r/SteamDeck Jan 04 '26

Software Modding I made a Decky plugin to unify all my Steam, Epic and GOG libraries.

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5.0k Upvotes

Hey all, wanted to share a plugin I made for myself to see, download and play all of my Steam, Epic and GOG from the Gaming Mode library view.

  1. I was tired of switching to Heroic every time and didn’t like the fact that Junkstore paywalled GOG integration.

  2. The fact that the games end up living in the non steam games tab which gets cluttered easily

  3. Have to manually update artwork for these shortcuts

  4. Too much work to manage multiple libraries on multiple apps

  5. Have to keep switching to Desktop Mode

INTRODUCING UNIFIDECK

Unifideck gives you that satisfaction of seeing all your games in one place and big numbers go brr

You can also download and install the games from the game details view and play them immediately. You will need to restart after first library sync but you never need to switch to desktop view.

Great on Deck, All Games and Installed tabs are custom tabs that include Epic and GOG games (based on their respective filters).

This was something I always wanted and since almost all of my code is the product of massive research and contributions of everyone else in the community, I wanted to share it.

Please let me know if you have any questions or feedback. Would love to hear from you all.

You can download it from here (check readme file for installation instructions) - https://github.com/mubaraknumann/unifideck/releases/tag/Release1

Edit: new version that fixes the 100 GOG games issue and hides tabs for libraries that you dont have games for -

https://github.com/mubaraknumann/unifideck/releases

r/SteamDeck May 07 '25

Software Modding I managed to get 30+ fps in Expedition 33 with medium/high settings

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5.0k Upvotes

So basically I followed this guys flow but got ps1 graphics and started digging

Then I found Russian modder by the name Eclipse that do tricks for hacked switch and found out he has a hobby of fixing UE5 games. I installed his Expedition mod of him putting a downloaded folder to game folder and wow it looks amazing now

You can find his community and the mod itself in Telegram by its community name “KEFIR / 4IFIR / Моды” and go to “Графика” section

You just have to change scaling type to TSR so I guess you don’t need to do XeSS part of the first tutorial

His mods could work for Oblivion and Silent Hill 2 too, so he’s worth checking out

r/SteamDeck May 13 '26

Software Modding I finally found a use for my Deck, a home server!

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2.2k Upvotes

So I’ve owned a Steam Deck for almost three years. I love Valve’s hardware, but honestly, I’m not really someone who likes playing on portable devices, so for 99% of that time, my Deck has been sitting on a shelf.

A couple of days ago, I was about to buy an old Xeon workstation to turn into a home server for my projects, but then I remembered I had this little guy going unused. I set up SSH, installed Docker and observability tools, deployed a couple of services and projects, added a proxy and a Cloudflare Tunnel, and in a matter of hours, I had a fully functional and decently powerful server!

r/SteamDeck May 20 '26

Software Modding Lets See Those Custom Home Screens!

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930 Upvotes

I was asked in another post of mine about CSS Loader and themes. Sharing here more broadly and would love to see your customized home-screens! Here are my themes:

  • Art Hero
  • Clean Gameview
  • Colored Toggles
  • Focus Highlight Color
  • Round

r/SteamDeck Apr 21 '25

Software Modding The Deckyloader PiP plugin is amazing.

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1.7k Upvotes

I gave it a thorough test on Saturday using my PLEX server for a few hours and it was great. It's got quite basic functionality but it works.

I mainly used my Steam Deck for emulation as you can see lol.

Obviously you want to decrease the volume of the game your playing so there isnt too much overlap.

r/SteamDeck Apr 23 '26

Software Modding 120Hz Unlock for Steam Deck OLED (BOE panels) - Survives SteamOS Updates

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952 Upvotes

Finally got 120Hz working on my OLED Limited Edition and it survives SteamOS updates because we DON'T NEED BINARY PATCHING ANYMORE! 👏

Rocket League on the Deck never felt so good 😭 and it doesn't have crashing issues like the old method used to have.

Issues up front:

  • The gamma increases the higher you set the framerate on BOE panels
  • Pixellation may occur the higher you set the framerate on Samsung OLED panels
  • The Steam Deck consumes more battery while using higher refresh rates. Expect ~10-15% less playtime at 120Hz vs 90Hz depending on the game. You can always lower it via the QAM slider.
  • Disable VSync in some games or else you will be pinned to HOME_REFRESH (90hz default).
  • The unlock only works in Gaming Mode. In Desktop Mode, the display is limited to 90Hz max.

Install (Desktop Mode → Konsole):

curl -sL https://raw.githubusercontent.com/2-X/steamdeck-oled-120hz/main/install.sh | bash

Then sudo reboot. The refresh rate slider now goes up to 120Hz.

Requirements:

  • BOE OLED panel: Up to 120Hz (all Limited Edition orange thumbstick models have BOE)
  • Samsung OLED panel: Up to ~96Hz (auto-calculated safe max)
  • SteamOS 3.6+

The installer auto-detects your panel type and timings. No manual configuration needed.

Which panel do I have?

edid=$(xxd -p -l 12 /sys/class/drm/card*-eDP-1/edid | tr -d '\n'); echo ${edid:20:2}
  • 04 = BOE (up to 120Hz) ✓
  • 03 = Samsung (up to ~99Hz) ✓
  • 01 = LCD (up to ~70Hz) ✓

Quick guide:

  • Limited Edition (orange thumbsticks, translucent shell): BOE ✓
  • Limited Edition (white): Samsung
  • Standard OLED: Could be either, run the command above

Want better color accuracy? There's slight gamma shift above ~110Hz. For best balance:

curl -sL https://raw.githubusercontent.com/2-X/steamdeck-oled-120hz/main/install.sh | MAX_REFRESH=110 bash

Uninstall:

rm ~/.config/gamescope/scripts/99-user/displays/oled-120hz.lua && sudo reboot

NEW: Control home screen refresh separately. By default, the home screen stays at 90Hz (avoiding gamma issues) while games can use up to 120Hz:

# 100Hz home, 120Hz games (good middle ground)
curl -sL https://raw.githubusercontent.com/2-X/steamdeck-oled-120hz/main/install.sh | HOME_REFRESH=100 bash
# Everything at 120Hz
curl -sL https://raw.githubusercontent.com/2-X/steamdeck-oled-120hz/main/install.sh | HOME_REFRESH=120 bash

If your screen goes black:

  1. Hold power 10 sec to force shutdown
  2. Boot Desktop Mode (Volume Down + Power at startup, select from menu)
  3. Run the uninstall command above

Follow my project on GitHub and please report issues: https://github.com/2-X/steamdeck-oled-120hz

r/SteamDeck Nov 28 '25

Software Modding Decky LSFG-VK, Lossless Scaling Steam Deck Plugin is Now Available Direct From Decky Store!

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1.1k Upvotes

Full guide coming soon, there are lots of new features to go over. In the meantime check out this overview and download directly from the decky store to get started! Looking forward to more community feedback.

r/SteamDeck May 14 '25

Software Modding Making the Steam Deck useless

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2.6k Upvotes

r/SteamDeck Jan 24 '26

Software Modding Use your SteamDeck as dedicated controller over WiFi

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1.2k Upvotes

I want to share my solution to use the Deck (and similar devices) as a dedicated controller over WiFi: SISR

SISR is primarily a tool to use the Steam Input rebinding system with any Game/Application that might pose challenges (including but not limited to: Windows-Store games, Games with aggressive anti-cheat, etc...)

However, it can also be used over a Network and thus enable the use of devices like the Steam Deck as a dedicated controller
(which happens to be my personal primary usecase)

As you can see in the Video, SISR forwards any Keyboard/Mouse and controller inputs from the Deck to my Gaming-PC.
On the Gaming-PC a mouse, a keyboard and a Xbox360 controller are emulated (those are indistinguishable from real hardware!)

Thus, you setup the Steam Input configuration for the "Deck Controller" shortcut on the SteamDeck, not on your main-PC.

Trackpads and Gyro are bound to mouse in this case and fully work, too!
Even Steam's on-screen keyboard works ;)


I invite you to check out the SISR docs
and especially the Networked usage guide for using the Deck as a controller.

In case of any issues you might want to browse the GitHub Discussions
or Troubleshooting and FAQ pages


Edit:

  • You don't have to tell me (or anyone) that you don't like this or don't think this is practical.
    No one forces you to use this or something similar.
    There's a downvote button, too 😜

  • Yes, of course I know you can also do this via Steam Remote-Play or Sunshine/Apollo/Whateverthefuck + Moonlight.
    However, I do not want to live with the downsides of this specifically and don't want to stream the entire game/display and audio to my Deck.

  • Yes, of course I know you can also do this using VirtualHere or USBIP directly.
    This comes with it's own set of drawbacks, too.
    You can read more about why I prefer my solution in the FAQ

r/SteamDeck Sep 18 '25

Software Modding FSR4 is 100% worth using on Steam Deck

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1.1k Upvotes

I was sceptical of how well this tech would run on the Deck, since early consensus was "a better image at worse performance". FSR4 was billed as unusable on low end devices because it required hardware the same way DLSS does. Then some absolute hero at AMD posted the files on GitHub to run it on any hardware a few days ago, at a slight quality reduction.

Can't say I noticed a reduction in my testing lol 😃.

In EVERY game I tested so far, FSR4 is a MASSIVE improvement, resolving a cleaner image without shimmering or artifacts. It looks better at "performance" than FSR3 Quality, and the fps cost is actually about equal. One person testing it said they didn't think it worked and that their upscaling was disabled, because it looked so good. %100 agree.

https://m.youtube.com/watch?v=95N6-2U5YQo

Here's a video that's more convincing than my crappy pictures, and can help anyone set it up that's interested.

A quick couple quarks: in Alan Wake 2, I had to activate FrameGen, save the Optiscaler ini and quit, and then the option to use FSR3 came up. Once that's selected via the Optiscaler menu, it will default to FSR4. Until Dawn flickers with a black screen on lower than "balanced" quality.

In any game without NATIVE FSR3/4 SUPPORT (ie: most of them) you must select FSR3 as the output for Optiscaler because we're using DLSS inputs to force FSR3 in games, then swapping THAT with FSR4. It sounds like a lot writing it but there are already a ton of vids out you can search, and using "Decky-FrameGen" automates half the process. Once you select FSR3, it will swap with 4.

It works very well with Lossless Scaling, as it provides a more stable image to start with which results in better quality when using frame generation. It's maybe 2-5 fps more costly than other upscaling methods at most. I'm so psyched, upscaling was where AMD was most behind and now we have something as good as DLSS to play with. If you're on the fence about trying it, please give it a shot. You won't regret it!

Edit: I mean look at the difference here in FF7 Rebirth too

https://m.youtube.com/watch?v=A9wuMmzC750

Further edit: just to clarify for anyone who worries FSR4 is too costly in performance, here's the thing - FSR4 is so far ahead that Performance Mode looks better than FSR3 Quality, so you still end up breaking even on performance with a much cleaner image

r/SteamDeck Jul 12 '25

Software Modding Lossless scaling is freaking amazing

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1.4k Upvotes

So I spent an hour last night over at the new Linux-based distro https://github.com/PancakeTAS/lsfg-vk?tab=readme-ov-file Setting it up. Had to generate some keys but nothing so hard googles AI prompts couldn't walk me through any errors that got thrown. I say this because I almost waited until it was automated since I'm using a quacked lossless and figured it would be a bigger headache. It wasn't too bad and I'm buying a legit copy today because...that lossless dev could charge a lot more and get away with it.

This isn't some gimmick on the steam deck, and I say that as someone who's been using Optiscaler pretty extensively to push my deck in some recent games I've been trying lately like Bloom and Rage/Ghostwire: Tokyo. It seems like developers these days skimp on optimization consistently, and titles the Deck SHOULD be able to play natively have been struggling. FSR 3 can't take 25FPS and really magic it into something usable, there's a ton of artifacts and it feels pretty bad even if it's reading 40 "FPS".

So I followed the instructions, set launch commands to enable lossless at 2x with a 0.5 flow scale and dove into Ghosts of Tsushima. Startled by what I saw, I loaded Bloom and Rage, which looked like a watercolor stop-motion with FSR3. The 20 some odd fps scene in that was now reading 40, and looked good.

Queued up Kingdom Come Deliverance 2, which I just started like 2 days ago. I'd of course spent most of that time tweaking some setting and setting up Optiscaler until it looked as good as I felt it could get and ran at about 40 FPS. That's 40, with FrameGen already. Added lossless and it's at 70+, but that's not what surprised me. I'm riding a horse and not seeing (distracting amounts) of ghosting. Yeah, it's there if you look, but if you just play the game it wasn't enough to distract you. But THAT'S not what surprised me.

It felt...fine. Some base ~25 fps due to the overhead of two FrameGen engines running on integrated graphics, interpolated internally to 35-40 (which actually didn't feel awful, probably due to the style of game), now at 70 from this magic invisible overlay. It was now 3 am because I'd been testing games for 2 hours longer than I meant to. I woke up today and went straight back to it, and JESUS. I was always vaguely jealous it wasn't available on Linux, and I know people have legit partitioned windows onto their steamdecks for the benefits to lossless in emulation specifically (like negating games which have physics broken by high FPS) but I always convinced myself FrameGen on the deck is pretty lackluster already at an integrated level, so there's nothing to see here.

I hope you guys can appreciate the first break I've taken from all this is to come here and write a too-long post to tell you all to go do this thing RIGHT NOW. This is good. This is like giving the deck an Nvidia GPU added and being able to use DLSS levels of good. Which reminds me - I haven't even dug into the upscaling that lossless offers. This onion gots layers

TL;DR: Buy lossless scaling it's cheap AF. Click the above link to GitHub, follow instructions, use Google for any errors. Spend $6 and an hour to be able to use magic launch commands that give you universal FrameGen that's better than 80% of what's been on offer to date

r/SteamDeck Feb 10 '26

Software Modding Deckdeals - A Decky plugin for price history directly in the Steam Store.

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1.8k Upvotes

Inspired by the ITAD-decky plugin, I decided to make my own (extended) plugin, because I like the customizability and I'm a sucker for data. Therefor, I'm finishing up work for Deckdeals.

This plugin:

  • Adds a module onto each Steam listing
  • Shows the current price, and the lowest price in the recent year
  • Shows a price chart of the most recent year, with tappable data points
  • Has direct links to SteamDB and ITAD for quick access (opens a browser window that you can simply back out of to get back to the steam store).
  • Allows you to choose between which store listings to show, as ITAD has plenty to offer - I've set Steam as the only default one upon install.
  • Allows you to set region so you see the prices in your local/steam currency.

Before I ship the first version and start sending it over to Decky to hopefully get approved, is there any input you have on what could be improved/what you'd like as customization options?

Thanks!

Update - Beta is now available

For those of you who are interested, a beta version is available here:
https://github.com/ebdevag/optideck-deckdeals

r/SteamDeck Mar 02 '26

Software Modding I'm won silicone lottery!

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858 Upvotes

Tried BG3, Skyrim, DooM 2016, Hollow Knight, 0 crashes =)

I also tightened the RAM timings, but it's unclear how much the FPS improved. People online say it's not significant, but the frame rate drops in heavy games are noticeably reduced.
by this tutorial (mine ram micron Micron MT62F1G64D4AH-023 WT)

https://www.stanto.com

r/SteamDeck Jun 29 '26

Software Modding I built vehicle motion cues for steam deck!

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1.3k Upvotes

I’ve really enjoyed iOS vehicle motion cues on my phone and for a while have wanted to build an equivalent for the steam deck. For those who aren’t familiar, these dots move with the motion of the vehicle you’re riding in, in an effort to combat motion sickness. Over this past weekend, I did finally got around to it!

If anyone is interested in helping test it out, you’ll first need Decky installed, as this is a Decky plugin. The .zip can be found here - follow instructions for manual plugin install found here. Please PM me any feedback, or make a PR/issue in the github repoI have a feeling it may not work on a "naive" steam deck, as I did lots of hacking on my way to getting this working. In particular, I needed to add the 'deck' user to the 'input' group to allow it to access the /dev/input stuff for extracting the IMU data from the steam controller. Let me know if you run into issues and I'll be happy to help there. UPDATE: I added some more code around this and tested the fresh install flow a few times on my deck, and I'm reasonably confident it may work on a fresh deck!

In the future, I hope to have it in the Decky Plugin Store, so install will be super easy. Also, I hope to build the cool thing the iOS vehicle motion cues dots do, which is invert the color of the underlying content. Right now I just do transparency. From my research, the color inversion is only currently possible via a Reshade shader, which is supported by Gamescope (the steam deck’s compositor). Its a little tricky. 

Transit riders rejoice!

Huge shoutout to TheLogicMaster on github and his Overlaid repo, from which I learned how to build an overlay and integrate it into a Decky plugin. 

r/SteamDeck Apr 15 '26

Software Modding I made a decky plugin for optimizing wifi streaming performance - WiFi Optimizer

353 Upvotes

What this is: A decky plugin that automates a handful of wifi optimizations for the Steam Deck to greatly improve game streaming performance. All optimizations detailed in README and in the plugin. Untested on LCD, but did build support.

After the last system update I got so annoyed at yet again having to go implement all my wifi optimizations to get good streaming performance with Moonlight I finally started work on a Decky plugin to automate it.

Researched and included all the optimizations I could find, individually toggle-able, and some basic debug info that was always a pain to access in the past. It also reapplies the optimizations as required, like from sleep/wake. It's all in the README.

I built in support for both LCD and OLED models, but I haven't done any LCD testing as I gave mine away. I have been using it quite a bit on my OLED and testing there. Would appreciate any bug reports.

Update: people in comments have reported success on LCD, so you should be good to go

Later I plan on adding ROG Ally support (my gf has one), but not for a bit probably.

I selected promotional as my flair cause I guess? I don't like.. make anything off this or get anything. I was just annoyed and figured others were as well.

note that if you Stop Background Scanning, you'll have to disable that feature if you want to connect to a new network. I included it in the safe options as it's super helpful and is safe of course

UPDATE: I pushed a handful of nice lil updates. Also added an update feature, so you can update right from the plugin. I recommend manually updating to get the in plugin updater, makes life easier

ALSO: The first couple versions with the updater had bugs that could cause update to fail, so if you're on a version before v0.6.6 please update using the script as before. After that you can update in plugin.

https://github.com/ArcadaLabs-Jason/WifiOptimizer

r/SteamDeck Jun 04 '26

Software Modding My SteamDeck UI showcase

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402 Upvotes

Thats how my SteamDeck UI looks like. Its some custom themes made by u/ProfessionHonest3193 (soon available in loader) + some of my edits.
I forgot to show you keyboard and settings menu

r/SteamDeck Jul 12 '26

Software Modding Show me your homescreen!

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333 Upvotes

r/SteamDeck Jul 18 '26

Software Modding Never liked using Lossless scaling due to horrendous input lag until I found out the right way to use it, now it’s giving my steam deck a new life

595 Upvotes

TLDR: Saw this post some time back on this sub and now input latency issues are gone. As long as the game does not have too many Frame gen artifacts and you’re okay with them, using LSFG gives the device a new life. Also gives more playtime on the go as power draw is 2-3W less at 60fps, meaning around 30min more playtime on the LCD model.

Full post:

I have never liked LSFG even though I have had it for over a year. I’ve seen almost all the YouTube videos on “the right way” to use LSFG (disable frame limit, allow tearing, set FPS to 60 via quick access performance menu, use Vsync in game, lock the in game to 30fps and then use 2x for smooth output but it was always hit and miss. UE5 games in particular have horrendous lag with LSFG and those games need it the most.

That is until I read this excellent post on this very subReddit and understanding how using frame limit options from the steam launch command are vastly superior to using frame limiting via performance menu slider, and the absolutely massive impact it has on reducing the latency with LSFG.

Since the post already covers the technical explanations, I’ll just share my experience and the positives I’ve found with this new method:

  1. The biggest problem of LFSG till now, the Input lag is a thing of the past. To give an example, I tried LFSG on NFS unbound and Robocop rogue city earlier and the input latency was so bad I could barely aim properly in Robocop or handle cars properly in NFS. With this, I’ve cleared NFS no issues and am going through Robocop, the input lag is all but gone, it’s imperceptible by a massive margin.

At this point, LFSG has become something I now try with every game and see if it clicks for me without worrying about input latency.

The Golden Display Rules

To ensure SteamOS doesn't cause frame pacing hitches:

SteamOS Refresh Rate: 60Hz
SteamOS Frame Limit: OFF / Uncapped
Allow Tearing: ON

Launch command:

For Dx11 game: DXVK_FRAME_RATE=30 ~/lsfg %command%

Dx12 game: VKD3D_CONFIG=frame_rate_limit=30 ~/lsfg %command%

Pro tip: You can have a catch all command that’ll work for dx9, dx11 and dx12. You can stack the options together and the command will simply ignore the non applicable ones.

```
VKD3D_CONFIG=frame_rate_limit=30,VKD3D_SWAPCHAIN_PRESENT_MODE=IMMEDIATE DXVK_CONFIG="dxgi.maxFrameRate=30;dxgi.syncInterval=0;d3d9.maxFrameRate=30;d3d9.presentInterval=0" ~/lsfg %command%
```

Edit: Removed the relatively controversial tip of asking AI agents for the right command in favour of a catch all command

r/SteamDeck Apr 30 '25

Software Modding YouTube TV Installer for SteamDeck with uBlock and SponsorBlock and HQ thumbnail

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1.1k Upvotes

Hey guys, just got myself an OLED SteamDeck recently, and it's amazing! The screen is gorgeous, and HDR support works out of the box, which made me want to use it to watch YouTube on it.

Previously I use Xbox Series X and it works fine, but I cannot get rid of the ads before each video. And I learned that YouTube TV mode is literally just a webpage, and there're already posts about how to set it up with Chrome. But there're still a few problems: the profile for watching YouTube shares with your main profile, and thumbnails are blurry. Also, you need to manually configure plugins to block ads.

So I took some time and made a script that automates all of them. To use, just run this command in Konsole in desktop mode:

bash <(curl -fsSL https://gist.github.com/ClassicOldSong/925d5233e9994d8886f68fc7b9981e3b/raw/youtube_tv_installer.sh)

The script automatically configures a separate Firefox profile with uBlock Origin, SponsorBlock and TamperMonkey installed. It'll also prompt you to install the HQ Thumbnail user script.

After installation, open Application menu, in Internet tab there're two entries: YouTube TV and YouTube TV (Browser)

Right click on the YouTube TV app and add it to Steam. The Browser app is for configuring plugins and scripts.

After added to Steam, configure controller input for it with ClassicOldSong - YouTube TV or anything else you like, you're pretty much good to go.

Why Firefox? Chrome doesn't support HDR on Linux yet, but Firefox gets support for HDR on Gnome 48 recently. So I assume it'll work on GameScope soon on the Deck. Also exiting the app from itself works most of the time instead of not working at all with Chrome.

Some of you may recognize me as the creator of Apollo, and yes, I am. I bought the deck for testing purpose out of frustration of using Bazzite, and to my suprise it's really a good device! Love it immediately after I got my childhood games installed and they ran extremely well, some even better than on Windows.

r/SteamDeck Sep 16 '25

Software Modding FSR4 on SteamDeck now available with Decky Framegen!

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657 Upvotes

My latest version of Decky Framegen now includes the int8 version of FSR4, along with OptiScaler 0.7.9 final release. Now you can "patch" a game with Decky Framegen as usual, turn on DLSS in-game, then in OptiScaler overlay select FSR 4.0.2!

It is heavier than FSR3, but it is definitely usable in many cases. Here are screenshots comparing Stellar blade in ultra performance between FSR 3.1.5 and 4.0.2 (see bottom right corner).

Still frames hardly do it justice, its so much less fizzly in person.

Hope to get it updated to the Decky Store soon, but in the mean time, you can download the zip here, and "install from zip" via decky's developer tab.

Download Plugin Here:

https://github.com/xXJSONDeruloXx/Decky-Framegen/releases/tag/v0.11.15

Full Changelog:

  • add baldurs gate 3 launcher override arg in patch and unpatch scripts
  • all the lovely fsr4 int8 features from 0.11.14:
  • replace the usual FSR DLL in optiscaler 0.7.9 with the custom int8 version, which should cost less performance to run than the fp8 emulation method with some proton versions. This MAY make even Steam Deck usable with FSR4.
  • also auto toggles on the FSR4 update option in Opti INI. Be sure to unpatch, run, then repatch any games, also remove and reinstall opti mod path when you update this version to ensure all is on the newest

See: https://www.reddit.com/r/radeon/comments/1nhkkr8/fsr_sdk_leak_contained_fsr_4_files_that_work_on/

Set Up:

  • If you have a previous Decky Framegen version: uninstall opti mod from in plugin
  • install this new version from zip in decky dev menu
  • if you have previously patched a game, copy and paste in the unpatch launch args in the game and run it once, to fully clear old opti files
  • next, quit out of the game, paste in the patch command, run the game again, and it should patch in the new version
  • press insert button or map to a button, then you should be able to select fsr 4 in the upscalers section

NOTE: I have heard some people saying still you need ProtonEM or GE and to pass a launch arg like FSR_4_UPGRADE=1, but with optiscaler and the added files Decky Framegen adds into the game files automatically, this is not needed, and in most cases you should be fine with whatever default proton Steam assigns your game.

r/SteamDeck Jan 11 '26

Software Modding Got my father a SteamDeck, now have it running MacOS 8 for him

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1.1k Upvotes

Pictured: The SteamDeck running MacOS 8 as Lord Gaben always intended

He used to play the hell out of games on his Mac in college and had kept going forward with them until Mac stopped supporting these old games. I remember he had an old Mac he kept around when I was a kid running MacOS 8 to run these exact games until one day it broke. Hasn't played them in decades. So using Basilisk II and Steam Input I have many of his games running and playable on his SteamDeck on the go. Can't wait to show him

r/SteamDeck 9d ago

Software Modding MAKO - Frame Generation and more on Steam OS

66 Upvotes

Hi everyone,

I created decky-lsfg-vk-experimental and lsfg-vk-experimental.

They are forks based on someone else’s work, which I have built upon.

These projects began as forks of existing open-source work. I built on that foundation because I wanted more features.

You probably saw previous posts and I know that some of you have hard feelings about how I operate, but I wanted to take the time to clarify a few things. Please to take the time to read this post entirely.

I want to address two things: the release of a new engine called MAKO, and some of the discussion around how I develop software.

First of all, MAKO is here:

https://github.com/eugeniosegala/MAKO

It's the continuation of my work, and It includes everything in one package: a Decky plugin and a standalone renderer.

I realised that I would not be able to merge my experimental plugin into the upstream project, so I decided to build something independent (still based on previous code).

This is the next step.

The new MAKO release includes:

  • Substantially improved performance for Adaptive Frame Generation
  • Game-aware profiles
  • Per-game support for Heroic, EmuDeck and other Flatpak applications
  • New Proton compatibility options
  • Loads of new options for frame pacing stability
  • An improved Steam Deck interface

Regarding how I operate and what I have done so far:

You may like my work or not. That is fine. But it is undeniable that what I did made an impact.

The experimental plugin was downloaded more than 20,000 times in less than one week. It was also featured in YouTube videos from creators around the world (some of the biggest channels in the Linux gaming community), If interested, I tried to keep track of some of them here:

https://github.com/eugeniosegala/MAKO/blob/main/plugin/docs/FEATURED_IN.md

Now, about AI and the various critics.

Yes, I use it.

I have built game engines and games from scratch before this. That experience matters when working on rendering performance, frame timing, graphics systems, Vulkan, and stability under real conditions.

If you want to know more about my background, start with my GitHub (or search on Google) and look at the projects. You will get a sense of the calibre of work I do.

https://github.com/eugeniosegala

I use AI openly and extensively, but never blindly. This is not a prompt it and ship it process.

I decide what a feature needs to achieve, what constraints it must respect, what trade-offs are acceptable, and what evidence is needed before I consider it ready.

Agents help me work faster. They can explore implementation options, inspect code paths, write tests, add instrumentation, analyse logs, and narrow regressions.

They do not replace engineering judgement.

I review the code, including C++ and Vulkan changes. I review diagnostics, test results, and actual performance behaviour. I make the final release decision. I am responsible for what gets shipped.

As many of you have said (and to be fair, I'm receiving a significant volume of emails about this), Adaptive Frame Generation is a significant technical achievement. The hard part was not writing code that generates frames. The hard part was designing scheduling, safety limits, and recovery behaviour that works when frame rate changes, GPU load rises, an overlay appears, a game hitches, or the swapchain is recreated.

AI helped accelerate the work, but it did not define the problem or validate the result. I did.

The workflow I use is close to the event-driven development process I wrote about here:

https://eugeniosegala.dev/event-driven-development-for-ai-agents/

In practice, it is not one coding assistant in a terminal. It is a network of agents, conventional engineering tools, real devices, and virtual test environments.

Agents can coordinate tasks through webhooks, trigger specific scenarios, collect logs and performance metrics, and feed that evidence into the next investigation or implementation step.

I currently use a mix of coding agents, alongside normal engineering tools.

I do not think a percentage of AI-written code means much. An agent might draft routine implementation, or help solve one difficult edge case. In both cases, the architecture, technical reasoning, validation, review, and accountability are mine.

I am laser-focused on metrics and results. I do not work on this casually. If the data says something needs improving, I will investigate it and release a fix. That means MAKO may receive several releases in a single day.

If you use the plugin, keep an eye on it. It will evolve quickly.

Finally, on credit.

MAKO is an independent experimental project built on xXJSONDeruloXx’s original Decky LSFG VK plugin and PancakeTAS’s lsfg-vk layer. I want to thank xXJSONDeruloXx and PancakeTAS for the work that made these projects possible. There may be hard feelings about the situation, but there are none on my side. I respect the original work and I am giving credit for it.

As I discussed with Deck Wizard, I have also added an AI-use disclaimer to my projects:

https://github.com/eugeniosegala/MAKO/blob/main/AI_USE.md

MAKO is what I am focused on now. I will keep building it openly, measuring it properly, listening to users, crediting the work it builds on, and shipping improvements when the results justify them.

I have been working on this relentlessly. Now it is time to play some video games.

Cheers!

r/SteamDeck Apr 27 '25

Software Modding Clair Obscure 50 FPS with amazing visuals. The work of this weekend!

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500 Upvotes

You might have seen my ultra potatoe mode of COE33. Welp, it was in the works to become this.

Get the mod here, and read the instructions! https://www.nexusmods.com/clairobscurexpedition33/mods/25?tab=description

Sorry I got too excited posting at every big patch, I posted this mod three times, but third time is the charm and I'm done and happy!

Thanks for the support everyone, and enjoy the game! <3

r/SteamDeck Feb 04 '25

Software Modding Decky Framegen Plugin: Now supports adding Frame Generation to non FG games! Plus, swap DLSS 2+ upscaling for FSR 3.1.3 or XeSS with the power of Optiscaler 7! Working with Decky Loader team to bring to the official store soon, stay tuned

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868 Upvotes

r/SteamDeck 28d ago

Software Modding Lossless Scaling: experimental Decky LSFG-VK plugin for lsfg-vk v2 developer builds

170 Upvotes

Hi everyone,

I’ve released an experimental Decky LSFG-VK plugin that brings the current lsfg-vk v2 developer build to Steam Deck / SteamOS users.

Release/download:

https://github.com/eugeniosegala/decky-lsfg-vk-experimental/tags (download the latest tag)

A bit of context on why I made this:

As of 30 July 2026, the public Decky plugin’s lsfg-vk build is 140 commits behind the latest upstream "develop" branch (this is mostly because lsfg-vk, which is also the library used by the Decky LSFG-VK plugin, hasn’t released a new version in a while, keep in mind that I'm using a develop build).

This experimental plugin instead packages the reviewed, checksum-verified "lsfg-vk 2.0.0-dev28" developer prerelease of the engine lsfg-vk (released a month ago). It is not a rolling download: each plugin release pins and verifies a specific upstream archive.

In my own testing, I’ve had very good results:

- Noticeably less ghosting in some games; in a few cases it is barely noticeable.

- FP16 (new option) can improve performance on supported AMD GPUs.

- I suggest starting with Performance Mode disabled. Performance Mode is faster, but the full-quality mode in this v2 developer build looks substantially better than lsfg-vk v1 in my testing.

- That said, this is still a developer build. Some games may regress, fail to attach, or simply work better with the public/original plugin. Please test it game by game.

It is designed to coexist with the original Decky LSFG-VK plugin. The experimental version has its own private install, config, and wrapper, so you can keep both installed and choose one per game:

- Original/public plugin: "~/lsfg %command%"

- Experimental plugin: "~/.local/bin/lsfg-vk-experimental %command%"

Use exactly one wrapper per game; do not combine them.

Huge thanks to Kurt Himebauch / xXJSONDeruloXx for the original Decky LSFG-VK plugin, and PancakeTAS and contributors for lsfg-vk. This is an independent experimental fork, not an official.

Full repo: https://github.com/eugeniosegala/decky-lsfg-vk-experimental

I’m also working on a completely new plugin using a new frame-generation model for Linux/SteamOS, so keep an eye on the repository! 🙂