I got the lower specced AMD Ryzen 5 4500U version (rather than the Pro which has a Ryzen 7 4800U) and features integrated Radeon Vega graphics and 16GB of LPDDR4x RAM.
The screen is 800p and accepts touch input too, so it's a pretty similar form factor to the Steam Deck, albeit lacking the touchpad inputs as well as the additional GPU horsepower that the Steam Deck has (I believe we're talking > 50% more because of the RDNA2 GPU in the Steam Deck compared to the Vega GPU in the Aya Neo).
[b]Optimising[/b]
So how to get Drone Warfare running on the Aya Neo?
The 800p screen of the Neo (and Steam Deck) is actually a great performance provider compared to standard PCs which usually target 1080p or higher resolutions.
The lower resolution allows for low draw distances in scenes, and we can also get away with smaller textures. We can also tweak the LOD (Level Of Detail) of the in game objects as there's no need to see them as clearly when in the background.
Fortunately I'd already implemented a comprehensive selection of graphics options that can be enabled/disabled in game, including AMD's FSR (FidelityFX Super Resolution) technology.
By trialling different FX options, I've been able to work out a good mix of effects and performance that currently allow the game to run around 30fps on the Neo.
There should be more performance to gain in the future (it's still early days development wise) but I already love playing Drone Warfare on the Aya Neo. It's going to be a great help when iterating through build testing as I can take it anywhere!
[b]"Annnd Action!"[/b]
Here's a short clip (GIF) taken from my digicam:
The clip shows the game running with storm conditions enabled which are the most intensive in the game.
You can view a better quality (and longer) version of the above footage on YouTube. Please note that the sound captured by the digicam is pretty tinny so apologies for that!
[previewyoutube=zPeLKi8BSHA;full][/previewyoutube]
[b]The Future[/b]
It's going to be great seeing how Drone Warfare runs on the Steam Deck. I should hopefully be able to enable more effects AND deliver more performance.
I'll also be implementing touch input for the in game interface which will enable more usability than just the gamepad alone.
I'll post more updates regarding these in the future once further progress has been made. :)
Anyway, this is probably my last update for 2021 so I hope everyone has a safe, joyful, and peaceful Christmas holiday!
I'll catch up with you all again in 2022!
Cheers,
Faster Time Games.

