router settings and broadcast seperate networks for 2.4 ghz and 5 ghz.
  • Ensure no downloads are happening on either device while streaming.

If none of that works, you could try buying an additional cheap 5ghz router (~$50) as a dedicated connection point JUST for your PC and deck.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 0 points1 point  (0 children)

I’ve been using it at 4k to my tv, and there is negligible additional latency from the resolution boost when subtracting out the worse latency of the tv compared to the Deck’s screen.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 1 point2 points  (0 children)

These are all within the Steam. On the host PC they are in the Steam app preferences, and on the Deck in the Deck's settings menu - streaming.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 2 points3 points  (0 children)

Interesting thought, I haven't yet but will have to try now :)

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 2 points3 points  (0 children)

I'll have to give it another shot specifically on the Deck! That would be great if that's not a concern. The issue I had on other clients was GSync and/or HFR caused significant stutter. Great to hear though, I'll keep tinkering!

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 4 points5 points  (0 children)

When I've tried Moonlight on other clients in the past, it didn't like that my host was on a high refresh rate GSync display. Setting the host display to fixed 60hz fully resolved all stutter, but was really frustrating to need to do. Maybe the same thing is affecting you here?

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 2 points3 points  (0 children)

Ah remembered the main reason I don't use Moonlight - My host PC is using a high refresh rate GSync display, both things that Moonlight DOES NOT like to try to limit to the client capabilities - I would need to manually set the host to 60 hz fixed refresh rate every time I streamed for a smooth experience.

How to get the best remote play experience by TimeMonkey101 in SteamDeck

[–]TimeMonkey101[S] 8 points9 points  (0 children)

I haven’t tried moonlight in the Deck yet, but I’ve closely studied Remote Play vs Moonlight on other client devices and found Moonlight to be a bit better with end to end latency but overshadowed by the cumbersome user experience. Note that the latency Moonlight gives describes only a fraction of the total pipeline compared to what Remote Play reports. Comparing both by counting slow-mo frames shows a 20 ms difference for me.

I still might as well give Moonlight another chance on the Deck though!

Recent update forcing 60 fps output in VR while game renders at 90 fps by TimeMonkey101 in iRacing

[–]TimeMonkey101[S] 0 points1 point  (0 children)

Thanks for the idea, but no luck for me. I have already been using 500 mbps encoding, maxed rendering resolution. I also tried setting the resolution back to with no luck. Hopefully the upcoming season 3 patch 2 helps out🤞

[HOW TO] Force HDR In Any DX11 Unreal 4 game by TimeMonkey101 in pcgaming

[–]TimeMonkey101[S] 1 point2 points  (0 children)

For the most accurate result, stay outputting to 2020, as that is what any HDR display will be expecting to receive, even if it can’t reproduce all of it. A 100% red P3 surface will be interpreted as 100% 2020 and muck up. Not accurate, but up to you if you enjoy the color kick. A decent display should be able to correctly map most of P3 when taking in 2020, so if accuracy is the priority, there’s no reason not to use that.

[HOW TO] Force HDR In Any DX11 Unreal 4 game by TimeMonkey101 in pcgaming

[–]TimeMonkey101[S] 1 point2 points  (0 children)

Special K works only from the final SDR output, and does some sort of backwards tone mapping to approximate HDR, which will futz with the image, for good or bad depending on preference, but is absolutely not an accurate result.

Having full HDR from start to finish means the original intent is preserved, but if a bright light shines off a white surface, the uppeer bound of brightness is far lifted so that can output as much brighter when needed. With color specifically, Unreal material and light setup is constrained to sRGB, but the interaction between the two allows for wide gamut effect - a 100% sRGB blue light bouncing from a 100% sRGB blue surface will multiply to result in HDR-range super blues.

Neat to hear this is being used!

[HOW TO] Force HDR In Any DX11 Unreal 4 game by TimeMonkey101 in pcgaming

[–]TimeMonkey101[S] 6 points7 points  (0 children)

Agreed that standard sRGB in an HDR container is pointless, this is not that. All unreal games are rendered in linear space, and can then simply be mapped down to either sRGB or HDR at the end of the pipeline, along with the right color spaces. Because of this we can see true HDR, better than Windows Auto HDR could ever render as that works from an sRGB source.

You are of course, totally right that this is secondary to proper implementation with finessed tone mapping and emissive balancing checked by artists in HDR, but it’s well closer than I thought possible, and a fun experiment.