Consider the first Magic Leap headset. They thought it would do over 100,000 units. It only did 6,000. https://www.engadget.com/2019-12-06-magic-leap-6000-headsets...
I don’t know how the Leap 2 is doing. But in the above example, let’s say AMD wanted a minimum order of 100,000. If you were Magic Leap, you’re running to find a buyer - any buyer. You’re also going to cut the price for your batch as far as necessary to cover for possible increased production costs in the future. Even if you recover just half of your costs, it’s better than being forced to buy chips nobody wants that will quickly go stale.
My guess is that Magic Leap, a company infamous for spending profligately, paid for the NRE on this design, and then didn't buy very many of them or pay for exclusivity on it (or let any exclusivity go). AMD is notorious for shopping around designs they've already got ready to ship (probably related to sibling comment's observations about the console graphics market), and Valve runs lean despite not having to, and so this story adds up quite nicely. There may or may not have been some inventory lying around, but the NRE is usually the real story on these things. (It's also possible that the custom Magic Leap sections of this chip have terrible yield -- actually that wouldn't surprise me at all -- and so these were great candidates for die harvest. Which of course is also the sort of thing AMD loves to sell.)
So, no proof, but it wouldn't be any kind of surprise if this were part of the problem.
Also Valve do some steamdeck optimizations for every game via their shared shader cache. Which enables it to run a lot smoother than competing portable x86 systems.
Isn’t the only purpose of this skipping shader (re)compiling?
As far as I understood it, they did it because compiling shaders both takes long on a handheld device and time is at a premium for handheld players. They don’t want to wait eight minutes for a shader compile.
1. Load times if you’re compiling them on stage load
2. Dynamically on asset load during gameplay.
The latter is one of the most major causes of stuttering in PC games, and Valves solution can greatly make a game feel smoother as a result.
With that in mind, proton _is_ the killer app.
Do you have any source for this? I don't recall seeing this kind of info so far.
https://www.roadtovr.com/valve-working-on-vr-steam-deckard-o...