this post was submitted on 25 May 2025
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Steam Deck
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A place to discuss and support all things Steam Deck.
Replacement for r/steamdeck_linux.
As Lemmy doesn't have flairs yet, you can use these prefixes to indicate what type of post you have made, eg:
[Flair] My post title
The following is a list of suggested flairs:
[Discussion] - General discussion.
[Help] - A request for help or support.
[News] - News about the deck.
[PSA] - Sharing important information.
[Game] - News / info about a game on the deck.
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[Meta] - Discussion about this community.
Some more Steam Deck specific flairs:
[Boot Screen] - Custom boot screens/videos.
[Selling] - If you are selling your deck.
These are not enforced, but they are encouraged.
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- Follow the rules of Sopuli
- Posts must be related to the Steam Deck in an obvious way.
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What does proton do?
I only vaguely understand it as "thing that makes game playable on other thing."
(And also I have six versions installed on my steam deck whydoIneedsixofthese?)
Proton is the compatibility layer that valve makes that lets you run games on Linux. Proton uses DXVK a program that converts Direct X API calls (windows only) to Vulkan API calls (runs on anything). DXVK alone gives you huge performance benefits (especially on older DirectX 11 and older games) and you can run it on windows.
Proton gives you a ton of other tools that can make huge performance differences.
Hopefully not a dumb question: If Vulkan runs on anything, assuming their game isn't a Windows (Xbox?) exclusive, why don't more people program their games to use Vulkan instead?
It's becoming more common, but it mostly comes down to available tooling. At this point all three of the big game engines have a Vulkan backend available, but that's a fairly recent development. And if a developer isn't using a game engine, writing their own openGL renderer is easy, and writing a Vulkan renderer is a nightmare.
Also a lot of old proprietary game engines were written either specifically for DirectX or additionally for DirectX because in the olden times it was the most advanced and compatible rendering software.
Then, those developers move forward in time to work on other engines and focus primarily on DirectX because it’s still good, compatible, and it’s what they know best. OpenGL languished and it took a while for Vulkan to come out, catch up, and standardize their API.