There’s a strange thing we’ve normalized in PC gaming.
Before you actually play, you prepare.
You open settings.
You tweak graphics.
You check performance overlays.
You think about battery life, temperatures, profiles, limits.
None of this feels unusual anymore. It’s just “part of PC gaming”.
But it shouldn’t be.
When playing became a task
On consoles, you press a button and play.
On PC, especially on modern handhelds, you make decisions first.
Not because you want to, but because you feel responsible for the outcome.
If performance isn’t great, it’s on you.
If the battery drains too fast, it’s on you.
If the experience stutters, you assume you missed a setting.
Over time, playing starts to feel less like entertainment and more like system administration.
And that’s the part that bothers me.
Control is not the problem
PC gaming has always been about control, and that’s a good thing.
Being able to tweak, customize, and adapt is what makes the platform powerful.
The problem isn’t having control.
The problem is when control turns into constant responsibility.
When every session begins with questions:
- Should I change profiles?
- Is this game using the right resolution?
- Am I wasting performance or battery?
- Do I need to adjust something before this feels right?
At that point, you’re no longer just playing a game.
You’re managing a system.
Handhelds made this impossible to ignore
This becomes especially clear on PC handhelds.
These devices are meant for quick sessions.
The couch. The bed. A break between things.
They’re not desks.
They’re not benchmarking stations.
And yet, they inherit all the friction of desktop PC gaming, sometimes amplified.
Small screens make bad settings more noticeable.
Battery constraints make every choice feel important.
Performance swings are harder to ignore.
On a handheld, friction breaks immersion instantly.
That’s where the system-management feeling becomes impossible to justify.
If the user has to think, something failed
This is where my mindset shifted.
I don’t believe the solution is more options.
I don’t believe it’s better overlays or more detailed graphs.
Those tools are useful, but they’re still asking the user to think.
My goal has been the opposite:
The less the user has to touch, the better the system is doing its job.
Good automation isn’t loud.
Good automation doesn’t ask for attention.
Good automation disappears.
If you’re constantly aware of the tool helping you, it’s probably helping too much — or in the wrong way.
Automation as respect
Automation often gets framed as convenience.
I see it as respect.
Respect for the player’s time.
Respect for their focus.
Respect for the fact that they sat down to play, not to optimize.
That doesn’t mean blind automation.
It doesn’t mean guessing.
It doesn’t mean “AI decided this is optimal”.
It means being intentional about when the system should act, and when it should stay out of the way.
Sometimes the best decision is doing nothing at all.
A shared philosophy across different projects
At a high level, Winhanced and ZenDeck aim for the same thing:
a console-like gaming experience on Windows.
The difference isn’t the goal, it’s the surface.
Both act as launchers that detect games, and reduce friction so the system feels designed for playing instead of managing Windows.
The UI changes. Some features change.
The intent stays the same.
As that ecosystem evolved, it became clear that automation itself needed to be split by responsibility.
That’s where the AutoPilot suite started to take shape.
AutoPilot – Dynamic TDP focuses on system-level behavior.
It automatically adjusts power limits based on multiple runtime signals, similar in spirit to what Microsoft have recently introduced with Default Game Profiles, with one key difference: it works across all games from any store.
It handles the kind of decisions that shouldn’t require constant user attention, regardless of where or how the game was launched.
AutoPilot – Smart Profiles, previously known as AutoPilot+, operate at a different layer.
Instead of touching the system, they focus on the game itself, managing in-game settings, resolution, and GPU features when required, based on how each title is actually configured.
The names changed because the boundaries became clearer.
One system adapts the device.
The other adapts the game.
Different layers.
Different responsibilities.
Same philosophy.
Reduce friction, automate what makes sense, and let the player focus on playing.
The goal isn’t peak numbers
Another thing that often gets misunderstood is performance.
Chasing the highest FPS or the longest battery life looks good on paper, but it rarely translates to a better experience.
What actually matters is consistency.
Stability.
Predictability.
A game that feels right beats one that wins benchmarks but constantly pulls your attention back to the system.
That’s why I’m far more interested in removing unnecessary decisions than exposing every possible knob.
Playing should feel simple again
PC gaming doesn’t need to lose its flexibility.
It doesn’t need to become locked down.
But it does need to stop demanding so much mental effort just to feel good.
If, before playing, you already feel like you’re managing variables, something went wrong upstream.
Playing should feel like playing.
Not like maintaining a system.
Not like preparing a workload.
Not like doing pre-flight checks.
Just playing.
That’s the experience I keep chasing, and the reason I care so much about making the system disappear when it’s doing its job right.
Follow-up:
I’ve written a follow-up post explaining how AutoPilot Smart Profiles attempt to solve this problem in practice.
Read: AutoPilot Smart Profiles Automatically Optimize Games for PC Handhelds
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