Steam Deck

Steam Deck

Del Aug 8, 2024 @ 11:27pm
OLED reaching more than 90fps?
This could be a dumb question; I got my Deck in June, off Ebay, and I've been a console gamer all my life before this, so I'm not totally knowledgable yet, I'm just learning PC gaming as I go.
I'm curious about when my OLED reaches more than 90fps. This is, of course, in less graphically-intensive games, mostly in menus. The biggest note I have, which may be answering my own question, is that I have the "Disable Frame Limit" performance option ON in these scenarios. I googled this topic but didnt find much on it, likely because the answer is obviously uncapped frame limit means UNCAPPED.
I know that frames fluctuate based on the scene being presented, obviously, I was just under the impression that the OLED was hard-capped at 90fps, as to not strain the hardware. Or I thought the 90hz screen meant 90fps cap. As I type that out, I realize maybe that's just my console/non-PC brain talking, telling me HOW the thing runs when that's not necessarily concrete.
So somebody let me know if their deck reaches more than 90fps for oled or more than 60 on the lcd model, with the frame limit disabled, please? And if this is a stupid question.
Thank you!
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Jayou Aug 8, 2024 @ 11:44pm 
Hello.
To put it simple, fps is generated by hardware and without limit it can generate as much as hardware allows. Screen has only refresh rate but it doesn't limit hardware with fps. Your Steam Deck can generate more than 90 fps but oled screen can show up to 90 fps.
WarnerCK Aug 9, 2024 @ 12:09am 
The game will take a certain amount of time to generate a frame for display. As you note, this will vary by game and scene complexity.

The display will show a frame every certain period of time. Some displays have a fixed refresh rate (60 Hz, say), and will display a frame every fixed period of time (16.6 ms, say), whereas others have a range of rates they can display at (Variable Refresh Rate) where the timing of when the display draws a new frame can vary frame to frame. The Deck's displays aren't VRR, but they do let you configure which fixed refresh rate you want to use within a range.

No display can draw a complete frame more frequently than its maximum refresh rate (that's what maximum means, after all). So the question is what should be done when the game is generating frames faster than the display can show them. Since it takes some amount of time to scan out the frame onto the display ("reading from the frame buffer") one option is to have the game just keep writing to the frame while it's being displayed - the top part of the display will show one frame and the bottom part of the display will show a different, newer frame. This is called tearing. Another option is to synchronise the frames generated by the game with the frames shown on the display (vertical synchronisation) so that you always see a perfect frame. Whether the game should keep generating frames that will be thrown away without being displayed, or should only generate frames that will be displayed, are also implementation options. Different people are going to make different choices in different contexts about which they prefer - faster frames vs better looking frames vs battery life.

The default Deck options of frames that are synchronised to the display's refresh rate (whatever that might be) with the game not generating frames that won't be used (capped framerate) provides the best looking gameplay with the lowest battery life, which is a sensible choice for the Deck's use case. Other contexts (competitive twitch shooters on mains power, say) may find an optimum elsewhere, but the Deck isn't going to be the best choice for that context anyway.

So, for your specific question, if you uncap the frame rate, you are spending power generating frames that will never be displayed. If you also enable tearing you will see parts of some of those frames inserted into other frames.
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Date Posted: Aug 8, 2024 @ 11:27pm
Posts: 2