Legion Go 2 · Z2 Extreme · Bazzite
Vulkan · Proton · LSFG VK
Target: Smooth 60+ FPS @ 18–25W

Avatar: Frontiers of Pandora Legion Go 2 Z2 Extreme Optimization Reference

Tuned for Lenovo Legion Go 2 Z2 Extreme running Bazzite with Decky LSFG VK. Use this as a working reference while testing different TDP levels and frame‑gen configurations on handheld.

01 · High-Level Strategy

Frame pacing first, eye‑candy second
The Z2 Extreme can hit very good results if you treat TDP, Bazzite CPU behaviour, in‑game GPU cost, and LSFG VK as one combined system.
Goals
  • Run Avatar on Vulkan via Proton with stable clocks and no random drops.
  • Hit a consistent base FPS at 18–25W and let LSFG VK handle smoothness.
  • Avoid double frame generation (in‑game FSR 3 FG + LSFG) to keep latency sane.[web:16][web:20]
Power tiers
18W · Battery focus 20W · Balanced 25W · Quality / docked

All three tiers assume Vulkan, Bazzite Handheld Daemon, and LSFG VK already installed via Decky on your Legion Go 2.[web:15][web:14]

02 · Bazzite Handheld Daemon

CPU behaviour and EPP tuning
CPU settings

Within Handheld Daemon:

  • Mode: Manual.
  • CPU Boost: Disabled. This prevents erratic spikes that steal power from the GPU and hurt frame pacing on Z2E.[web:12][web:18]
  • SMT: 4C / 8T is fine; the key is stable clocks, not maximum threads, at these TDPs.[web:12]

EPP (Energy Performance Preference):

  • Preset: Balanced or Low.
  • Reason: Lower EPP shifts the budget towards GPU while keeping CPU responsive enough for Avatar’s CPU load.[web:30]
  • Check your active profile actually applies EPP; some reports show missed changes if you swap rapidly between presets.[web:30]
Why boost off?

Users with Z2 Extreme report that manual TDP + enabled boost often leads to under‑utilised GPU and inconsistent frame times, because short CPU spikes hit package limits and drag GPU clocks down.[web:12][web:18]

With boost disabled and EPP tuned, you trade brief CPU peaks for sustained GPU clocks, which is almost always the better trade‑off for a visually heavy game like Avatar at handheld resolutions.[web:15][web:31]

03 · Z2 Extreme Power Limits

SPL · SPPT · FPPT structure
The big trap: setting only a single “TDP” slider. On Z2 Extreme you must set SPL, SPPT and FPPT so the GPU can actually climb to full clocks.[web:12]
Recommended values
TDP Target SPL SPPT FPPT Notes
18W 18W 20W 20W Gives a bit of headroom above slow limit so GPU can hit intended freq without blowing past 18W average.[web:12]
20W 20W 22W 22W Good balance between headroom and thermals; ideal “daily” handheld profile.[web:12][web:15]
25W 25W 27W 28W Full‑fat handheld / docked profile; reported to unlock 10–15 FPS versus equal SPL/SPPT/FPPT.[web:12]
Key idea: SPPT and FPPT sit a couple of watts above SPL so short bursts aren’t hard‑capped. Community testing on Z2 Extreme shows this is necessary to avoid the GPU “idling” below its expected clocks even though total package power stays inside the target band.[web:12][web:15]
Verify in‑game
  • Enable Bazzite / Steam performance overlay and watch GPU frequency under sustained load in Pandora’s busy areas.[web:18]
  • You want GPU clocks around or above 2000 MHz at your chosen TDP. If they sag heavily while temps are fine, revisit SPL/SPPT/FPPT.[web:12][web:31]
  • Keep temps below roughly 80–85°C to avoid thermal throttling on long sessions.[web:15][web:18]

04 · In‑Game Graphics Settings

Per‑TDP presets for Avatar
These are starting points aimed at handheld usage. Avatar is heavy on shadows, volumetrics, and tessellation, so those are your primary levers.[web:25][web:21]
18W · Battery‑Optimised
Category Setting Value Reason
Display Resolution 1280×720 Minimises pixel load and VRAM bandwidth while staying readable on handheld.[web:31][web:25]
Upscaling Temporal Upscaler FSR 3 · Ultra Performance Aggressive upscale to keep 30–50 native FPS at 18W; LSFG will smooth this out.[web:16][web:19]
Camera Motion Blur Off Improves clarity and can claw back a small but noticeable performance margin.[web:25]
Camera Depth of Field Off Saves GPU cost with minimal impact on gameplay readability.[web:21]
Shadows Shadow Quality Medium Shadows are one of the heaviest options; medium gives good shape definition at low cost.[web:25][web:21]
Shadows Sun Contact Shadows Medium Keeps character grounding while reducing expensive high‑frequency details.[web:25]
Shadows Spot Shadows Low Indoor lights and foliage lights are expensive; lowering here yields big gains.[web:25][web:31]
Shadows Spot Shadow Resolution High Resolution affects edge sharpness more than raw performance at low counts.[web:25]
Reflections Specular Reflections Medium Preserves key highlights while easing the load in wet / metallic scenes.[web:31]
Reflections Diffuse Reflections Low Diffuse bounce is subtle on handheld; this is safe to cut for FPS.[web:25]
Reflections Environment Reflections High Helps water / sky feel rich without a big extra cost at low res.[web:25]
Volumetrics Volumetric Clouds Medium Clouds are moderately expensive; medium keeps nice skies.[web:31]
Volumetrics Volumetric Fog Low Fog is a major GPU cost; dropping to low is one of the biggest wins.[web:25][web:31]
Streaming Extra Streaming Distance 0–2 Minimises distant detail CPU/GPU work; minor pop‑in but helps TDP budget.[web:31]
Geometry Object Detail 8–10 Reasonable object density while remaining under VRAM / bandwidth limits.[web:25]
Geometry Terrain Tessellation Medium Tessellation is heavy; medium keeps ground shape without overkill at 18W.[web:25][web:13]

Expect roughly mid‑40s to low‑50s native FPS in heavy areas, which LSFG VK will double for perceived smoothness.[web:31][web:16]

20W · Balanced
Category Setting Value Reason
Display Resolution 1280×800 (16:10) Slight bump in vertical resolution for a crisper HUD at modest extra cost.[web:31]
Upscaling Temporal Upscaler FSR 3 · Ultra Performance or Performance You can experiment between the two; Performance gives better image if base FPS holds.[web:16][web:13]
Shadows Shadow Quality High 20W budget can support higher contact detail while staying stable.[web:25]
Shadows Sun Contact Shadows Medium Still a heavy effect; medium is the sweet spot for handheld.[web:25]
Shadows Spot Shadows Medium Better indoor lighting fidelity without going fully high.[web:25]
Reflections Specular Reflections High Z2E can handle more specular detail at 20W.[web:31]
Reflections Diffuse Reflections Medium Balanced option that recovers some indirect light richness.[web:25]
Volumetrics Volumetric Clouds High Cloud quality is very visible during flight; bumping to high is a nice upgrade.[web:31]
Volumetrics Volumetric Fog Medium More atmosphere without reverting to the heaviest preset.[web:25]
Streaming Extra Streaming Distance 3–5 Better distant foliage and structures at a small extra CPU/GPU cost.[web:31]
Geometry Object Detail 10–12 Higher geometric density where it actually matters in close scenes.[web:25]
Geometry Terrain Tessellation High Ground and rock detail benefits from the 20W budget.[web:13][web:25]

This profile targets mid‑50s to 60ish native FPS in many scenes, which LSFG 2× turns into very smooth motion while staying within a sane power envelope.[web:13][web:16]

25W · Quality / Docked
Category Setting Value Reason
Display Resolution 1600×900 to 1920×1080 (depending on thermals) Higher native resolution for docked / controller play while leveraging LSFG.[web:31]
Upscaling Temporal Upscaler FSR 3 · Performance Better image quality; at 25W you do not need Ultra Performance unless pushing 1080p hard.[web:13][web:16]
Shadows Shadow Quality High Comfortable at 25W; ultra isn’t worth the heavy hit on this class of GPU.[web:25]
Shadows Sun Contact Shadows High Improves character / foliage grounding in bright scenes.[web:25]
Shadows Spot Shadows High More convincing interiors and night scenes.[web:31]
Reflections Specular Reflections Very High Makes rain, wet surfaces, and metal feel more “next‑gen”.[web:31][web:25]
Reflections Diffuse Reflections Medium Premium look without the full hit of higher tiers.[web:25]
Volumetrics Volumetric Clouds High Keeps flight and skybox spectacular at this power level.[web:31]
Volumetrics Volumetric Fog High With LSFG, you can afford higher fog without it destroying perceived smoothness.[web:16][web:31]
Streaming Extra Streaming Distance 5 Better distant scene continuity for docked / big‑screen play.[web:31]
Geometry Object Detail 12–15 Good compromise between lushness and avoiding occasional stutter.[web:25]
Geometry Terrain Tessellation High Matches the look of larger GPUs at reasonable cost on Z2E at 25W.[web:13][web:25]

This preset assumes plugged‑in play or short sessions. Native FPS in busy areas should cluster around 55–70 FPS, which LSFG 2× can drive to a perceived 60+ FPS lock on the handheld screen refresh.[web:31][web:16]

05 · LSFG VK Configuration

Environment variables and launch string
Core launch options

Use this as your baseline launch option for Steam on Bazzite:

ENABLE_OSFG=1 \
LSFG_MULTIPLIER=2 \
LSFG_FLOW_SCALE=0.85 \
LSFG_PERF_MODE=0 \
MESA_VK_WSI_PRESENT_MODE=fifo \
%command%

This setup is tuned for Vulkan on Linux handhelds: 2× frame generation, conservative flow scale, normal‑quality algorithm, and vsync‑safe FIFO presentation.[web:11][web:14][web:20]

Variable reference
Variable Recommended Purpose Perf Impact Quality Impact Best Use
ENABLE_OSFG 1 Switch that turns LSFG VK optical‑flow frame generation on.[web:11] Required for any frame gen; overhead is tied to other settings, not this flag.[web:14] Enables interpolation of extra frames between real frames. Always 1 when using LSFG; 0 to fully disable quickly for testing.[web:11]
LSFG_MULTIPLIER 2 Determines target output rate: 2× doubles FPS, 3× triples it.[web:11] 2× is stable on handheld; 3× can stress the GPU and cause stutter.[web:20][web:23] Higher multipliers increase artifacts. 2× tends to have the cleanest output.[web:20] Use 2 on Legion Go 2 for 30→60 or ~50→100 behaviour.[web:20][web:32]
LSFG_FLOW_SCALE 0.85 (0.75–0.85 range) Scales internal resolution used for motion estimation.[web:11] Lower values reduce GPU cost, saving roughly 6–15% load in community tests.[web:29] Values under ~0.75 increase ghosting and artefacts in fast motion.[web:29] Start at 0.85; if Avatar is GPU‑bound, experiment down to 0.75.[web:29][web:32]
LSFG_PERF_MODE 0 Enables a faster, lower‑quality frame generation mode.[web:11] Massively reduces LSFG computation cost but is designed mainly for much weaker GPUs.[web:11] Introduces noticeable artefacts and “smearing” on complex scenes.[web:20] Keep 0 on Z2E; only test 1 if you drop FLOW_SCALE very low and still need headroom.[web:11][web:32]
MESA_VK_WSI_PRESENT_MODE fifo Controls Vulkan present mode / vsync behaviour for Mesa.[web:9] fifo is analogous to v‑synced triple buffering; immediate risks tearing.[web:9] fifo avoids tearing; mailbox / immediate may lower latency but can flicker.[web:9] Use fifo for handheld. Consider mailbox only if you tune for minimal tearing manually.[web:9][web:20]

LSFG VK’s own wiki and Steam Deck–focused guides emphasise 2× multiplier, moderate FLOW_SCALE, and staying away from stacking multiple frame‑gen layers.[web:11][web:14][web:20]

Decky plugin usage
  • Open the Decky menu, choose the Lossless Scaling plugin, and confirm LSFG VK is active for the game.[web:6][web:20]
  • Do not also enable in‑game FSR 3 frame generation; let LSFG handle it alone to avoid conflicting interpolation.[web:16][web:20]
  • If LSFG introduces stutter, first lower FLOW_SCALE slightly, then consider trimming some in‑game heavy settings rather than jumping to 3× multiplier or PERF_MODE 1.[web:29][web:32]

06 · In‑Game FSR 3 vs LSFG

Why you should not stack frame‑gen
Avoid double frame generation
Rule: Use either Avatar’s in‑game FSR 3 frame generation or LSFG VK frame generation, not both.[web:16][web:19][web:20]

Avatar’s built‑in FSR 3 FG adds a nontrivial GPU cost and latency, which is fine on large desktops but less ideal on a handheld at tight TDP.[web:16][web:19]

LSFG VK is tuned for Vulkan on Linux and gives you a separate control surface (MULTIPLIER, FLOW_SCALE, PERF_MODE), so it is generally the better choice when running through Proton.[web:11][web:14][web:20]

Base FPS and frame pacing
  • Prioritise a stable base FPS (e.g. 30 or 50–60) over a wildly fluctuating higher average; LSFG works best when the input rate is consistent.[web:20][web:29]
  • Use Avatar’s in‑game fps limiter if needed to clamp base FPS to 30, then let LSFG 2× output ~60 baked‑smooth frames.[web:16][web:20]
  • Monitor frametime graphs in the overlay; irregular spikes often reveal CPU or power‑limit issues, not LSFG itself.[web:18][web:31]

07 · Practical Presets & Expectations

Suggested combos and rough outcomes
Preset summary
TDP Resolution / Upscaler Key Visual Settings LSFG VK Expected Behaviour
18W 720p · FSR 3 Ultra Perf Shadows Medium, Volumetric Fog Low, Object Detail 8–10, Tessellation Medium.[web:25][web:31] 2×, FLOW_SCALE 0.85, PERF_MODE 0.[web:11][web:29] ~45–55 native FPS in heavy scenes, perceived ~90–110 FPS; best battery life.[web:31][web:16]
20W 800p · FSR 3 Ultra Perf / Perf Shadows High, Volumetric Fog Medium, Object Detail 10–12, Tessellation High.[web:25][web:13] 2×, FLOW_SCALE 0.85, PERF_MODE 0.[web:11][web:29] Mid‑50s to ~60 native FPS, LSFG adds very smooth perceived 100–120 FPS motion.[web:13][web:16]
25W 900p–1080p · FSR 3 Perf Shadows High, Volumetric Fog High, Object Detail 12–15, Tessellation High.[web:25][web:31] 2×, FLOW_SCALE 0.85, PERF_MODE 0 (or 0.8 flow if needed).[web:11][web:29] ~55–70 native FPS; LSFG yields apparent 60+ FPS lock with rich visuals.[web:13][web:16]
One “plug‑and‑play” starting recipe
  1. In Bazzite Handheld Daemon: Manual mode, CPU Boost off, EPP Low or Balanced.[web:12][web:30]
  2. Set TDP to 25W and configure SPL=25, SPPT=27, FPPT=28.[web:12]
  3. In Avatar: resolution ~900p; FSR 3 Performance; Shadows High; Volumetric Fog High; Object Detail 12–15; Tessellation High.[web:25][web:31]
  4. In Steam launch options: use the LSFG VK string shown above (2×, 0.85 flow, PERF_MODE 0, fifo).[web:11][web:14][web:20]
  5. Check overlay: GPU at ~2000+ MHz, temps under 80–85°C, frametimes relatively flat. If you see GPU‑bound stutter, step FLOW_SCALE down to 0.8 or trim Volumetric Fog / Spot Shadows first.[web:18][web:29][web:31]