My friend got a Steam Deck and my demo build from 2017 works fine except for the DirectShow object wouldn't played videos (likely due to the WMV format, need to try OGV) and text strings in general didn’t show anywhere. I’ve made a reservation for a Steam Deck now and would be curious if a newly built exe would fix some of these issues. Like I said, this is a build made 5 years ago so new Fusion updates make have fixed them for all I know.
Support for Steam Deck
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Let’s pray that clickteam will read this thread and make steamworks object open source.
Finger crossedOr someone, like Looki or Phi will make a new one that is open source.
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Or someone, like Looki or Phi will make a new one that is open source.
It's waste of time to re-invent a wheel…
Besides, for static link dlls (dll symbols are stored in a lib file, e.g., steamworks), fusion will need these dlls both edittime & runtime, which means you need two copies of dlls, one in runtime folder, one in fusion root. However fusion itself also requires the steam dll in root folder, so here comes the conflict… -
You can always link dynamically.
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Update - I created a new build using the latest 294.4 beta of Fusion and ran through Steamworks. My friend downloaded and tested and everything worked out of the box using Proton Experimental and also worked with ProtonGE, except for FMV videos. The text string issue was resolved, however I changed the binary extraction folder from a C:\ rooted folder to AppPath$ which may have helped.
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I got my personal Steam Deck in today and had the opportunity to test a lot of games out made in Fusion. Several of them worked out of the box (Fort Meow, for example), others had control issues (Freedom Planet), but the strangest thing is every game I tested ran at 57fps except Freedom Planet which ran at 60fps. I’m not quite sure why that may be the case yet.
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Seems to work in general, but the only issue for Velocity Noodle is that it's not reading that a gamepad is being used. I don't know if it's the xbox/joypad extension or whatever.
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I've tried all of the following using a completely blank exe on Steam Deck with only a single text string and zero events or other objects. Understandably, Fusion is building to a Windows EXE and the Steam wrapper is doing the work here, so that's the first thing to consider.
Maybe something a wizard like Yves could figure out, but I don't necessarily think it's anything with any of the applications or settings as far as I can tell, based on this light-weight test of a blank application.
One thing I did notice is even a simply blank app running on "Standard" mode runs at 40fps, and DX8 was a low 50, despite the FPS being set to 60 in the app settings.* Used Proton Experimental and other various versions for compatibility
* All display modes from Standard to DX11
* Both 16 million and 65536 graphic modes.
* With and without Vsync. Builds were separately made with Vsync off and on by default, rather than using events.
* With and without window maximization
* With and without anti-aliasing. Also with these settings by default, rather than using events.
* With and without pre-multiplied alpha
* With and without timer based movements
* Attempted native 1280x800 resolution of Steam Deck.
* Lower resolution of 640x480
* Various input/output methods of Unicode/UTF-8/ANSI
* Attempted "Run While Minimized" option
* Execution levels of "None" and "Invoker"
* Disabled IME
* Used reduced CPU usage
* Used High Performance GPU optionEDIT: All these tests were conducted in 294.7 beta with knowledge that DX11 had a prior issue with Vsync.
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Out of curiosity, what fps does it run at if the MFA is set at something higher, like 120fps or 144fps? (Though I guess whether you can test this probably depends on the native Hz ceiling of your monitor/TV)
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Out of curiosity, what fps does it run at if the MFA is set at something higher, like 120fps or 144fps? (Though I guess whether you can test this probably depends on the native Hz ceiling of your monitor/TV)
I haven't been able to test any frame rates with a dock connected to a higher refresh rate monitor/TV, still waiting on that to come in. I tested a blank MFA at 120fps and 144fps in standard handheld mode though, and the fps still registers at 57fps, interestingly.
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Vsync off?
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Vsync off?
Definitely had vsync off for several tests, including 120fps and 144fps.
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I received my USB-C dock yesterday and did some more testing. The dock is capable of 4k 60hz max, so I didn't expect anything higher than that, but there's no change in FPS across the board from several tests with and without vsync - it's a solid 57fps.
Tested Venture Kid and some other apps in my library and they all consistently ran at 57fps as well. It's not terrible, but does create constant microstutters every 1 second that are definitely noticeable to me. But, again, SteamOS is using a wrapper to make Windows apps work, so it's not entirely surprising something is amiss.EDIT: Another test I forgot to mention is I tested various games outside of the Gaming Mode within the Desktop Mode environment. I also tested my game across the board using my debug menu and got 57fps with and without Steam overlay, even in Desktop mode. Just wanted to rule out the Gaming Mode part of SteamOS at least.
ANOTHER EDIT: I've realized that using the sub-app (modal mode) as my pause menu causes the pause menu to run at a solid 60fps. However when I strip an MFA to only that pause screen and launch it on Steam Deck without actually using the sub-app function, it runs at 57fps again. So, a sub-app runs at the intended 60fps, but the main app doesn't.
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Got my Steam Deck about a week ago and just updated my game with some fixes to smooth things out. Game ran at an okay 50-55 fps normally, but turning a few effects down got me to 57-60fps. Did need to extend some end-of-frame and start-of-frame moments as fades wouldn't complete, or looping sounds would come in early and kind of cram together before actually playing. But now that I've patched some cleanups it's running great!
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Okay, I FINALLY figured out the issue so I'll post it here for all who may find this useful.
The issue is that for some reason the Vsync toggling in D3D11 mode doesn't work on the Steam Deck UNTIL the frame is either reloaded or a new frame is loaded. Yves fixed this in a recent beta with D3D11 so I can only presume the issue has something to do with Steam Deck's Proton wrapper. The toggling works in D3D9, but I swear it wasn't the other day so maybe there was a hotfix in Proton.
So there you have it - the frame must be reloaded or a new frame loaded when toggling Vsync on Steam Deck.
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Greetings Wonderful Creatives!I was able to get my Fusion games playing on Steam Deck with minimal technical issues with Lutris/Wine from the Discover online repository in Desktop Mode.
Please login to see this attachment.
I put my game on sale here to celebrate: Please login to see this link. for how I got my 3 Fusion games that I have tried so far working properly on Steam Deck, hope it helps some of you all too! It took some experimenting and testing over and over but was successful! Please note that any font strings you have in your games (at least mine) may change font types or display weird.
- Steam Deck/Steam OS Usage:
1) Using itch.io client app or downloading via your website account, have the .exe file on your Internal or MicroSD card storage. Save a LOOTRONS graphic off the itch.io page as your cover art for Lutris and/or Steam.2) Make sure you have switched to Desktop Mode, go to Discover and seek out Lutris and install it.
3) Go to Add Game (top left +) and select "Add Locally Installed Game". You should be on the Game Info tab. Type in the name and release year. Leave the Runner field as "Wine (Runs Window Games)"
4) Go to the Game Options tab. Browse and navigate to the location of your "myawesomegamename.exe" executable file and leave rest of the fields alone in this tab.5) Go to the Runner options tab. Most things in this tab you will leave alone. You will want to toggle OFF the following: Enable Esync, Enable Fsync, Enable Battleye Anti-cheat, Enable Easy anti-Cheat.
6) Go to the System Options tab. You will leave most of the settings here alone as well at their defaults. Prefer System Libraries should be toggled ON, Disable Screen saver ON, Enable Feral GameMode ON, Xephyr Fullscreen ON (it is all the way at the bottom of this tab).7) Select Save.
If nothing went wrong, your game should show up and you can right click on it to Configure (where you can go to add some cover art too), if you need to change something to get the game to work the way you want. (This can apply for any Win 32bit/x64bit game.) You can also Add a Shortcut to Steam or this Desktop if you want.9) Running the game as is, it will be small on the handheld screen in landscape/widescreen mode. If you want to play LOOTRONS 1982 in full screen portrait/rotated/TATE mode where using the touchscreen is smooth, you will want to change the Display orientation. Steam Deck Desktop Mode > Settings > Display and Monitor > choose one of the Orientation options shown and Apply.
10) Start/Play the game and make it fullscreen, enjoy!
Later, I may try to port to a native linux build, or use Wine Bottler to wrap an .exe and see how that goes.
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