immediately but once that's done it reaches NUMBER_TOKEN and stays there consistently the other thing he's pointing out is that there is already a planned fix for this in the works and it should be ready by the time the deck launches he then gives bullet points on hardware and software these are all really good and to the point so i'm just going to read them verbatim regarding hardware he says it feels really good and very ergonomic to hold all the controls are easy to reach the shoulder and back buttons both feel much better than their steam controller equivalents the d-pad felt a bit mushy at first at least for my preferences i prefer it more clicky but in actual use in a demanding NUMBER_TOKENd game in terms of input it works really well and when i tried it again just now i can't even really understand where my initial impressions came from the one thing that's actually problematic in this prototype or more specifically my unit is the b face button it's not a problem to reach or press it which some might think due to its placement on the very edge but it can get stuck or wedged in somehow occasionally i think the initial journalist impressions already mentioned this and i assume it's resolved in final hardware the screen gets really bright i had to turn it down to NUMBER_TOKEN or so on the slider to comfortably play inside in the evening note that i generally don't like high brightness screens talking about the screen it seems nice in terms of quality i've noticed no ghosting and contrast seems quite decent for lcd then on the software side he says the overall software feels great very suitable for a handheld and easy to navigate having two distinct buttons for os non-game functions to bring up overlays related to hardware on the one hand and steam on the other is very useful proton works amazingly well in all games i've tested however this is very clearly still in pre-release form important features only added in the first software update i did for example just having an option to set timezone in ui and i've also managed to hard lock the entire thing once already one thing i was particularly interested in is the span resume since it's technically challenging to get that to work with a massive library of legacy games so far it worked perfectly in all but one game i tested in that one game audio was crackling after resume i think that's probably something that can be ironed out suspend currently takes NUMBER_TOKEN-NUMBER_TOKEN seconds resume NUMBER_TOKEN-NUMBER_TOKEN in my test it's good to hear about the suspend resume feature i think that this is one major feature that we were still waiting to hear impressions on some people may feel that a NUMBER_TOKEN-NUMBER_TOKEN second resume is lengthy it's kind of hard to say right now these days game loads are so quick that i could go from cold boot of a game to resuming my save about as quick if not faster than that on the other hand this feature lets you suspend the game no matter where you are that's not something that's available on any other platform other than xbox series s and x on those consoles it seems like a quick resume takes about NUMBER_TOKEN to NUMBER_TOKEN seconds so a good deal faster but this would presumably work on a much larger library of games in addition to darante there was a polish website that got their hands on the dev kit and gave some impressions using google translate once again they give us a few key details they point out the
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