Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
The Steam Client Beta has been updated with the following changes:
General
Fixed external sdcard readers without an sdcard inserted showing up in Settings->Storage
Fixed a case where turning on the TDP limit toggle for the first time could result in a bad TDP value being set for the system.
Remote Play
Fixed black screen when streaming from another computer
Fixed black screen when streaming to another computer which has enabled the high quality streaming preset
Added a low latency network setting, which reduces latency at the cost of bandwidth
Steam Input
Fix: Gyro to Mouse preferences can be overridden in action layers.
Fix: FlickStick Pixels per 360 value was defaulting to 2000 the first time it opened.
Fix: Periodic jolts of gyro movement should be reduced/fixed in Gyro to Mouse mode.
Gyro To Mouse mode now has a "3DOF to 2D Conversion Style" dropdown.
Yaw, Roll, and Yaw + Roll - legacy settings brought forward for easier onramp.
Yaw + Roll is slightly different from "Yaw & Roll Combined" in the previous mode. It has been re-written to avoid "ping-pong" horizontal output response during figure 8 movement.
Local Space (Advanced) gives access to more parameters for expert tweaking.
Player Space (Experimental). Vertical output uses local pitch, as usual, but horizontal output comes from rotation around the gravity axis due to local yaw and roll. Many thanks to Jibb Smart.
A note on gyro orientation convention in the new Gyro To Mouse mode: Previously we considered "pitch", " yaw" and "roll" to be relative to the hardware - Yaw is considered the axis that rotates about a joystick's central axis on any controller. Moving this convention over to handhelds (i.e. SteamDeck or mobile) has caused confusion for many due to how the controller is tilted in order to look at the screen. To address this, we now compensate for that tilt, and consider "yaw" to be "Human Oriented". So, on Handhelds: "Yaw" is the axis that goes from the top to the bottom of the screen (so turning the handheld around that axis generates "Yaw") & "Roll" is considered the rotation axis through the screen (steering wheel motion). This only changes the expected axes on Handhelds - standalone controllers have the same orientation as ever.