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In SteamOS, you can toggle the performance settings. Try switching to "Performance Mode" to ensure the Steam Deck runs the game at its best possible speed.
Open Quick Access Menu (the button with the 3 horizontal lines).
Go to Performance.
Switch to Performance Mode to prioritize frame rates over battery life, which can help smooth out gameplay.
If your Steam Deck’s screen supports 120Hz refresh rate, you’ll want to match it with the game's frame rate for the smoothest experience.
Go to Settings > Display.
Set the refresh rate to 120Hz if it's available. This should help eliminate any noticeable drops, especially if the game is running around 120 FPS but drops below that when using the menus.
1 Download the correct build
Go to the release page you linked and grab ** atelier-sync-fix-0.5.zip ** (or whatever is the newest version).
Inside the zip you’ll find a single file: d3d11.dll – that’s all you need.
GitHub
(If you notice a newer tag than v0.5, always use the latest; the author occasionally pushes small bug-fixes.)
2 Locate the game’s executable folder
On Steam Deck / SteamOS:
In Steam, right-click the game → Manage ▸ Browse Local Files.
A window opens at <steam library>/steamapps/common/Atelier Rorona/.
You should see RORONA.exe (or similarly named EXE) here.
3 Drop the DLL in place
Simply copy d3d11.dll into the same folder as the game’s EXE.
That’s it – no registry edits, no Protontricks, no launch options needed.
Under Proton, the DLL is picked up automatically because it sits next to the executable and overrides DXVK’s built-in D3D11 loader.
4 (Optional) Verify the fix is active
Launch the game.
Press Ctrl + F12 if you use MangoHud (or Steam Deck’s performance overlay) to watch GPU utilisation.
Before the fix you’ll typically see the GPU bouncing around 10-30 %.
After the fix it should jump to >70 % in gameplay and menus, eliminating the menu stutter that ProtonDB reports.
Reddit
If your FPS caps at your monitor’s refresh rate while utilisation is high, everything is working.
Why the fix works
Gust’s DX11 renderer forces an unnecessary thread-sync every frame. The patched d3d11.dll hijacks that call and lets the driver queue work normally, so the GPU stops idling and finally gets fed full workloads – hence the dramatic jump in utilisation and FPS