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Joined 11 months ago
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Cake day: October 29th, 2023

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  • Double checking that you’ve tried the “mesh quality” set to “balanced” and restarted the game as suggested by some on page 2. Perhaps having that setting while testing “Minimum Frame-rate” at both “None” and “30” could be worthwhile to experiment.

    Unfortunate that it looks like both fixes have mixed results, that fact it worked for some is promising nonetheless. Reading through the thread, I’m not sure it 100% aligns with your problem, but we’ll take what we can get right?

    Looking at the developer post, I would try resetting the resolution (set to something else like 1080p and set back to 720p or 800p) and lower the quality preset to medium or low. I think Tomb Raider 2013 set a weird resolution for me, so trying to eliminate that factor.

    How I interpreted the dev’s post is that the game is blurring itself to catch up to the settings. By lowering the quality, hopefully the game won’t stumble over itself trying to keep up.

    The Minimum framerate setting will reduce render resolution to try to hit…(or whatever is selected). In this case it looks like the ultra settings mixed with the display resolution is causing the game to scale down quite far, which is why it looks like that.

    Since minimum framerate was already set to “None”, I don’t have much hope for this fix, but throwing shit at the wall and trying to see what sticks if that is okay with you.


  • If the game has reports of this on PC for Windows and Linux, it could unfortunately be inherent to the game.

    Were any solutions noted to actually fix the issue for previous users? If all solutions were only suggestions instead of known fixes, it changes the situation imo.

    My first instinct would have been the half rate shading, but you have already disabled it and it affected everything from menus, text, and animations for me in a certain game so RIP that.


  • AgNtr8@alien.topBtoFrameworkAMD vs Intel
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    10 months ago

    Important to note that most reviews in the wild are going to be of the top models of each generation. Most hard data from base models are most likely going to be coming from the community.

    I would like to submit Just Josh’s review on Youtube if you have not seen it yet. Yes, unfortunately it is based on the top models of the Framework Intel 13th gen and AMD.

    One major takeaway was that Just Josh said that the better efficiency of the AMD chip allowed the fans to spin up less frequently and more quietly as the chip didn’t get as hot. He felt that was holding the Intel version back, but the AMD made him bump the Framework from a laptop he didn’t really like into a recommended laptop.



  • I agree with your sentiment, but ultimately think Steam/Valve is not nimble enough for this. You are going to hear about Apex Legends breaking for Steam Deck on ProtonDB before Valve can even get their pants on. That is, if they even want to revoke the verified status which would they would be incentivized against. Of course, if there are reasonable arguments about time to fix a game vs time to update a status, but that just goes to my point that Steam is not as well equipped as we think or hope they are.

    We have to recognize that Verified and Playable have no care about internet requirements (and by extension launchers) of a game. They have always been: does the game have controller support and can you read on the screen? Any association of the Verified Badge with working offline on first launch, is based on our own bias of what gaming handhelds are expected to do. It might be reasonable, but it is incorrect.

    IMO community resources will be always be superior in getting details. Learned about cool Steam curators, from this comment. Add in ProtonDB and looking at the margins on Steam Store page. Unfortunately, I think research should just be an inherent part of buying a game.