Repository navigation
docs(steamdeck): record geometry and GPU clock measurements - #2818
Open
polaco1782 wants to merge 1 commit into
Open
polaco1782 wants to merge 1 commit into
polaco1782 wants to merge 1 commit into
Conversation
Record seven bounded runs, their measurement method and limits, and link the existing Deck performance work item to the results. The measurements use an older installed build and do not claim a runtime fix or a new default. Assisted-by: OpenAI Codex Co-Authored-By: OpenAI Codex <noreply@openai.com>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Steam Deck players report severe slowdowns in dense areas, and we needed measurements to establish how much reducing geometry could help. This records the measured gains and their limits so further work can target CPU, GPU and memory costs with a reproducible baseline.
The change is documentation only: seven measured/attempted runs in
docs/tested-configurations.md, plus a link from the existing Deck worklist entry. No runtime changes, default GPU clocks, presets, experimental memory-writing scripts, game files or build artifacts are included.Measurements used an LCD Steam Deck, SteamOS 3.8.25, RADV VANGOGH / Mesa 26.2.0-devel (62436c0070), 16 GB shared RAM, a 15 W limit, 1280x800 output setting, 50% render resolution, Docked profile, FOV 110%, frame generation off and the documented mesh-culling workaround. The installed host was
55b976c0(source ae9e7c1b), with the local shader-preparation renderer described in #2800. These results predate newer main/readback changes, including #2602.Stronger model/shadow cuts did not add a meaningful gain. The handheld base-quality comparison is inconclusive because the flag was not rechecked at phase end. Kakariko captures were inside the potion shop; its outdoor transition was stopped on low memory, so no outdoor FPS improvement is claimed.
These were bounded headless tests with copied saves/settings, not Steam Gaming Mode or extended-play acceptance. GPU clocks were restored to automatic at the original 200-1600 MHz range, original save/settings hashes were unchanged, and temporary game/save copies were removed. Current main has not been benchmarked on the Deck by this investigation. The graphics parameter experiment follows the parameters described in #2669; it does not validate that PR's complete implementation.
Validation on upstream base
51da0464plus these documentation edits:tests/run_all.py --jobs 2: 459 passed, 3 failed, 33 skipped. All three failures were local-socket creation checks restricted by the managed sandbox (test_control.py,test_hookshot_ctl.py,test_team_chat.py).git diff --checkpassed; reviewed scope contains only two Markdown documentation files.See #1000. The report records an investigation and does not close the performance issue.