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HoloDust said:

Not sure I follow that bit about scaling with different input resolutions...but as I said, I'd love to see at what clock GPU runs in Deck in Outlaws, if it's at its maximum allowed (like CP2077 does) or not.

Anyway, Ubisoft games tend to really like AMD's GPUs - Outlaws is no different. While this SW2 port might be custom solution that is best suited to run on this specific nVidia low powered SoC, I'm fairly certain that, if Deck was actual handheld console and given the same treatment the way Switch 2's port has been, we would see Outlaws running on it without problems that running off the shelf PC version has.

But yeah, as just PC in the handheld form, actual 1 to 1 comparisons is not really possible, and as always you need beefier PC to match optimized console, and that of course means higher price.

The game seems to run at a variable 18-30 fps with significant stuttering (very frequent drops to 12-15 fps) regardless if you use FSR 3 ultra performance (internally ~260p) or performance mode (internally ~ 400p.)* Ultra performance is a bit more stable, but you'd expect a lot more of a performance gain from reducing the resolution to 45% of what it was in performance mode. Something else is limiting its performance on Steam Deck. And given what happens when you remove RT, in addition to the fact that the Series S and Switch 2 versions have reduced and/or absent RT effects in certain scenes compared to PS5/Series X/PC. That seems to be the culprit here. 

Some have argued it is Proton, but we see similar results with RDNA2 (and to a lesser extent - RDNA 3) APUs on Windows. 

Having said that, I do think the game could run on Steam Deck if it were a dedicated platform (or even if they just made an optimized Steam Deck setting like with The Witcher 3 remaster or Cyberpunk 2077), but that likely would require heavy reworking of the lighting system even more so than what was done on Switch 2 and Series S. Or more extreme compromises overall. And in that same vein of thinking, the SW2 version could run even better than it does, maybe with higher quality RT, if they utilized the RT cores more than they do in Outlaws' implementation of RTGI (which seems to use the CPU and non-RT GPU cores for a lot of what the RT cores would do in an NVIDIA-targeted game.) There is rarely enough optimization, even on closed-platforms, to fully utilize the hardware, and SW2's hardware certainly isn't being fully utilized by a port of a game that targeted PS5/Series X in its first development phase. 

*Meanwhile the Switch 2 version is internally running at 540p in handheld-mode and 720p in docked-mode according to Digital Foundry and is locked at 30fps. So it isn't just DLSS making up for the image-quality difference here, but the actual internal resolutions are higher too.