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Compatibility
About these figures: steady-state gameplay observations on a Steam Deck (1280×800); ranges shown where measured (avg over play, not peak). The first launch of any title is noticeably slower while the JIT (PPTC) and shader caches build - performance settles after that. Numbers tighten as more telemetry is gathered.
Tested on a Steam Deck (1280×800); fps figures are on-device with the performance overlay enabled. Compatibility is improving rapidly. Each title has a short on-device note.
Runs great from a clean dump, holding a smooth framerate via the game's native dynamic resolution.
Now boots into gameplay (previously crashed on loading) and holds a smooth ~60 fps on stage.
Runs great - around 60 fps. The pre-rendered intro movie can show brief audio desync; gameplay is smooth.
Runs well at roughly 50 fps with clean rendering; frame-rate decouple keeps game speed correct when uncapped.
The control-select soft-lock is resolved - the game asks for a Handheld controller, and Ryudeck's per-game handheld profile now binds it, so it advances into the overworld. Runs around 30 fps.
Runs great. Races hold roughly 50-62 fps with clean rendering across tracks.
Perfect. Locked ~60 fps at resolution-scale ×4.
Version 1.0.1. Runs well uncapped (frequently 60+ fps in dungeons). Good at resolution-scale ×4; ×3 is the safer choice for steadier frame pacing.
Runs great and handles resolution-scale ×4. Note: game speed is tied to frame rate - at high fps the game runs too fast (around 80 fps it is noticeably sped up) and high fps also breaks the audio. Best played with a 30 fps cap, which keeps timing and sound correct.
Works now. Game logic is tied to frame rate, so an appropriate cap is recommended; resolution-scale ×4 runs well.
Version 2.0.2. Runs well (approximately 67 fps). Overworld exploration, dialogue, and battles render correctly.
Version 1.0.0. Runs well - averages approximately 27 fps (11-30 range). Overworld, cutscenes, and battles render correctly.
CPU/JIT-bound and runs better than it has on Ryudeck before - holds around 25-30 fps and stays playable even through the heavy crowd-combat scenes (the hardest case for this engine on a handheld CPU). Renders correctly throughout.
Version 2.2.1. The fully-rendered opening cutscene previously hard-crashed the AMD driver (a shader the game compiles for one of its effects produced SPIR-V Mesa's RADV rejected) - that's now fixed, so it plays through the cutscene into gameplay. Gameplay is GPU-bound at roughly 20-24 fps, with the usual slower first run while the shader cache builds.
Runs cleanly. Loading briefly locks at 100% before proceeding into gameplay.
Runs at approximately 25-36 fps and is GPU-bound. A DEVICE_LOST crash observed during testing was traced to an excessive manual resolution-scale setting carried over globally, not to the title itself.
Runs at approximately 30 fps and is GPU-bound. Minor visual issues are known in some cutscenes and transitions and are under investigation; standard overworld play renders correctly.
Runs at a steady approximately 30 fps and is GPU-bound (roughly 4% of frames below 25 fps). Plays past the introduction and into open-world gameplay.
Runs at approximately 30 fps (24-37) and is GPU-bound. Renders correctly, with occasional dips during shader compilation.
Known issue: at a high resolution-scale setting, scattered colored pixel-block artifacts appear over the scene (shown above) and the game-clock-tied logic runs slow when the GPU is overloaded. Playable at default settings. Some configurations require the title update to boot (see the Needs Game Update section).
A light title; runs cleanly.
The base version 1.0.0 boot of these titles is blocked by a kernel/ASLR interaction. Installing the title update resolves it.
The base 1.0.0 boot crashes due to a kernel/ASLR interaction; installing the title update resolves it. With the update it now boots into gameplay (a first for Ryudeck) - currently rough, with some texture flicker in the early front-door scene. Under investigation.
Runs at approximately 30 fps. Known issue: square-box artifacts and patches where the ground vanishes appear during play, most visibly in cinematics (shown above - note the missing squares in the sand). Under investigation.
Reaches the opening at approximately 28 fps, then crashes on the Mii creation screen (known issue, under investigation).
Now reaches gameplay. It is GPU/CPU-heavy (roughly 20 fps in the open world), and the first launch after an update can stall on the loading screen while the shader/JIT caches rebuild - if it appears stuck on the first boot after updating, exit and relaunch and it loads. Steady-state behaviour is still being tuned.
