73 points

Finally someone who links to the original source and not to blog spam!

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3 points

Or worse, a Twitter post

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1 point

Or worse, a Twitter post

If the original source is a Twitter post, its text should be quoted as the headline and either a screenshot or a Nitter.net link attached. The original source should almost always be preferable.

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2 points
*
Deleted by creator
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0 points
Deleted by creator
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59 points

Did valve just release the first Linux distro with HDR?

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8 points

Well, technically they’re only about to, as this is the preview version.

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5 points

Interesting, I didnt think the lcd would have supported hdr

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42 points

Patch notes says “HDR can now be enabled in Display Settings if supported by the external display.”

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22 points

Ohh wow… Is this the first proper Linux HDR implementation?

Hopefully it spreads to desktop too

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49 points
Deleted by creator
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4 points

I just had to RMA mine in for this issue, still waiting for new unit. Hopefully this does really fix it.

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45 points
  • HDR can now be enabled in Display Settings if supported by the external display.

  • VRR can now be enabled in Display Settings if supported by the USB-C adapter.

Excited for these two.

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4 points

What VRR is useful for ?

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48 points
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You might know VRR from the commercial names from AMD and Nvidia: G-Sync and FreeSync.

Your game/software can render as many frames as it wants or the hardware allows, yet your screen can only refresh at a set interval.

Assume your game is running at 55 FPS, but your screen is refreshing at 60 Hz. There’s no way to assign one full frame to each display refresh, because these are not integer multiples of each other. This means that if you do absolutely nothing and just feed the display the latest available frame at all times, you get screen tearing: parts of the image shown on screen will come from one frame, and parts will come from the next frame, this results in weird artifacts where vertical lines appear to be cut or mixed. This is bad.

You can then take the classic and most universally used approach: software vsync. In this case, your GPU will hold back each frame on a buffer and wait for your monitor to send a command requesting the next full frame. This fixes the artifacts, but because each frame must be kept waiting on a buffer, you get a delay between when the frame was calculated and when it shows up, this results in increased latency and it’s quite noticeable.

VRR compatible displays will do something entirely different: they won’t just warn the GPU they’re ready for the next frame, but rather the display and GPU will constantly negotiate the refresh rate and adjust on the fly. The game is running at 55 FPS? The screen will refresh at 55 Hz. A heavy scene came up and now the game dropped to 43 FPS? Display will immediately refresh at 43 Hz.

The end result is that if both the monitor and device support VRR, you get smooth frame delivery without latency spikes and without artifacts.

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6 points

Great explanation, thank you!

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2 points

VRR is one of the best things to come to gaming in the last 10 years

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2 points

VRR is a terrible name for this. Something like “frame rate sync” sound much more appropriate.

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2 points

Thanks for the explanation.

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2 points

Interesting - I’d always thought that G-Sync etc meant the other way around. Thanks for the explanation!

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0 points

Reduce tearing

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2 points

Ok. Thanks

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25 points

Excited that we got native controls for undervolting!

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11 points

It was pretty easy to add those options to the bios before, but it’s nice that it’s no longer necessary.

I wonder if we’ll get all the options, or if people will still have to use the bios script to unlock everything.

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5 points

Not sure if it carried over or if it was included with the update, but I do still have the full suite. I was curious about this myself. The bios got wiped with the update, so I can only assume that it was included.

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Steam Deck

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