295

A follow up to my earlier post about the leds-valve DKMS module, now it is usable within the latest experimental build of OpenRGB itself as long as that leds-valve module is loaded.

Support for the #Valve #SteamMachine under #Linux has been merged into #OpenRGB. This relies on the leds-valve kernel module that is included in the SteamOS kernel. A DKMS package is available to install this kernel module on #Arch and #Debian distros:

https://gitlab.com/CalcProgrammer1/leds-valve-dkms

or AUR leds-valve-dkms-git

top 15 comments
sorted by: hot top controversial new old
[-] Jjoiq@lemmy.world 14 points 4 weeks ago

Forgive my ignorance if allready applicable. A visualizer for playing audio i use cava on kde and would love to intergrate this.

[-] NeatNit@discuss.tchncs.de 22 points 4 weeks ago

Yup, OpenRGB has audio visualization support in the Effects plugin: https://openrgb.org/plugin_effects.html

[-] CalcProgrammer1@lemmy.today 4 points 4 weeks ago

The OpenRGB Effects Plugin has some audio visualizer effects including a port of my old Keyboard Visualizer. You can also use the Python SDK to integrate OpenRGB lighting into third party software.

[-] als 10 points 4 weeks ago

I wonder how long till someone makes a decky plugin for tweaking then

[-] CalcProgrammer1@lemmy.today 4 points 4 weeks ago

While I'm generally pretty anti-AI especially in OpenRGB itself, I did try slop coding a Decky plugin with free AIs for selecting OpenRGB profiles and colors just as an experiment. It didn't go well though and I'm not familiar enough wih Decky or the languages it uses to really do it justice. I'd love to see such a thing from someone who knows what they're doing.

[-] bjoern_tantau@swg-empire.de 4 points 4 weeks ago

The built-in controls are already pretty good.

[-] NeatNit@discuss.tchncs.de 7 points 4 weeks ago

Just curious (I don't have a Steam Machine and don't plan to get one), doesn't Steam fight for control of the LEDs if you run both Steam and OpenRGB at the same time?

[-] unexposedhazard@discuss.tchncs.de 9 points 4 weeks ago

From a very surface level look at the code it looks like the module disconnects the data coming from steam while OpenRGB is active. But i dont really do C so i might be totally off here.

[-] CalcProgrammer1@lemmy.today 2 points 4 weeks ago

It does not, but Steam isn't constantly writing to the LEDs. The Customization tab in game mode just lets you pick from the built in hardware effects so it's not continuously writing. That means it generally is not fighting OpenRGB. The only time it does seem to write to the LEDs repeatedly is during downloads when it uses the LEDs as a progress bar. Also, in desktop mode (on SteamOS or on other distros) it does not seem that Steam touches LEDs at all.

[-] unexposedhazard@discuss.tchncs.de 1 points 4 weeks ago

Oh okay cool. Thanks for actually checking.

[-] CalcProgrammer1@lemmy.today 7 points 4 weeks ago

In game mode yes, at least during downloads when it uses the LEDs as an indicator. It does not stream effects in software otherwise, it just lets you choose from the built in effects, so OpenRGB can take over without Steam trying to fight it most of the time.

[-] helios@social.ggbox.fr 6 points 4 weeks ago
[-] CalcProgrammer1@lemmy.today 8 points 4 weeks ago

Only as useless as you want it to be, you could, for instance, use it with the hardware sync plugin to display CPU or GPU usage. I should mark it as manually configurable for segments so you can divide it up and use it for both CPU and GPU actually.

[-] ericwdhs@discuss.online 1 points 3 weeks ago

I've never used any of this and can't find documentation on the hardware sync plugin, so forgive the maybe dumb question. How far can the configuration realistically go? Let's say my ideal setup is splitting the 17 LEDs into something like:

6 for CPU usage with red as the active bar marking out 50% to ~100% usage and blue as negative space

1 spacer

3 for temperature going up from blue to red

1 spacer

6 for GPU usage with red as the active bar marking out 50% to ~100% usage and blue as negative space

How close would I be able to get to that?

[-] CalcProgrammer1@lemmy.today 1 points 3 weeks ago

Update! It looks like it won't be too difficult to implement on Windows either! I did some poking around with RWEverything and the LED controller memory space is right there ready to be poked starting at address 0x0DE8 (IO port space). I manually poked the enable, LED color, and mode registers and could change the LEDs accordingly. This is easily achievable with a PawnIO module that mimics the sysfs entries from the Linux driver and I already have one partially written. I tested that PawnIO was able to enable/disable the LEDs and it could, but more complex interactions will require defining some ioctls and writing an OpenRGB implementation that mirrors the Linux one. Currently setting up my Windows build environment on the Steam Machine.

this post was submitted on 25 Jul 2026
295 points (100.0% liked)

Steam Hardware

22953 readers
12 users here now

A place to discuss and support all Steam Hardware, including Steam Deck, Steam Machine, Steam Frame, and SteamOS in general.

As Lemmy doesn't have flairs yet, you can use these prefixes to indicate what type of post you have made, eg:
[Flair] My post title

The following is a list of suggested flairs:
[Deck] - Steam Deck related.
[Controller] - Steam Controller related.
[Machine] - Steam Machine related.
[Frame] - Steam Frame related.
[Discussion] - General discussion.
[Help] - A request for help or support.
[News] - News about the deck.
[PSA] - Sharing important information.
[Game] - News / info about a game on the deck.
[Update] - An update to a previous post.
[Meta] - Discussion about this community.

If your post is only relevant to one hardware device (Deck/Machine/Frame/etc) please specify which one as part of the title or by using a device flair.

These are not enforced, but they are encouraged.

Rules:

Link to our Matrix Space

founded 5 years ago
MODERATORS