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.
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[PSA] - Sharing important information.
[Game] - News / info about a game on the deck.
[Update] - An update to a previous post.
[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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Vulkan is designed to be closer to the metal than something like DirectX 11 or OpenGL, which makes the API more explicit and difficult to use. This means it requires a great deal more care to use properly. And to complicate matters more, subtle bugs that are very difficult to debug are very easy to introduce.
But, this applies mostly to devs who build their own tech. Most of them these days are just using 3rd party engines like Unity or Unreal, so it comes down to whether or not the person making the game decides to check the box to use Vulkan and just how good those render backends are. Engine developers of 3rd party tech have to build their stuff to be as generic as possible. That's likely gonna add a lot of bloat that might not be fully optimized for every game developer's use case.
TLDR: It's tough and time consuming for someone writing it themselves. And for the ones who aren't, they're having to place a lot of trust in a renderer that is probably a black box and might be buggy/slow.