Oh yeah you can definitely just dump it all to low but I wanted to see if I could get it at least near 40 with some turned up a lil and for the most part it’s nearly there
FYI: you should not have the frame rate limit at 60 and in-game V-Sync ON at the same time, that just gives you quadruple the inputlag, one of these options is enough and in-game V-Sync is probably the better choice because the FPS limiter in the Steam Overlay has a mesurable tripple buffer running ( = 3 additional frames of inputlag on top of whatever V-Sync already has). You can reduce that via a launch command to 1 frame BUT since it is not in sync with the refreshrate of the screen, you get bad framepacing issues and skipped frames (may depend on game, i only tested one but it was instantly obvious how not smooth it was). "Wayland" ...some Linux renderer or whatever, only posts full frames to the screen, so you never get screen tearing anyway (which would be extra weird on the Deck with vertical lines because the display is actually sideways). This is exponentially more important when you lower the refreshrate to 50 or 40Hz, because the time of every single frame in the buffer gets longer, and it all adds up.
@@DouglasQuaid999 Yeah, in-game is generally better due to the reduced input lag. There are some videos that show the difference if that's of any interest. The 'optimal' solution as of now is to limit the FPS through the game and manually set the refresh rate of the screen.
When you set frame-rate limit to Off from the Steam Deck settings, V-Sync is still on, on Wayland you cannot yet disable V-Sync, so turning the in- game V-Sync on is going to result in more input lag anyway.
@@DouglasQuaid999 there are of course some old games that have shitty V-Sync implementations that do silly thing like cutting the framerate by half or adding a 30FPS lock. That was mostly during the Xbox 360 lazy PC port era though. I have not run into anything like that in a while. At worst it is V-Sync with tripple instead of a single frame of buffer and there won't be a difference between the Gamescope FPS lock and V-Sync, but with some luck the in-game buffer will have only have 1 frame buffer and it will actually run in sync with the refreshrate. As i said you can force GameScope to just use 1 frame, but then you REALLY see frame pacing issues all over the place, which is why it has a tripple buffer, you don't notice frame pacing issues like this, but it results in 2 frames higher input lag. Valve has some optimizing to do there. The problem is simply that Wayland does the V-Sync and Gamescope does the FPS limit and the 2 things do not actually run in sync with each other. With a tripple buffer you always got an old frame in the buffer so there is no frame pacing weirdness unless you reduce the frame buffer to 1, then it gets bad. tldr: make sure to always test in-game V-Sync with gamescope frame limit OFF, you can still set the refreshrate in gamescope to 50 or 40Hz and it will work all the same, if not better. Use Gamescope frame limit as a last resort if in-game V-Sync actually sucks. for the global profile i would still leave the 60FPS framelimit ON and then use per game profile to turn it off after the V-Sync option is active and tested. The last thing you want to happen is the Steam Deck running unlocked and eating battery because you didn't flick the right switch.
hmm I dont think that its cost effective then. a series s and the base deck together would be about 600+ dollars. or you can spend extra and get the higher storage(not worth it since you can easily upgrade your storage and buy a matte screen protector) but that alone would be 650.
@@somebodyelse522 Wtf are you talking about? Why buy the series s and deck together? And who said something about cost effectiveness? It's more cost effective to live in a cave and do nothing the whole day.
Has performance on PC improved considerably since then? I ended up refunding the game when it launched because of how poor the performance was in the open world.
@@BobDevV Simple, customer relations and trying to keep long term customers. I've had gamepass since it dropped and xbox live for like 10 years and I haven't even used/played half the games on it, they've made a ton of money off me and if they want to continue making money off me they'll continuously improve their service and change it to the current market and demand. It wouldn't HURT them to do it. If anything it would be a net positive because it's possible someone will be getting a Steam Deck for Christmas, lets say, and they'll get gamepass. It's a win for Valve and a win for Microsoft. Also if you didn't know, EA/Origin is actually accessible thru gamepass, like all the battlefield games are "free" and what not for gamepass users.
Even on higher settings, Halo Infinite doesn't look good enough to justify its abysmal framerate on PC. With this in mind, it's impressive to see the Deck pulling off the framerate that it does.
I think there's a bug in Halo infinite because I did the same thing setting min/max fps in halo settings to 60 and even in online multiplayer it stays locked to 60 fps even at full med settings.
I just bought Halo infinite for my steam deck. I downloaded it and installed it. I cannot get past the sign in screen. It freezes at the signing screen. Can somebody help me figure out how to fix this?
Idk if I’m blind or what but locking the frames to 40 to get higher graphics in infinite of all games is not really worth it from a graphical perspective, the difference between setting levels is so tiny especially on an already relatively small screen that it’s just not worth the 20 dropped frames to me.
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Setting the settings to low/off, 96% res scale with min/max fps to 60 resulted in a locked 60fps only drawing around 16W (the whole system draw)
Oh yeah you can definitely just dump it all to low but I wanted to see if I could get it at least near 40 with some turned up a lil and for the most part it’s nearly there
@@gamingonlinux Locking it to 40 definitely makes it a lot smoother.
FYI: you should not have the frame rate limit at 60 and in-game V-Sync ON at the same time,
that just gives you quadruple the inputlag, one of these options is enough and in-game V-Sync is probably the better choice because the FPS limiter in the Steam Overlay has a mesurable tripple buffer running ( = 3 additional frames of inputlag on top of whatever V-Sync already has).
You can reduce that via a launch command to 1 frame BUT since it is not in sync with the refreshrate of the screen, you get bad framepacing issues and skipped frames (may depend on game, i only tested one but it was instantly obvious how not smooth it was).
"Wayland" ...some Linux renderer or whatever, only posts full frames to the screen, so you never get screen tearing anyway (which would be extra weird on the Deck with vertical lines because the display is actually sideways).
This is exponentially more important when you lower the refreshrate to 50 or 40Hz, because the time of every single frame in the buffer gets longer, and it all adds up.
Is in-game vsync really the better choice? I usually turn it off and use the gamescope vsync instead
@@DouglasQuaid999 Yeah, in-game is generally better due to the reduced input lag. There are some videos that show the difference if that's of any interest. The 'optimal' solution as of now is to limit the FPS through the game and manually set the refresh rate of the screen.
When you set frame-rate limit to Off from the Steam Deck settings, V-Sync is still on, on Wayland you cannot yet disable V-Sync, so turning the in- game V-Sync on is going to result in more input lag anyway.
@@DouglasQuaid999 there are of course some old games that have shitty V-Sync implementations that do silly thing like cutting the framerate by half or adding a 30FPS lock.
That was mostly during the Xbox 360 lazy PC port era though.
I have not run into anything like that in a while.
At worst it is V-Sync with tripple instead of a single frame of buffer and there won't be a difference between the Gamescope FPS lock and V-Sync, but with some luck the in-game buffer will have only have 1 frame buffer and it will actually run in sync with the refreshrate.
As i said you can force GameScope to just use 1 frame, but then you REALLY see frame pacing issues all over the place, which is why it has a tripple buffer, you don't notice frame pacing issues like this, but it results in 2 frames higher input lag.
Valve has some optimizing to do there.
The problem is simply that Wayland does the V-Sync and Gamescope does the FPS limit and the 2 things do not actually run in sync with each other.
With a tripple buffer you always got an old frame in the buffer so there is no frame pacing weirdness unless you reduce the frame buffer to 1, then it gets bad.
tldr: make sure to always test in-game V-Sync with gamescope frame limit OFF, you can still set the refreshrate in gamescope to 50 or 40Hz and it will work all the same, if not better.
Use Gamescope frame limit as a last resort if in-game V-Sync actually sucks.
for the global profile i would still leave the 60FPS framelimit ON and then use per game profile to turn it off after the V-Sync option is active and tested.
The last thing you want to happen is the Steam Deck running unlocked and eating battery because you didn't flick the right switch.
that's why I have never seen a single screen tear on wayland, very cool
Honestly, lock the screen to 40 and it's perfect.
This looks totally acceptable, even on my 65". Can't wait to play it again, this time on the Deck, docked. But not at the current full price...
hmm I dont think that its cost effective then. a series s and the base deck together would be about 600+ dollars. or you can spend extra and get the higher storage(not worth it since you can easily upgrade your storage and buy a matte screen protector) but that alone would be 650.
@@somebodyelse522 Wtf are you talking about? Why buy the series s and deck together? And who said something about cost effectiveness?
It's more cost effective to live in a cave and do nothing the whole day.
This section struggled on my main PC when it had win10 during this game's launch
How the tables have turned
Has performance on PC improved considerably since then? I ended up refunding the game when it launched because of how poor the performance was in the open world.
I wish Microsoft would release game pass for steam. They have said they’d be open to it. I play loads of game pass on PC.
Nothing would make me happier than native PC Game Pass on the Deck
@@BobDevV
Simple, customer relations and trying to keep long term customers. I've had gamepass since it dropped and xbox live for like 10 years and I haven't even used/played half the games on it, they've made a ton of money off me and if they want to continue making money off me they'll continuously improve their service and change it to the current market and demand. It wouldn't HURT them to do it. If anything it would be a net positive because it's possible someone will be getting a Steam Deck for Christmas, lets say, and they'll get gamepass. It's a win for Valve and a win for Microsoft.
Also if you didn't know, EA/Origin is actually accessible thru gamepass, like all the battlefield games are "free" and what not for gamepass users.
Even on higher settings, Halo Infinite doesn't look good enough to justify its abysmal framerate on PC.
With this in mind, it's impressive to see the Deck pulling off the framerate that it does.
I think he just poorly optimized his settings. The campaign runs FAR smoother on a base Xbox One than it appears here.
40hz lock is definitely the way to go 👌
Lock at 40 and you are golden
This is still very impressive
that one grunt ~2:45 lit your ass up. lmao.
I think there's a bug in Halo infinite because I did the same thing setting min/max fps in halo settings to 60 and even in online multiplayer it stays locked to 60 fps even at full med settings.
Cant get campaign to work menu loads hit okay and just black screen
I just bought Halo infinite for my steam deck. I downloaded it and installed it. I cannot get past the sign in screen. It freezes at the signing screen. Can somebody help me figure out how to fix this?
If anybody gets stuck like me just use your finger to press the sign on functions and enter your info like that.
Hi,can someone tell me(halo infinite campaign) Which version of proton should I set? Because I can't play it😢
There are problems with steam os 3.3 like rdr2 using 3gb vram instead and other games. Wish you make a video abt it and talk abt the problem
Can I play the campaign offline?
If you change game settings on the steam deck does it change your settings on PC?
Anybody find a way to not have the bottom inch of the screen cut off? It drives me nuts not being able to see my ammo count
I did notice that and tried messing with resolution options, still investigating that.
Can the campaign be played offline?
Idk if I’m blind or what but locking the frames to 40 to get higher graphics in infinite of all games is not really worth it from a graphical perspective, the difference between setting levels is so tiny especially on an already relatively small screen that it’s just not worth the 20 dropped frames to me.
Have you tried to force lower resolution st the OS level?
Can I play it offline?
Does it run better this way or on windows?
🧢 Halo is one update away from
not working on steam deck
The graphics ain’t good, it reminds me of pubg mobile