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Update index.md
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@ -445,17 +445,7 @@ The Steam Deck by default runs a Linux distribution.
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Linux doesn’t benefit from these changes as its kernel, unlike Windows’, is actually decent and can run high-precision timer events without any problem or undocumented SDK usage. If there’s no need to spin the CPU at all, it gets to idle properly.
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So unless you installed Windows onto your Steam Deck, you already had the best performance it can offer.
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Long gameplay sessions can sometimes feel like a gamble regarding stability.
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That’s a very common problem for emulators due to how they have to handle memory in unique ways to match two completely different systems.
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This was especially true for Linux users, who had to rely on increasing the size of the `vm.max_map_count` kernel parameter for certain games to avoid out-of-memory crashes.
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Since the emulator needs to create placeholder memory mappings to keep up with the virtual memory requirements of the game, it wasn’t hard to saturate the default value, resulting in a crash once the placeholder mappings outnumbered the max mapping count.
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Enter newcomer [kkoniuszy](https://github.com/kkoniuszy), who had a simple yet very effective idea.
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By {{< gh-hovercard "10550" "keeping track of the creation" >}} of such placeholder mappings and using that information to create fewer larger ones instead of several smaller ones, the stress on `vm.max_map_count` is reduced and generally no longer needs to be modified.
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This results in stable game sessions when playing for hours.
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Thank you!
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### ARM changes
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## ARM changes
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The Android release taught us something very important: Using [Dynarmic](https://github.com/merryhime/dynarmic) adds a lot of overhead on ARM CPUs. While this doesn't pose any major obstacles on Apple Silicon M1 and M2 Macs, it's a big problem for Android devices, which are constantly power-limited with virtually no room for waste.
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@ -473,6 +463,18 @@ Block linking allows blocks of guest code that directly jump to each other to di
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After enabling it, this resulted in a 60-70% performance boost for 32-bit games like `Mario Kart 8 Deluxe` on Android SoCs.
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This serves as yet another reminder that emulation is very CPU-focused.
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## Linux specific fix
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Long gameplay sessions can sometimes feel like a gamble regarding stability.
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That’s a very common problem for emulators due to how they have to handle memory in unique ways to match two completely different systems.
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This was especially true for Linux users, who had to rely on increasing the size of the `vm.max_map_count` kernel parameter for certain games to avoid out-of-memory crashes.
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Since the emulator needs to create placeholder memory mappings to keep up with the virtual memory requirements of the game, it wasn’t hard to saturate the default value, resulting in a crash once the placeholder mappings outnumbered the max mapping count.
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Enter newcomer [kkoniuszy](https://github.com/kkoniuszy), who had a simple yet very effective idea.
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By {{< gh-hovercard "10550" "keeping track of the creation" >}} of such placeholder mappings and using that information to create fewer larger ones instead of several smaller ones, the stress on `vm.max_map_count` is reduced and generally no longer needs to be modified.
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This results in stable game sessions when playing for hours.
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Thank you!
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## Input improvements
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The work on making those fancy plastics with Near-Field Communication (NFC) behave like on the Switch continues.
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