Commit Graph
355 Commits
Author SHA1 Message Date
Kurt Himebauch 34a1cbbead fix: keep PRoot out of the APK, VPN DNS first, bridge failure exits, HUD polling stays on 2026-11-02 18:17:00 -05:00
Kurt Himebauch f05e0df39e Merge remote-tracking branch 'origin/main' into review/malibridge-1950 2026-11-02 18:14:00 -05:00
Moroni Granja cdde9d3390 fix: a GOG game whose installer cannot run gets its install registry (#2022) 2026-11-02 18:06:08 -05:00
DroidDeck Merge 8171bf20fd Merge latest origin/main and resolve conflicts 2026-11-02 10:44:24 +08:00
The412Banner 40dfcd94f9 fix(game-env): DOOM (2016) keeps the swapchain image count it asks for (#1987)
DOOM (2016) asks for exactly two swapchain images and stops with "FATAL
ERROR: getSwapchainImagesKHR failed with error (VK_SUCCESS)" when it gets
more. Every game launch gets GAMESCOPE_WSI_MIN_IMAGE_COUNT=8 and
GAMESCOPE_WSI_ENSURE_MIN_IMAGE_COUNT=1, so gamescope's WSI layer gave it 8
images (3 with only the count removed) and the game crashed on start.

When DOOMx64vk.exe sits beside the launched program (DOOMx64.exe for a GOG
install, or DOOMx64vk.exe), both variables are removed and
vk_x11_strict_image_count=true is set, the option Mesa's driconf gives the
game. Other games keep the defaults. A per-game value in the environment
editor still wins.

Tested on an AYANEO Pocket FIT with DroidDeck 0.6.9 and the same values set
per game: the swapchain gets 2 images and the game reaches its main menu at
60 fps; before, it crashed on every launch.
2026-11-02 02:02:18 +00:00
Kurt Himebauch 84a04d9ead fix: Steam shows cached library art when it starts without reaching Steam (#1985) 2026-11-01 19:55:18 -05:00
Kurt Himebauch e30e722f8b feat: manage several Steam libraries beside internal and the card (#1967)
* feat: manage several Steam libraries beside internal and the card

* fix: serialize Steam library registry edits, refuse folders inside a Games root, refresh games after changes

* fix: rename refreshes games, added x86-64 libraries join redist seeding and direct mapping
2026-11-01 17:35:05 -05:00
MaxsTechReview c5577478ca chore: remove source comments and unused code, translate every missing string (#1965)
* chore(i18n): translate every missing string in all locales

Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.

Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.

* chore(patches): drop comments from the lines downstream patches add

Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.

The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.

* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix

These were credited only in source headers and NOTICE files.

* chore: remove source comments and unused functions

Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.

Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.

Also removes 37 functions and 4 fields that nothing referenced.

* chore: remove comments from the Syncthing integration and the latest main sources

* docs: credit Syncthing and the syncthing-android fork

* chore(i18n): translate the Syncthing strings in all locales

The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.

* docs: credit @xXJSONDeruloXx for the HUD metric readers

The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.

* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
2026-11-01 16:27:27 -05:00
Kurt Himebauch bf9435cd36 feat: KDE desktop on the bottom screen beside the session (#1966)
* feat: KDE desktop as a bottom-screen mode beside the top-screen session

* test: bottom-desktop launch test sets DISPLAY instead of inheriting it

* fix: drop the bottom desktop's launch when the session stops while preparing it

* fix: bottom desktop restarts on a fresh surface, trackpad/touch toggle, loading throbber, DroidDeck's display driver

* fix: bottom desktop pauses with the session and opens the keyboard for a tapped text field

* fix: no bottom desktop guest starts or keeps running unfrozen while the session is paused

* fix: bottom desktop treats a freeze in progress as paused

* fix: only the session that began a freeze clears its pausing flag

* fix: bottom desktop launch is stored and cleared only for its own session generation

* fix: a stopped session tears down the bottom desktop it started even after a newer launch is prepared

* fix: a new session's bottom desktop replaces one an earlier session left running

* fix: release the bottom desktop's keyboard watcher when its compositor dies

* fix: bottom desktop starts its guest only for the launch its compositor was attached for

* fix: bottom desktop ignores compositor replies to an earlier session's attach
2026-11-01 16:13:52 -05:00
DroidDeck Merge a2a5f84711 Merge origin/main into feat/malibridge-v25 2026-11-01 19:59:31 +08:00
DroidDeck Merge 65e2c55e9b fix: fall back to builtin mscoree when dotnet40 has no native 2026-11-01 18:20:40 +08:00
The412Banner ec9573643a fix(game-env): give Codemasters EGO games a thread plan for the core count Windows sees (#1936)
Codemasters EGO games (DiRT 3, DiRT Showdown, GRID, F1 ...) pick their thread plan by core count from system/hardware_settings_restrictions.xml, which only has plans for 2, 3, 4, 6 and 8+ cores. When DroidDeck leaves a phone's slow cores out Windows can see 5 (Retroid Pocket Duo), and DiRT 3 then puts every worker on one core and stops on a loading screen; Showdown closes at start.

When a game starts with WINE_CPU_TOPOLOGY set and its restrictions have no cpu rule for that count, droiddeck-game-env adds one copied from the nearest smaller plan (5 -> the game's 4-core plan), only if that plan's worker map file exists. The file as it was is kept as .droiddeck-original; later launches change nothing. Only ASCII digits count as a core count, and the edited file is staged under a unique name.

Tested on a Retroid Pocket Duo: with DiRT 3's shipped file, the plan is added at launch and the game loads to its menus and races.
2026-11-01 06:22:36 +00:00
MaxsTechReview 6e57af02af perf: Little Nightmares keeps its render thread (+12.7% FPS on the Retroid Pocket Duo) (#1930)
perf: Little Nightmares keeps its render thread (up to 13% more FPS on the Retroid Pocket Duo)
2026-10-31 23:49:56 -04:00
MaxsTechReview 86983092af fix: Flathub installs work again outside a session (#1923) 2026-10-31 23:36:24 -04:00
The412Banner 8a7022fc14 feat(dual-screen): bottom-screen Dashboard with downloads, notifications, screenshots, Steam chat and In-game stats (#1920)
A Dashboard mode for the second screen of dual-screen handhelds (developed on a Retroid Pocket Duo), the default on dual-screen devices. It opens on Chat at each Steam start and switches to In-game stats when a game starts.

- Downloads: Steam downloads and updates (SD-card libraries too), shader caches and DroidDeck store downloads.
- Notifications: other apps' notifications once access is allowed, kept in memory only.
- Screenshots: a game screenshot without the overlay, and a gallery of DroidDeck's and Steam's screenshots.
- Chat & voice: mic and game volume buttons, and Steam's web chat signed in with the Steam client's own session.
- In-game stats: FPS, CPU, GPU, RAM and battery plus the running game or Steam client type, and a racing dash from Codemasters, Forza and OutGauge games' data output, with War Thunder and Elite Dangerous layouts; speed in km/h or mph.
- Send dashboard data: turns a Codemasters game's data output on for the dash (per game or Automatic) and keeps the original setting to put back.
- DiRT 3 / DiRT Showdown: with their data output on they stop with error 10038 at race end; a ws2_32.dll stand-in (tools/dirt-ws2) is swapped into the prefix while the game runs, skipped on DroidDeck-Proton 11-11.10 which has the fix built in. Same behaviour as DiRTTelemetryErrorFix by RoccoC, based on Carsten Gottschling's fix.

About "telemetry": here it means a racing game's own live driving data (speed, gear, rpm, pedals), not app analytics. For In-game stats no information leaves the device and nothing is shared: the game sends its data to 127.0.0.1 on the same device, DroidDeck only listens there while the page is open and keeps the numbers in memory just long enough to draw them. DroidDeck sends no data about the user or their use of the app; logs leave the device only when the user taps Share logs.
2026-11-01 02:36:57 +00:00
K11MCH1 583f34fc55 fix: stop importing games as Spacewar (480) and follow a changed Steam app id (#1896) 2026-10-31 13:36:43 -04:00
MaxsTechReview 85dd8beae1 zRAM: compress Battle.net with the Steam client while one of its games runs (#1882) 2026-10-31 08:10:57 -04:00
DroidDeck Merge d4a6d95127 Merge MaliBridge integration (feat/malibridge) into 0.6.7 2026-10-31 19:01:40 +08:00
MaxsTechReview b07eca3c06 perf: .NET games keep the FEX preset's multiblock setting (Stardew Valley starts in 45 s instead of 85 s) (#1880)
perf: .NET games keep the FEX preset's multiblock setting
2026-10-31 00:17:09 -04:00
MaxsTechReview 28067b3bbe Run x86_64 Flatpak apps through FEX (#1875)
* Run x86_64 Flatpak apps through FEX

* proot: run an execveat with an absolute path like execve

* Find x86_64 Flatpak installs and resolve sandbox paths like the sandbox does
2026-10-30 21:21:22 -04:00
MaxsTechReview 6673a892e2 fix: x86 Flatpak bundles are refused with a clear message instead of installing and failing to start (#1873) 2026-10-30 19:03:27 -04:00
MaxsTechReview 7bc3529722 fix(audio): DirectAudio no longer crackles where Android refuses low-latency output (#1862)
* fix(audio): DirectAudio no longer crackles where Android refuses low-latency output

On devices where Android won't give the game a low-latency output (AYN Thor,
Android 13), DirectAudio kept Wine's 10 ms period and 12 ms buffer. An
emulated game audio thread can't keep that pace there, so audio crackled.
The session now checks for low-latency output and, only when it is refused,
asks DirectAudio for a 20 ms period and a 60 ms buffer.

DirectAudio's settings are now AUDIO_DIRECT_* everywhere in DroidDeck and are
handed to the driver under the names it reads when DirectAudio is set up.
AUDIO_DIRECT_MS and AUDIO_DIRECT_PERIOD_MS can be set per game.

* fix(audio): game profile DirectAudio settings and the microphone-off setting reach the driver
2026-10-30 16:34:45 -04:00
MaxsTechReview 83980035c6 fix(desktop): video wallpapers no longer race ahead after DroidDeck returns from the background (#1833)
* fix(desktop): video wallpapers no longer race ahead after DroidDeck returns from the background

* test: give the vrclient loader harness the clock syscall hook
2026-10-30 13:58:49 -04:00
MaxsTechReview 8f7cdb7106 fix: Battle.net scales its windows to large desktops instead of opening tiny on high-resolution screens (#1832) 2026-10-30 13:58:44 -04:00
MaxsTechReview ab949a4a5a fix(runtime): the x86-64 Steam client starts again on the Ubuntu runtime (liblzo2-2 for FEX) (#1825)
* fix(runtime): ship liblzo2-2 so the x86-64 Steam client can install FEX

FEX's unsquashfs links liblzo2. The Ubuntu runtime did not ship it, so the FEX check failed on every build, the x86-64 client was never set up, and the session went straight back to the home screen. Only phones with the desktop installed had it.

* fix: the x86-64 Steam client starts again after it updates itself under FEX

On its first start the x86-64 client downloads a 500 MB update and, under FEX, ends on an illegal instruction (rc=132) instead of asking for a restart with rc=42, so the session ended there. The client is started again once.
2026-10-30 13:58:35 -04:00
maxjivi05 0a5955d6fa Merge remote-tracking branch 'droiddeck/main' into feat/malibridge
# Conflicts:
#	README.md
#	app/src/main/java/com/droiddeck/launcher/gpu/TurnipDriver.java
#	app/src/main/java/com/droiddeck/launcher/runtime/BwrapSpawner.kt
#	app/src/main/res/values-ar/strings.xml
#	app/src/main/res/values-b+es+419/strings.xml
#	app/src/main/res/values-bg/strings.xml
#	app/src/main/res/values-cs/strings.xml
#	app/src/main/res/values-da/strings.xml
#	app/src/main/res/values-de/strings.xml
#	app/src/main/res/values-el/strings.xml
#	app/src/main/res/values-es/strings.xml
#	app/src/main/res/values-fi/strings.xml
#	app/src/main/res/values-fr/strings.xml
#	app/src/main/res/values-hi/strings.xml
#	app/src/main/res/values-hu/strings.xml
#	app/src/main/res/values-in/strings.xml
#	app/src/main/res/values-it/strings.xml
#	app/src/main/res/values-ja/strings.xml
#	app/src/main/res/values-ko/strings.xml
#	app/src/main/res/values-ms/strings.xml
#	app/src/main/res/values-nb/strings.xml
#	app/src/main/res/values-nl/strings.xml
#	app/src/main/res/values-pl/strings.xml
#	app/src/main/res/values-pt-rPT/strings.xml
#	app/src/main/res/values-pt/strings.xml
#	app/src/main/res/values-ro/strings.xml
#	app/src/main/res/values-ru/strings.xml
#	app/src/main/res/values-sv/strings.xml
#	app/src/main/res/values-th/strings.xml
#	app/src/main/res/values-tr/strings.xml
#	app/src/main/res/values-uk/strings.xml
#	app/src/main/res/values-vi/strings.xml
#	app/src/main/res/values-zh-rCN/strings.xml
#	app/src/main/res/values-zh-rHK/strings.xml
#	app/src/main/res/values-zh-rTW/strings.xml
#	app/src/main/res/values/strings.xml
#	tools/linuxfs/overlay/usr/local/bin/droiddeck-game-env
2026-10-30 11:58:55 -04:00
MaxsTechReview d31f234f74 fix(xbox): games run from their own folder on the short drive, not the drive root (#1804)
* fix(xbox): keep the game in its own folder on the short drive instead of at the drive root

* fix(xbox): SD card Xbox games can read their own package files

Xodus mounts a store library on the selected SD card at /mnt/droiddeck-stores/<card> and links the launch view to it, but game sessions only bound that library as /mnt/droiddeck-sd. The links were dangling inside the game, so MicrosoftGame.Config, appxmanifest.xml and XCurl.dll could not be read and GDK games stopped with "Failed to initialize GDK". Game sessions now bind the same store roots Xodus uses.

* fix(xbox): give the SD Steam library its own store path when another store root shares the card

externalRootsForXodus added the selected Steam library's Games folder with the card's guest path even when another store root on the same card already used it, so both bound to one destination. It now takes a path-derived suffix in that case, the same way externalRoots separates its own roots.
2026-10-30 10:10:23 -04:00
MaxsTechReview f69e2d0171 fix: Steam's UI draws at an even share of the refresh near 60 fps instead of the panel's full rate (lag and heat since 0.6.7) (#1809) 2026-10-30 02:16:25 -04:00
MaxsTechReview 26e2f26ec9 fix: Steam's Browse buttons work when another app holds port 8080 with Decky enabled (#1798) 2026-10-29 21:22:14 -04:00
MaxsTechReview 23bb361006 fix: Steam no longer restarts every launch to import added games, and asks first (#1795) 2026-10-29 21:14:11 -04:00
MaxsTechReview ee3876b965 Windows components: restore bundle parts, wait for restores and keep older picks (#1788) 2026-10-29 20:31:18 -04:00
MaxsTechReview 161a93a4b3 Session follows the Android time zone, and Teardown keeps its own vsync (#1790) 2026-10-29 18:49:11 -04:00
MaxsTechReview b726e19fa4 Keep Windows components across runtime updates and reinstall lost ones (#1786) 2026-10-29 17:48:04 -04:00
MaxsTechReview 22d39998f0 fix(desktop): let desktop apps save read-only game files, and make game libraries writable (#1781) 2026-10-29 15:16:17 -04:00
MaxsTechReview 9f7f6d821d perf(epic): keep the hidden launcher from loading its store and Fab pages, and compress it while games run (#1764)
* perf(epic): keep the hidden launcher from loading its store and Fab pages, and compress it while games run

The hidden Epic Games Launcher that stays up for sign-in while a game runs pre-warmed its store and Fab pages on a display nobody sees. Under FEX each page used about one core and grew past a gigabyte, crashing and reloading in a loop. The hidden instance now skips the store pre-warm, gets a blank page in place of Fab, and is paged out to zRAM with the Steam client once a game has focus. The visible launcher is unchanged.

* test(zram): keep the scan fixture PIDs above the kernel PID range
2026-10-29 10:01:25 -04:00
MaxsTechReview 29c83976d0 Move the Linux runtime to Ubuntu 26.04 LTS with a separate Kubuntu desktop (#1733) 2026-10-29 09:05:20 -04:00
MaxsTechReview 283e3b4549 Use the second screen on dual-screen handhelds (#1734)
* Use the second screen on dual-screen handhelds

Detect built-in second screens such as the Retroid Pocket Duo and AYN Thor.
The sections move to a menu on the bottom screen, L2 and R2 switch sections,
and text fields type on the bottom screen so the top keeps the full view.
Sessions open the bottom-screen trackpad and keyboard when they start.
Setup gains a Dual screen choice (Automatic, On, Off) with toggles for the
bottom menu and the in-game controls. Closing the bottom menu no longer ends
a running session.

* Type into Steam from the bottom screen

While the bottom-screen trackpad and keyboard controls are open in a Steam
session, Steam's own on-screen keyboard no longer covers the top screen.
The agent keeps Steam's text target and asks the app instead, which opens
the Android keyboard on the bottom screen and hands focus back to the game
when it closes. Modal and VR keyboards, and sessions without the bottom
controls, keep Steam's keyboard. The Show keyboard button now follows the
keyboard when it is closed another way.

* Open the bottom controls after the first frame and tidy dual-screen translations

* Move the in-game menu to the bottom screen on dual-screen handhelds

Fix controller input and focus on the second screen: keys and sticks reach the game after touching the bottom controls, closing the bottom controls returns focus to the game, B closes bottom typing, and the typing panel keeps a focusable window until focus has left it.

* Let B close the open layer of the session menu first and focus the selected bottom-screen mode

* Let the Retroid Pocket Duo Home double press open its quick menu during sessions

* Open the keyboard on the bottom screen for Steam text fields and hide it on Enter or when the field loses focus

* Keep controller focus on the top screen when a section is picked on the bottom screen

* Keep LB and RB on the store tabs and let Back return from a store to its tab

* Show the Adreno 722 as supported on the Retroid Pocket Duo

* Label the Steam integration suggestion's close button Close and cover that closing it is permanent

* Close the docked menu with its presentation, keep a focus picked during the stop delay, and ignore panel picks on process-settings pages
2026-10-29 07:52:18 -04:00
The412Banner 110cfc28f8 feat: FusionHUD replaces the session HUD, with MangoHud's readings (#1743)
The session HUD is FusionHUD (Bannerlator's HUD) with every reading taken from
the same source, and worked out the same way, as the MangoHud build that runs
Steam's performance overlay in a DroidDeck session.

- gamescope patch 0125 (gamescope-3.16.29-p19) shares the frame times that
  mangoapp reads (one per signalled commit of connector 0) in a ring named by
  DROIDDECK_HUD_FRAMES; the app reads it once per display frame and counts the
  compositor's frames when gamescope sends none.
- MangoHud's rules: FPS over periods of at least 500 ms, frame time = 1000/FPS,
  200-frame graph on a fixed 0-50 ms scale; CPU, GPU, temperatures, RAM, swap,
  VRAM and battery from MangoHud's sources. Zones 22/26/28 are typed as GPU and
  DDR sensors, so Steam's overlay CPU temperature no longer includes them.
- Five sizes in a panel shaped like the DroidDeck mark, with a centred header,
  one left edge, neon outline and FPS; Minimal is the default size. Settings on
  a new "Performance HUD" drawer page, with Bannerlator's options.
- The HUD reads sensors and polls frames only while it is drawn (not while
  hidden, in picture-in-picture or behind another app), keeps its place after
  picture-in-picture, and the diagnostics export has its own reader.

Device-tested on the AYANEO Pocket FIT: same readings as Steam's overlay side
by side in Dead Cells; the HUD updates in a game, hides in picture-in-picture
and comes back in place, no crashes.
2026-10-29 01:53:45 +00:00
Kurt Himebauch 198f667bf0 feat: add GOG maintenance 2026-10-28 16:10:17 -04:00
Kurt Himebauch 52fa41767c fix: stop stale Android readbacks snapping Steam's brightness slider back (#1731)
* fix: stop stale Android readbacks snapping Steam's brightness slider back during a held stick

* fix: let deploy_fast sign with the release env on macOS and Linux

* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests

* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests

* fix: retry held brightness readbacks, use a monotonic hold clock and resolve the signing env path

* fix: resolve the build-tools path before signing changes directory

* fix: pick the newest build-tools numerically and keep the env file from replacing them

* fix: only pick build-tools that have aapt, zipalign and apksigner
2026-10-28 15:25:48 -04:00
The412Banner 9d82df6981 fix(game-env): OpenGL games stop waiting for each screen refresh (#1715)
With no frame limit, AIO's Direct3D 7 (DirectDraw) test ran at exactly
144 fps on a 144 Hz panel: every frame waited one refresh (6.94 ms).
Wine asks for a swap interval of 1 on every OpenGL window, and WineD3D's
front-buffer drawing used by DirectDraw and Direct3D 1-7 never lowers
it; it only sets the interval in its present path. Mesa's Zink then
presents in FIFO.

droiddeck-game-env sets vblank_mode=0 for games launched through Proton
before the game's environment edits, so a value set in the launch
options or the editor wins and an editor Remove leaves Mesa's default.
Steam's own runs in compatdata/0 are unchanged. Steam's Frame Limit
still holds a game: gamescope's WSI layer presents every swapchain in
FIFO while its limiter is on.

On the AYANEO Pocket FIT, AIO Direct3D 7 went from 144 to 2,345 and
2,265 fps (1 % low 99 -> 620) with no limit; with the Quick Access
limit at 144 and 72 it held at 143.76 and 71.92.
2026-10-28 13:34:45 +00:00
The412Banner 213c2da57e fix(steam): answer Steam's D3D driver query without starting Wine (#1708)
At every start, Steam's shader pre-caching runs d3ddriverquery64.exe
through each Proton tool (DroidDeck-Proton and the ARM64 Proton) in
compatdata/0. Here the query has never succeeded (948 of 948 runs in
the client's shader log failed, mostly exit code 1), and each run
started Wine in that prefix, where the two Protons upgraded it back and
forth (11.0-100 <-> GE-Proton11-11) with the 32-bit wine.inf install.
When that overlapped a game's start, AIO ran 25-30 % slower for its
first 5-7 seconds.

Both Proton wrappers now exit 1 for Steam's own query, "run
.../d3ddriverquery64.exe" (or the 32-bit name) with STEAM_COMPAT_DATA_PATH
in compatdata/0, before doing anything else, so Steam gets the same
failure without Wine. Every other verb and prefix goes on to Proton.
2026-10-28 09:21:49 +00:00
Kurt Himebauch 374d4783fc fix: avoid incompatible Turnip selection and explain Steam startup failures (#1380) 2026-10-27 22:29:40 -04:00
Kurt Himebauch eceda6e840 Add opt-in game debug logs and bounded log sharing (#1061) 2026-10-27 22:22:33 -04:00
The412Banner 4ef6b53eb0 fix(proton): Windows CPU 0 is the fastest core (#1697)
Wine numbers the Windows CPUs like the host, so Windows CPU 0 was host
core 0, a small core on most Android chips. Games that pin their main
thread to CPU 0 ran it there: GTA IV 32 fps on the AYANEO Pocket FIT,
61 fps once CPU 0 is the fastest core.

droiddeck-game-env hands Wine the game's cores fastest first, from each
core's cpu_capacity (or its top clock). Equal cores keep their order.
Cores picked globally or in a game profile stay the only cores the game
sees, now fastest first; a pick only counts when it narrows the cores.
Games on Proton's own default_cpu_limit list keep their count on the
fastest cores (quoted and unquoted counts); other values such as "P"
are left to Proton. A typed WINE_CPU_TOPOLOGY / PROTON_CPU_TOPOLOGY
still wins, an empty one turns it off for a game, and
DROIDDECK_FASTEST_CORES=0 turns it off. Steam's own Proton runs in
compatdata/0 are left as before.

Builds on maxjivi05's "Windows games see only the cores they are pinned
to" (9d85af75).
2026-10-27 19:07:59 -04:00
The412Banner 43a0ce93f9 fix: Frame Limit sync and refresh follow on a still screen (review follow-ups) (#1663)
The Steam helper checked the Frame Limit only when the offered frame
rates changed. With the limit off during a refresh change, turning it
back on left a value the new rate does not offer, and a failed write was
not tried again. It now checks on every state change and every 5 s, and
waits for Steam's settings write so a rejected write is caught and tried
again on the next check.

gamescope 3.16.29-p16 (0120 changed): gamescope took a new host refresh
only from the presentation feedback of a frame it drew, so with nothing
moving on screen it kept the old rate. It now presents once when the
host's wl_output mode changes and keeps presenting while a new rate is
pending, so the 300 ms check runs on a still screen too.

Found by CodeRabbit in the reviews of #1650 and #1663.
2026-10-27 05:08:21 -04:00
The412Banner 4c7e59ed8b feat: Steam's Frame Limit decides; gamescope and the limit follow the refresh rate (#1650)
Remove the Performance mode switch. The session always runs the way
Performance mode did: replaced buffers go back to the game at once
(except while mirroring to glasses), gamescope's WSI layer and winex11
reuse their per-present window checks, and games get eight swapchain
images while uncapped. Steam's Frame Limit in the Quick Access menu is
the only limit.

gamescope 3.16.29-p15 (p14 plus two patches):
- 0119: with the Frame Limit on, gamescope forces FIFO while the WSI
  layer hands the driver MAILBOX, so a game with eight images could
  queue up to seven frames ahead of the screen. While the limiter forces
  FIFO the layer uses its default of 3 images; DXVK and VKD3D-Proton
  recreate their swapchain when the limiter changes, other apps are asked
  to with VK_SUBOPTIMAL_KHR.
- 0120: -r fixed gamescope's pacing and limiter rate for the whole
  session. With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1 a rate the host
  has reported for 300 ms replaces it (a switch from 144 to 120 Hz passes
  through 72 Hz for a few frames), and Steam gets the display information
  again. The session sets it whenever it passes -r.

Steam keeps its Frame Limit as the client setting
gamescope_app_target_framerate and offers the values gamescope's display
state lists. After a refresh change, a limit the new rate does not offer
(72 at 120 Hz) left the slider on its first value while the game kept the
old limit. The Steam helper watches the offered values and, once they
settle, keeps the limit when it is still offered and moves it to the
highest value otherwise, through Steam's own setting so the slider shows
it. Steam's webpack does not expose its module cache, so the gamescope
service is found by the calls its module makes, and the helper retries
the install every 10 s until Steam is ready.

The session window asks for the fastest mode the peak refresh setting
allows and chose again only when the display changed, so after it had
asked for 60 Hz, raising Android's refresh setting left the display,
gamescope and the limit at 60. It now also chooses again when
peak_refresh_rate or min_refresh_rate changes.
2026-10-26 23:17:35 -04:00
K11MCH1 e450765eb6 Mali bridge with under 4 GB of RAM: Steam's browser UI in software
On a 2.9 GB Mali-G76 MC4 phone the GPU-drawn Steam UI took about 400 MB,
and Android's low-memory killer ended DroidDeck itself while The Binding
of Isaac loaded; with the UI in software Isaac reached its title screen.
Below 4 GB of RAM, bridge sessions now default BL_VKBRIDGE_CEF_GPU to 0;
a value already set is kept. The software UI takes about a core while it
animates and idles while a game has focus.
2026-10-26 23:15:05 -04:00
K11MCH1 018d0e1db9 Steam UI on the Mali bridge: gamescope composites every frame
Through the Mali bridge the Steam UI flickered: frames alternated with
and without its footer while gamescope handed its layers to the phone's
compositor as separate planes. Turning gamescope's overlay planes off
nearly stopped it (2 flips), and a composited image has none (Mali-G76
MC4 r26p0 at rest: 145 footer flips in 6 s, 0 composited). Where in the
plane path it goes wrong is not known. Steam sessions on the bridge set
gamescope_composite_force=1 unless it is already set.
2026-10-26 23:15:05 -04:00
maxjivi05 9555cb9f65 fix(skate.): run ReSkate at D3D12 feature level 12_1
skate. under ReSkate crashed with an access violation in Skate.exe 12 to
60 seconds after it started at the default feature level 12_2; at 12_1
it loads San Vansterdam and plays. The rule matches Skate.exe with
ReSkate.dll beside it, so it covers ReSkate started from skate.'s own
Steam entry and as a non-Steam game, and a game profile can still set
another level.
2026-10-26 20:35:59 -04:00