> keeping current deck hw specs will allow developers to focus on single device when optimizing game for deck
That argument is used by incumbent console makers to refresh their hardware once in 5 years which results in it being horribly behind and holding games back as well. So I don't really buy this logic.
We're talking about portable games here. There will always be some drawback due to power limit and other issues. While i can relate to your sentence about games being horribly behind due to "platform parity", that probably won't work for portable platform.
With such approach there is no need to stagnate available hardware on any platform.
That sounds strange, I'm using a 3090ti and can play it on 4K with more than 60fps (with DLSS). Maybe something else is the bottleneck in your setup? Or maybe you haven't tried it since the initial launch? Initially the performance was shit for me as well.
DLSS is nice, but you still can notice some flickering on neon stuff, hair, etc in cyberpunk with DLSS enabled.
What's interesting is that Proton (or more specifically vkd3d-proton) allows it to perform well even on Steam Deck.
Some major work also went into radv for that to happen.
Also, keeping current deck hw specs will allow developers to focus on single device when optimizing game for deck. Some games (i.e. cyberpunk 2077) already have dedicated "steam deck" graphics preset. Some (i.e. sons of the forest) have steamdeck: true/false variable in debug window. Maybe we'll see dedicated deck support in some game engines? Who knows.
[1] https://www.theverge.com/23499215/valve-steam-deck-interview...