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Steam Deck OLED — green boy (ocarina) test build (13034afe, #614+201)
Steam Deck OLED test build. Target: the green boy with the ocarina, on
SteamOS / RADV (Van Gogh). Use the x86_64 (amd64) Linux AppImage; the
aarch64 builds are not for the Deck. This is not a build for Switch or
Switch 2 hardware.
Status: base build (13034afe, Eglantine-Community#614 + vi2 201). Title screen and 2D UI render;
starting a new game crashes on the new-engine / invalid-format path. Superseded by
later test/deck-oled builds.
See DECK-OLED.md.
Test build of branch test/deck-oled at e2e9d1d.
This is not a release. It is for testing, and the next push to the branch replaces it.
Changes on top of nx2
- base stand-in + display command 201 (
638a8f4264) - test build trigger (
e2e9d1d31e)
Steam Deck OLED — storage-buffer fix (5f90244, non-PGO)
Steam Deck OLED test build. Target: the green boy with the ocarina, on
SteamOS / RADV (Van Gogh). Use the x86_64 (amd64) Linux AppImage; the
aarch64 builds are not for the Deck. This is not a build for Switch or
Switch 2 hardware.
Tested status
- Boots; audio works; intro videos play (the docked/1x profile can lose video).
- New Game survives the intro with
EDEN_NX2_TENSOR=stub. - Interactive gameplay is not reached; the 3D world is still black.
- This build adds the storage-buffer pointer tracking (
ShuffleIndex) and native
graphics SSBO sizing, plus the query-cache/MEE flush. - With
stub, the earlier unmapped-read loop is gone. The next failure is a
puller-method burst at ~252 s, a bogus depth format0x200205f2, and a host
SIGSEGV. With no tensor override the world-load path still needs work.
Profiles
EDEN_NX2_PROFILE=handheld(default): 0.75x/FSR/BC3,EDEN_NX2_TENSOR=stub.
Known: videos + audio, world black.EDEN_NX2_PROFILE=docked: 1x, tensor unset, the config the upstream RADV
report says renders the world. Last test: videos audio-only.
Launcher environment used
EDEN_NX2_SPLIT=2EDEN_NX2_FENCE_BATCH=1EDEN_NX2_REJECT_HASH=c72b6ea746c00433EDEN_NX2_INLINE_PAGE_WRITES=0- no
PULSE_SERVERoverride
See HANDOFF.md.
Test build of branch test/deck-oled at 5f90244 (non-PGO).
Steam Deck OLED — guard build (83c1a00)
Steam Deck OLED test build. Target: the green boy with the ocarina, on
SteamOS / RADV (Van Gogh). Use the x86_64 (amd64) Linux AppImage; the
aarch64 builds are not for the Deck. This is not a build for Switch or
Switch 2 hardware.
Tested status (Steam Deck OLED)
- Boots; audio and all intro videos work (Ganon, title, owl scenes).
- Title screen, menus and 2D UI render.
- New Game survives the intro movies without the emulator process dying.
- It does not enter interactive gameplay. The screen goes black and there
are no gameplay sounds (no footsteps, roll, text blips), so input is not
reaching a running game world.
Known issue
At the world-load transition the culling compute shaders broadcast a buffer
pointer to their subgroup. Eglantine loses the storage-buffer bounds, falls back
to global memory and then loops on an unmapped read (0x200120ad21143a9a). The
GPU/render thread stalls at that point, which is why the screen stays black and
silent.
The next build adds the two fixes from upstream:
- follow
ShuffleIndexwhen finding native storage-buffer pointers - size native graphics storage buffers like compute ones
Launcher environment used for this test
EDEN_NX2_TENSOR=stubEDEN_NX2_SPLIT=2EDEN_NX2_FENCE_BATCH=1EDEN_NX2_REJECT_HASH=c72b6ea746c00433EDEN_NX2_INLINE_PAGE_WRITES=0- no
PULSE_SERVERoverride
See DECK-OLED.md.
Test build of branch test/deck-oled at 83c1a00.
This is not a release. It is for testing, and the next push to the branch replaces it.
Steam Deck OLED — guard + fog fix (3ba4df78)
Steam Deck OLED test build. Target: the green boy with the ocarina, on
SteamOS / RADV (Van Gogh). Use the x86_64 (amd64) Linux AppImage; the
aarch64 builds are not for the Deck. This is not a build for Switch or
Switch 2 hardware.
Status: guard build + the native-MME query-cache flush at 3ba4df78. The flush
stops stale occlusion predicates from clearing depth and drawing fog over the scene.
Set current to this build's squashfs-root and launch the Steam shortcut.
See DECK-OLED.md.
Test build of branch test/deck-fog at 3ba4df78.
This is not a release. It is for testing, and the next push to the branch replaces it.
Changes on top of nx2
- flush pending query writes before native MME DMA reads
- crash guards for invalid image extents and unimplemented new-engine methods
- Deck labeling and build docs
- display command 201 + base stand-in (Eglantine-Community#614)
Eglantine Branch: test/deck-oled
Test build of branch test/deck-oled at 1edb89b.
This is not a release. It is for testing, and the next push to the branch replaces it.
Commits on top of nx2
- docs: handoff state for parallel investigation (2026-11-06) (
1edb89b310) - [Steam Deck OLED] fix native storage-buffer tracking for broadcast pointers (
5f90244581) - macro: flush pending query writes before native MME DMA reads (
2d8a06a38f) - [Steam Deck OLED] docs: use the neutral build name in repo text (
b5b0c95521) - [Steam Deck OLED] ci: label OoT Deck releases and point to DECK-OLED.md (
83c1a00f71) - [Steam Deck OLED] docs: label fork/branch/build scope (OoT 0400486024DEC000) (
9ec939b0d2) - test: guard invalid image extents and non-fatal new puller engine (OoT 3D) (
080f51562a) - ci: trigger OoT full build (
e2e9d1d31e) - test: OoT full (Eglantine-Community#614 stand-in + vi2 201) (
638a8f4264)
Linux
The AppImage is self-contained (needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch): make it executable with chmod +x and run it. The tar.gz uses your system libraries, so Qt 6 and the usual libraries must be installed.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
The PGO builds are the same programs compiled with profile-guided optimization (clang plus Eglantine's profile); prefer them when your CPU supports it.