The Silent Tax: Why Background Recording Isn't Free
Background recording is not free. The cost lies in frame time variance, not average FPS. Learn why capture competes for GPU resources and how to measure it
Longer reads on the parts of gaming that get repeated without being examined — settings advice that is half true, design choices nobody questions, and the small mechanics that quietly decide how a game feels.
Background recording is not free. The cost lies in frame time variance, not average FPS. Learn why capture competes for GPU resources and how to measure it
Adding swap space on the Steam Deck does not solve out-of-memory crashes. Learn why unified memory architecture requires different fixes.
Adding swap to a Steam Deck does not fix OOM crashes because the GPU and CPU share a single memory pool, making desktop Linux swap advice irrelevant.
High Performance mode does not boost FPS on modern CPUs. It stops core parking and idle throttling, affecting latency consistency, not peak throughput.
Discover why Resizable BAR is not a universal free win. Learn how vendor whitelists protect stability and how to test your specific game.
Half-rate shading saves performance on Steam Deck but degrades fine detail. Learn which scene types expose the quality loss and when to avoid it.
The advice to disable fullscreen optimizations is outdated. Here is what the checkbox actually changes, why the "optimized" path is often faster, and when
Stop checking your VRAM usage bar. Learn why allocation differs from consumption and how to spot real memory pressure in games.
Sharpening upscaled images trades softness for ringing artefacts. This guide explains the motion instability caused by high-contrast edge amplification in
Sharpening upscaled images introduces ringing artefacts that look crisp in stills but cause shimmer in motion. Learn to tune for gameplay, not screenshots.
Sharpening upscaled images creates a false sense of detail by amplifying ringing artefacts. Learn why tuning for static screenshots leads to shimmering mot
Discover why the advice to cap frames 3 below refresh rate is obsolete for VRR monitors and what actually matters for smooth gameplay.
The Steam Deck caps SD card speed at UHS-I, making premium cards useless for loading. Focus on capacity and sustained write speeds instead.
VRAM usage graphs are unreliable indicators of performance. Learn to identify texture pop-in and frame-time spikes instead of trusting memory counters.
HAGS is not a simple performance boost. It shifts scheduling logic to the GPU, altering latency and stability in ways that depend heavily on your specific
Why increasing sharpening in FSR and NIS creates shimmer in motion. A technical look at ringing artefacts and why screenshot-based tuning is flawed.
Native resolution isn't always superior. At high pixel counts, temporal upscalers resolve detail that native rendering aliases away, explaining online deba
The advice to turn off V-Sync and use a frame limiter is outdated for VRR users. This piece explains the mechanics of VRR, the flip model, and why the old
First-launch stutter is a scheduling bottleneck, not a hardware limitation. Upgrading your GPU will not fix compilation delays.
The advice to always use the newest Proton is flawed. We examine why version selection must be per-game, not global.
TDP caps hurt CPU-bound games. Learn to read the performance overlay and choose the right throttle for longer battery life.
Capping a Steam Deck game at 40fps only works if the panel is running at 40Hz. The number everyone repeats is LCD-specific, and on an OLED it is the wrong one.