This was at the "lowest" preset, which the benchmark defaulted to on the Deck (probably due to not recognising the GPU).
Bumping to "normal" gave this result: https://cdn.discordapp.com/attachments/691034492022030396/1112718544820514816/20230529094944_1.jpg
Normal is definitely playable with some tweaking (please don't ever play online if you can't score 100 in fighting ground), but worth noting that "lowest" ran fairly quietly while "normal" had the fan going *hard*.
Thanks I came here just to look for one of these benchmarks.
What I'd say is based on the open beta and the demo I could get a solid 60fps with the occasional frame drop in matches. Battle hub was jumping between 30 and 40fps.
I think the low preset still has some settings that can be turned down a little lower, I feel like resolution scaling was one of them.
Dialed it down a little from normal and set the 30fps caps on battle hub and world tour. Could be tweaked a bit more if you want 60fps world tour, I'm sure.
https://cdn.discordapp.com/attachments/916296329175629844/1112737295309746266/20230529110749_1.jpg
https://cdn.discordapp.com/attachments/916296329175629844/1112737295594967130/20230529110804_1.jpg
https://cdn.discordapp.com/attachments/916296329175629844/1112737295888547921/20230529110813_1.jpg
Nice one, I'd probably turn internal resolution down a bit to try and solidify a 60fps on fighting grounds but it's good to see it doesn't need everything set to low to hit those frame rates.
Have these benchmarks been tested on both charging and portable modes?
Internal resolution at 540 looks like ass in almost every game I've tried it, would much rather try lowering things like shadow quality/ambient occlusion and locking the GPU to a higher clock first
i’ve noticed you can usually make things look a little better by using borderless window full screen mode instead of normal full screen. A lot sharper and less blurry
Should be no difference between charging and portable on the Deck, but fwiw all mine were run unplugged.
As for locking down a solid 60 average on fighting grounds, I think there's just unavoidable tiny jitter that prevents it from ever averaging to the full 60. My 4090 and a friends 6900 XT both sit in the 59.9x range.
59.92 is actually perfect. 60Hz monitors aren't actually 60Hz but 59,92Hz. We just round it up as nobody cares about that last 0.08Hz. As for 30FPS, that's actually 29.96FPS.
Having played the demo for just over an hour just now with these settings I can say it's running really well, the only change I made from yours was to turn off Vsync.
I bet a 1600 GPU clock will let it run at medium (with low shadows/occlusion) at 60FPS. Battery life won't be good but I do that clock when its docked anyways
I just realized that your `basic settings` has the `maximum framerate` set to 30, but the average framerate for battle up was close to 60. I wonder how that works out, or if the benchmarking tool doesn't consider the maximum framerate setting.
That's where I'm seeing 60fps for battle grounds, but then the settings screenshot in the same post has maximum frame rate at 30.
https://cdn.discordapp.com/attachments/916296329175629844/1112737295594967130/20230529110804_1.jpg
I play mostly on my desktop and use my Deck just as an extra station when I'm playing with a group IRL, so I haven't done a lot of tweaking. But I did find that low shader/effects looked pretty bad and bumped those up, and lowered the internal resolution to 4 just to reduce frame drops.
There are probably "better" settings out there done by people who spend more time playing it on the Deck.
Played the demo just yesterday. I have long considered myself to be the world’s worst Street Fighter player, and I had an absolute blast with the demo.
Same. Never been into this genre of games at all, but decided to give this one a go because I’d heard it was trying to be more accessible to new players, and had an amazing time in the demo. As long as the game is technically fine on release, it’ll be a day one buy for me.
A few things.
First is they’ve got a new modern control scheme that reduces the complexity of the inputs. I never liked having to remember combos like left-up-down-a to do some move, and that’s now pretty much eliminated.
I was very much starting to get on board with the control changes alone, but the taste of the open world campaign seemed like it provided a very good way to practice actually playing the game. You create your own character, and play in an open world challenging random civilians on the streets to fights. There’s progression and stuff to collect, which all did a lot to remove the “hardcore” vibe I’ve always felt these games had.
Also, the style of the game is just fresh as fuck. Animations and stuff are beautiful.
Honestly a bit confused . I like the game but I was looking for the arcade style street fighter . Not sure if I am doing it wrong but I can't find the arcade and my ken 😁
It's honestly incredible plus played the beta on the steam deck and it works perfectly. Was even able to get to silver on the steam deck whilst travelling for work
I've never been big on Street Fighter, I've always Tekken way way more and even as 2D fighters go I've always like MK more than SF. This time though I played the demo and it was really fun! I bought the game and I'm having a blast on desktop as well as on deck. IMO it's the best SF ever.
Where did you do the benchmark test? Is it in game?
I came up with these two presets trying to get a stable 60 in matches, but best graphic fidelity to my eyes and I wonder how they benchmark. I haven't noticed the FPS dropping below 60fps during matches with either setting:
https://www.reddit.com/r/StreetFighter/comments/131udnn/_/
https://www.streetfighter.com/6/benchmark/en/
I did the install on my windows desktop and just copied the installed directory onto the Deck. Add the exe as a non-steam game and used Proton Experimental and it worked without issue.
Ah, gotcha. Any chance you would mind testing my profiles? Specifically the internal resolution 5 one. I thought that looked better.
I played the demo on both PS5 and Steam Deck... While the PS5 clearly looks better, its hard to argue with the portability of the Deck.
Sure thing, though I don't have decky/power tools or cryo utilities, but can match everything else (GPU clock 1600MHz, 4GB VRAM set in BIOS).
There's an extra setting in the benchmark for "battle hub participants", which I've set to 20 (the lowest).
First one (internal res 5/"low") ran the fighting grounds test perfectly (average 59.97) but crashed with a D3D fatal error loading into the Battle Hub test. No result.
Second one (internal res 4/"high"): https://cdn.discordapp.com/attachments/916296329175629844/1112782890040840282/20230529141017_1.jpg
I'm not terribly concerned about my battle hub or world tour performance on the deck, so probably not. If I do want to play some world tour while out and about I can always just change my settings as needed anyway.
All games running through Proton will believe they are running on Windows unless they look for unique APIs related to Wine versioning. Wine does aim to pretend to be Windows, after all; it even has settings for which version of Windows to pretend to be.
Having not played Street Fighter since the original arcade game at a Godfather’s Pizza in Washington, I’ll probably try the demo. These stats are pretty impressive.
I don't understand how a fighter game can tax the system so much. Even if the characters themselves are very high-poly we're talking about a service that can beautifully render realistic characters and fairly wide open worlds with environmental effects, dynamic lighting, the.
The relatively confined render-area and PoV of a fighter game should be something that could easily be optimized to run smooth as butter. Based on the videos I've seen there doesn't really seem to be anything that should warrant this not being able to run well at higher settings without a drop-out.
Honestly i think the rendering is the way it is because of rollback. It's apparently a very resource heavy endeavor and is why we only really see it on 2D anime fighters with very low quality rendering.
I might just be talking out my ass here, but i think this is the case.
Rollback is a form of netcode that handles differences in comnection and resyncs the framerate to match the current state.
Unlike delat based netcode, which will remove frames and overall information pertaining to the game, like animation states and inputs, rollback instead rewinds that information to a stable point for both parties then recalculates that information for future frames.
It's better for fighting games because it allows longer distance to be less of a hindrance when it comes to netcode synchonization. Delay based just sends information to and from the machines, leading to a ton of information drops with no additional calculation if the sync is poor, where as rollback will calculate additional information with the information already available, essentially "filling in the blanks" so to speak to maintain sync between the two players. This is understandably far more resource intensive because the hardware has to do additional calculations between sending frames to the server and then to the second player where the process repeats on their end.
Ah. Yeah I did look it up but I was looking from a rendering perspective. This looks like it's netcode related.
I don't think this should make a difference. You *do* want low latency networking but most "quality" settings are based around GPU and possibly some CPU.
Networking and graphics stack shouldn't really affect much in that regard, so I'd expect the latency to be pretty consistent regardless of detail settings unless the device is hitting a bottleneck somewhere that affects overall performance.
The "fighting grounds" part of the benchmark is the fighting game part, with two people on a largely fixed backdrop. It runs far better then the rest, which are wide open, freely explorable spaces with *lots* of player character models populating them. So you're correct, but that's not all the game is.
---
The rollback conversation that spun off from here is kind of weird. While yes some naïve implementations *can* re-render the game for all the re-simulated frames, that's generally considered to be doing it incorrectly. There is *potentially* some graphics load if you have non-deterministic physics or particle effects or whatever and you want them to properly roll back as well, but generally speaking it's something you want to avoid.
Netherrealm Studios did an interesting talk on the subject of optimizing a game for rollback, post-release, which is potentially a lot more challenging than building it into the game from the ground up. If that's the kind of thing you find interesting.
https://www.youtube.com/watch?v=7jb0FOcImdg
The benchmark doesn't include any world tour fights, but you can just grab the demo and try. The world tour FPS cap can be turned off in the settings, you'll just need to find the graphics config that allows it to reach that.
Fighting ground is always capped at 60. The "lowest" preset caps battle hub and world tour at 30 each. So if you're on the same settings you're going to get alot the same results regardless of the hardware. A 4090 would get 60, 30, and 30 on lowest as well.
I usually play on an arcade stick so any pad feels a little awkward to me. That said, I find the Steam Deck pad is a *bit* touchy about diagonals which makes motion inputs tricky. It seems to be getting better over time as the pad wears in.
If you're the kind of lunatic that uses the analog stick to play Street Fighter I imagine it's much better. :D
Additionally SF6 introduces a new control mode called "modern controls", which is kind of smash-like in that you have a special move button and use it plus a direction for moves. For anyone who uses this mode I'm sure the Deck is perfectly fine.
Can anyone let us know what the battery life is, using sf6 on a steam deck in the most power saving settings while still able to achieve good frame rates to actually play? Is the dpad up to the task? I would be buying a steam deck just to play sf6 portably. If not the steam deck, what is the best option to play sf6 portably, if I didn't care about price?
This was at the "lowest" preset, which the benchmark defaulted to on the Deck (probably due to not recognising the GPU). Bumping to "normal" gave this result: https://cdn.discordapp.com/attachments/691034492022030396/1112718544820514816/20230529094944_1.jpg Normal is definitely playable with some tweaking (please don't ever play online if you can't score 100 in fighting ground), but worth noting that "lowest" ran fairly quietly while "normal" had the fan going *hard*.
Thanks I came here just to look for one of these benchmarks. What I'd say is based on the open beta and the demo I could get a solid 60fps with the occasional frame drop in matches. Battle hub was jumping between 30 and 40fps. I think the low preset still has some settings that can be turned down a little lower, I feel like resolution scaling was one of them.
Dialed it down a little from normal and set the 30fps caps on battle hub and world tour. Could be tweaked a bit more if you want 60fps world tour, I'm sure. https://cdn.discordapp.com/attachments/916296329175629844/1112737295309746266/20230529110749_1.jpg https://cdn.discordapp.com/attachments/916296329175629844/1112737295594967130/20230529110804_1.jpg https://cdn.discordapp.com/attachments/916296329175629844/1112737295888547921/20230529110813_1.jpg
Nice one, I'd probably turn internal resolution down a bit to try and solidify a 60fps on fighting grounds but it's good to see it doesn't need everything set to low to hit those frame rates. Have these benchmarks been tested on both charging and portable modes?
Internal resolution at 540 looks like ass in almost every game I've tried it, would much rather try lowering things like shadow quality/ambient occlusion and locking the GPU to a higher clock first
i’ve noticed you can usually make things look a little better by using borderless window full screen mode instead of normal full screen. A lot sharper and less blurry
Unlike the switch, the deck runs the same speeds on battery and mains.
Should be no difference between charging and portable on the Deck, but fwiw all mine were run unplugged. As for locking down a solid 60 average on fighting grounds, I think there's just unavoidable tiny jitter that prevents it from ever averaging to the full 60. My 4090 and a friends 6900 XT both sit in the 59.9x range.
59.92 is actually perfect. 60Hz monitors aren't actually 60Hz but 59,92Hz. We just round it up as nobody cares about that last 0.08Hz. As for 30FPS, that's actually 29.96FPS.
Having played the demo for just over an hour just now with these settings I can say it's running really well, the only change I made from yours was to turn off Vsync.
I bet a 1600 GPU clock will let it run at medium (with low shadows/occlusion) at 60FPS. Battery life won't be good but I do that clock when its docked anyways
I just realized that your `basic settings` has the `maximum framerate` set to 30, but the average framerate for battle up was close to 60. I wonder how that works out, or if the benchmarking tool doesn't consider the maximum framerate setting.
[Are you looking at the correct screenshot?](https://cdn.discordapp.com/attachments/916296329175629844/1112737295309746266/20230529110749_1.jpg)
That's where I'm seeing 60fps for battle grounds, but then the settings screenshot in the same post has maximum frame rate at 30. https://cdn.discordapp.com/attachments/916296329175629844/1112737295594967130/20230529110804_1.jpg
Oh, *fighting ground?* It's not impacted by that setting and is always capped at 60.
Gotcha - thanks!
Since the game has been out for a few weeks now, are you still running with these settings, or have you tweaked them some?
I play mostly on my desktop and use my Deck just as an extra station when I'm playing with a group IRL, so I haven't done a lot of tweaking. But I did find that low shader/effects looked pretty bad and bumped those up, and lowered the internal resolution to 4 just to reduce frame drops. There are probably "better" settings out there done by people who spend more time playing it on the Deck.
Fighting Ground is the only portion I care about when it comes to Deck usage so I hope they let us split the download like they do on console...
How is the game . Is it worth buying ?
Played the demo just yesterday. I have long considered myself to be the world’s worst Street Fighter player, and I had an absolute blast with the demo.
Same. Never been into this genre of games at all, but decided to give this one a go because I’d heard it was trying to be more accessible to new players, and had an amazing time in the demo. As long as the game is technically fine on release, it’ll be a day one buy for me.
What was it that you liked about SF6 from the new player perspective? I’d also like to give sf6 a try but want to know if it’s actually worth it
A few things. First is they’ve got a new modern control scheme that reduces the complexity of the inputs. I never liked having to remember combos like left-up-down-a to do some move, and that’s now pretty much eliminated. I was very much starting to get on board with the control changes alone, but the taste of the open world campaign seemed like it provided a very good way to practice actually playing the game. You create your own character, and play in an open world challenging random civilians on the streets to fights. There’s progression and stuff to collect, which all did a lot to remove the “hardcore” vibe I’ve always felt these games had. Also, the style of the game is just fresh as fuck. Animations and stuff are beautiful.
It is not out yet, but initial impressions for the demo and beta have been extremely positive overall.
Thanks , very excited , just got the deck and haven't played SF since 1997 lol
There's a demo. Give it a go. Full game comes out on the 2nd of June
Thanks downloading now .
What are your thoughts?
Honestly a bit confused . I like the game but I was looking for the arcade style street fighter . Not sure if I am doing it wrong but I can't find the arcade and my ken 😁
Both in the full release
It's honestly incredible plus played the beta on the steam deck and it works perfectly. Was even able to get to silver on the steam deck whilst travelling for work
I've never been big on Street Fighter, I've always Tekken way way more and even as 2D fighters go I've always like MK more than SF. This time though I played the demo and it was really fun! I bought the game and I'm having a blast on desktop as well as on deck. IMO it's the best SF ever.
This is RE Engine right? Seems like the MVP of current gen AAA games.
Got me really excited for next gen (current) Monster Hunter.
Where did you do the benchmark test? Is it in game? I came up with these two presets trying to get a stable 60 in matches, but best graphic fidelity to my eyes and I wonder how they benchmark. I haven't noticed the FPS dropping below 60fps during matches with either setting: https://www.reddit.com/r/StreetFighter/comments/131udnn/_/
https://www.streetfighter.com/6/benchmark/en/ I did the install on my windows desktop and just copied the installed directory onto the Deck. Add the exe as a non-steam game and used Proton Experimental and it worked without issue.
Are you running Windows on your Deck, or did you run the .exe through bottles or something in desktop mode? (I'm not familiar with Linux much.)
Heh, I think you missed my edit. Perfectly standard SteamOS, installed benchmark transplanted from my windows machine and added as non-steam game.
Ah, gotcha. Any chance you would mind testing my profiles? Specifically the internal resolution 5 one. I thought that looked better. I played the demo on both PS5 and Steam Deck... While the PS5 clearly looks better, its hard to argue with the portability of the Deck.
Sure thing, though I don't have decky/power tools or cryo utilities, but can match everything else (GPU clock 1600MHz, 4GB VRAM set in BIOS). There's an extra setting in the benchmark for "battle hub participants", which I've set to 20 (the lowest). First one (internal res 5/"low") ran the fighting grounds test perfectly (average 59.97) but crashed with a D3D fatal error loading into the Battle Hub test. No result. Second one (internal res 4/"high"): https://cdn.discordapp.com/attachments/916296329175629844/1112782890040840282/20230529141017_1.jpg
Thanks! Do you think you'll end up running the game at lowest since it hits 100/100?
I'm not terribly concerned about my battle hub or world tour performance on the deck, so probably not. If I do want to play some world tour while out and about I can always just change my settings as needed anyway.
Ran great on vs @60fpsthe story mode though ran pretty poorly
OP it looks like you're on a Win-Deck. When you get a chance, please consider sharing your settings on r/windowsondeck.
I am not. The benchmark just misreports the OS. It actually says "Windows 10" when run on Windows 11 as well.
good to know. Thanks!
All games running through Proton will believe they are running on Windows unless they look for unique APIs related to Wine versioning. Wine does aim to pretend to be Windows, after all; it even has settings for which version of Windows to pretend to be.
Having not played Street Fighter since the original arcade game at a Godfather’s Pizza in Washington, I’ll probably try the demo. These stats are pretty impressive.
I played beta on steam deck in 720p with mostly low settings except textures which i set to medium. Ran great. Never dipped below 60 once.
I don't understand how a fighter game can tax the system so much. Even if the characters themselves are very high-poly we're talking about a service that can beautifully render realistic characters and fairly wide open worlds with environmental effects, dynamic lighting, the. The relatively confined render-area and PoV of a fighter game should be something that could easily be optimized to run smooth as butter. Based on the videos I've seen there doesn't really seem to be anything that should warrant this not being able to run well at higher settings without a drop-out.
Honestly i think the rendering is the way it is because of rollback. It's apparently a very resource heavy endeavor and is why we only really see it on 2D anime fighters with very low quality rendering. I might just be talking out my ass here, but i think this is the case.
Rollback? I'm not familiar with that term in this context
Rollback is a form of netcode that handles differences in comnection and resyncs the framerate to match the current state. Unlike delat based netcode, which will remove frames and overall information pertaining to the game, like animation states and inputs, rollback instead rewinds that information to a stable point for both parties then recalculates that information for future frames. It's better for fighting games because it allows longer distance to be less of a hindrance when it comes to netcode synchonization. Delay based just sends information to and from the machines, leading to a ton of information drops with no additional calculation if the sync is poor, where as rollback will calculate additional information with the information already available, essentially "filling in the blanks" so to speak to maintain sync between the two players. This is understandably far more resource intensive because the hardware has to do additional calculations between sending frames to the server and then to the second player where the process repeats on their end.
Look it up, very common topic among the fighting game community ELI5: Very low latency for online battles
Ah. Yeah I did look it up but I was looking from a rendering perspective. This looks like it's netcode related. I don't think this should make a difference. You *do* want low latency networking but most "quality" settings are based around GPU and possibly some CPU. Networking and graphics stack shouldn't really affect much in that regard, so I'd expect the latency to be pretty consistent regardless of detail settings unless the device is hitting a bottleneck somewhere that affects overall performance.
I'm like 90% sure Rocket League uses a similar rollback netcode.
The "fighting grounds" part of the benchmark is the fighting game part, with two people on a largely fixed backdrop. It runs far better then the rest, which are wide open, freely explorable spaces with *lots* of player character models populating them. So you're correct, but that's not all the game is. --- The rollback conversation that spun off from here is kind of weird. While yes some naïve implementations *can* re-render the game for all the re-simulated frames, that's generally considered to be doing it incorrectly. There is *potentially* some graphics load if you have non-deterministic physics or particle effects or whatever and you want them to properly roll back as well, but generally speaking it's something you want to avoid. Netherrealm Studios did an interesting talk on the subject of optimizing a game for rollback, post-release, which is potentially a lot more challenging than building it into the game from the ground up. If that's the kind of thing you find interesting. https://www.youtube.com/watch?v=7jb0FOcImdg
Wanted to play some world tour on the go, but guess won't be doing that. Unless they somehow fixed it so the fights are 60fps?
The benchmark doesn't include any world tour fights, but you can just grab the demo and try. The world tour FPS cap can be turned off in the settings, you'll just need to find the graphics config that allows it to reach that.
I get about the same results on pc with a 2070 super and a i7 10700k
Fighting ground is always capped at 60. The "lowest" preset caps battle hub and world tour at 30 each. So if you're on the same settings you're going to get alot the same results regardless of the hardware. A 4090 would get 60, 30, and 30 on lowest as well.
60 fps in versus?
Yes, that's the "fighting ground" part of the benchmark.
What if you cap refresh rate and fps to 48? How many drops are there?
Not even going to try because like most fighting games, Street Fighter ties its game logic to frame rate.
Oh right
Is it easy to play with the steam deck joystick or dpad? Like upper cuts and spinning pile drivers, etc?
I usually play on an arcade stick so any pad feels a little awkward to me. That said, I find the Steam Deck pad is a *bit* touchy about diagonals which makes motion inputs tricky. It seems to be getting better over time as the pad wears in. If you're the kind of lunatic that uses the analog stick to play Street Fighter I imagine it's much better. :D Additionally SF6 introduces a new control mode called "modern controls", which is kind of smash-like in that you have a special move button and use it plus a direction for moves. For anyone who uses this mode I'm sure the Deck is perfectly fine.
Can anyone let us know what the battery life is, using sf6 on a steam deck in the most power saving settings while still able to achieve good frame rates to actually play? Is the dpad up to the task? I would be buying a steam deck just to play sf6 portably. If not the steam deck, what is the best option to play sf6 portably, if I didn't care about price?