Valve working on 'Steam Box' gaming console with hardware partners
theverge.com
theverge.com
1. Steam OS will be powered by Linux + OpenGL
2. It will have unparalleled gamer-bias and developer-bias instead of revolving around publishers (meaning its truly gamer focused as what has been Valve's MO)
3. It will be just good enough in the graphics department but will instead lower the friction in the assets pipeline department, virality and player-analytics
4. Graphics will now take a backseat to story, AI, art-direction and pacing (due to the hardware spec being fixed and player measuring tools)
5. crowdsourcing features will be baked in thru APIs (Team Fortress hats as a precursor)
6. social multiplayer features baked in thru APIs
7. a standard controller will be mandated
8. optional accessories like bio-measuring gadgets (measure opponent's sweat, heart-rate and track gaze) will be sold online.
If any of this comes to pass then it would have made PC gaming much much more evolved.
And the more I think about this and type my response, the less exciting this sounds... All of this is possible on a PC. What they'll be offering us is basically a pre-loaded, locked-down Linux based OS.
Graphics on ARM chips are getting good enough for enjoyable 3D games in HD, and soon we'll be able to just hook our phones to a TV and play all the Android games there anyway (some phones already do this).
But Google could encourage manufacturers to build special cheap $100 boxes that are meant only for gaming, too. Then it would just be able to gain market share over the Xbox 360 and PS3 in the same way it gained over the iPhone - by getting all manufacturers to make such devices.
Valve are also the developer and publisher of some of the most popular video game titles around. This puts them in an exceptionally good position to build something like this because with the backing of some of their own titles (For example releasing Half Life 3 as a "Steam Box" exclusive) would immediately encourage sales. Portal, Portal 2, Left 4 Dead, Half life and Team Fortress 2 are all hugely popular Valve games and their platform "Steamworks" is again used by some huge names, Call of Duty, Football Manager, the list goes on. They have their platform directly integrated with a large amount of popular games and a lot of new releases go with Steam for their PC releases.
There are some interesting Steamworks and Steam statistics and information in this PDF: http://www.steampowered.com/steamworks/SteamworksBrochure201...
I guess this is their midstep until OnLive-esque cloud gaming is more dependable/available.
Apart from shiny graphics what things are games trying to do which they need more power for?
Which games are pushing at AI or different forms of man machine interfaces?
And heaven help them all if Apple brings apps to the Apple TV.
Certainly much will remain the same, but in my opinion this progression has illustrated that it behooves console makers to customize to a notable degree.
(It's not.)
This console cycle has been characterized by software and online, and that's how it will be from this point out. 360 has a very good OS and networking stack, PS3 not so much. This is why 360 is outselling the PS3, even though it's the weaker-powered of the two.
I don't see this changing in the next cycle either; PS Vita's software looks awful.
The Steam box will be no different; it's about the software, not the hardware.
I'm not sure what it is really called, this sort of "fungible but not fungible"- for example, x86 processors are fungible in the functional regard but not in the performance regard.
The only thing massive about Valves mind share is maybe the preception of it among HN users.
http://www.google.com/insights/search/#q=%22valve%22%2C%22st...
There's always a tendency to wonder if any new product will be the new category killer. I think we can be confident this isn't. As the article says the Steambox isn't trying to compete with the next xbox, and for good reason -- it would lose horribly.
That doesn't mean it won't be good or I won't get one or it won't be a success. This is a good and logical move for Valve that provides good value for their existing userbase and opportunity for growth.
Having said that, I could imagine AMD licensing a CPU or APU design to Microsoft or Sony[2]. After all, the Wii and Xbox360 already contain custom GPUs of theirs. Still, the current consoles have done well with PPC, so they may just stick with that.
[1] Sony actually paid for some of it because it's basically 3 Cell PPUs glued together, but that's another story
[2] AMD's CPUs are probably not complicated enough for Sony's liking, though. :-P
http://semiaccurate.com/2012/03/02/sony-playstation-4-will-b...
Does Kinect not count as a hardware differentiator? For this reason alone MS has the be the favorite among dedicated game boxes.
Nintendo's been the most innovative historically but they've already shown their hand and sadly for them it's holding a ginormous controller that I'm 97% sure is a refurbished Sega Gamegear.
The only question left about Nintendo is who wins the exclusive rights to Mario/Link and co. It's probably worth the most to Microsoft but Apple has a lot of cash overseas they don't know what to do with.
Right now I'm confused about their decision to abandon the Wiimote though. If they're upset that they didn't get as many 3rd-party titles, IIRC that had more to do with the hardware constraints of the platform (I remember it being described as two GameCubes strapped together).
> they could sit out a whole console generation and still produce
> another one... don't count them out so fast.
Isn't that the story of Sega though? The Saturn was a flop, and then the DreamCast wasn't enough to rescue them from becoming a software-only company.It may not be a games console as such but think something with a large screen , an app store and some new input method that lends itself well to gaming.
So either they will focus on a different category of gamer/games or there will have to be some other more game specific input device such as a controller.
(1) I don't think Apple would buy Nintendo but...
(2) If Wii U flops worldwide (as many expect) then Nintendo's default option is to go the Sega route and just produce software.
(3) Unlike Sega however, Nintendo's IP is worth substantial market share so I'd expect a major bidding war for exclusivity. Exclusivity would also allow Nintendo to continue to develop for a single mobile and home platform as they do now.
* http://www.phoronix.com/scan.php?page=news_item&px=ODE4M...
So is it going to target the current console owners? And persuade them how? "It's like your box, but you can install mods. It's like a PC but with less freedom."?
Anyway I'm looking forward to the development. The three big console manufacturers need a kick.
Edit: Also Steam doesn't have their own OS obviously. So is every box going to need a Win licence?
potential markets:
- people looking for a computer to hook up to their television. I bet there are lots of people out their who would like a nice HTPC but want modern gaming performance as well.
- people with laptops as their primary PC but who also game. How many people have a desktop and a laptop because gaming sucks on most/all laptops? Probably the vast majority of PC gamers. Every single one of these is a potential customer. Use a MacBook Air for work & facebook & casual gaming and get a SteamBox for serious RTS gaming or flight simulators or whatever other kind of games don't work well on consoles or on laptops. You'll no longer have to worry about anti-virus or any of the other crap involved in maintaining a Windows box. You'll just have an OS X box that "just works" and you'll have a Linux box that "just works".
- people who want to buy a PC without paying a license fee to Microsoft. Some of these will install Ubuntu or a pirated Windows on their later, but then support is no longer the Vendor's problem. I suspect it will be much easier to persuade vendors to sell "SteamBox OS" boxes than Linux boxes just because it should reduce support costs.
To summarize: cheapskates and gamers. I think that covers about 99% of the home desktop PC market -- everybody else buys laptops.
I'm sure a lot of people don't take it for granted that they will get the next version of any of these except for the iPhone.
I don't know how many people can imagine the Xbox without Halo, and if Valve can line up some companies or their own games, I wouldn't be surprised if they disrupted the industry. There aren't that many flagship franchises for either of the consoles, and just look at how Nintendo basically don't know how to innovate in videogames anymore and end up releasing Zelda 15, Mario 8, and Mario Kart/Party/Tennis/Golf Umpteen as a result. The iPhone is destroying the handheld market, and I'm sure Activision will figure out how to develop Call of Duty for the new console, if it gains traction.
Valve will allow their customers to play their games on Mac, Windows, and their console, if any versions are available, due to the cross-platform presence of Steam - they have basically already done this with Sony. That's new and very alluring, although I have to wonder how they will manage the disk space of the console. Maybe people will have to buy the physical version of the games and use the Steam key to let them download it to their Mac and PC. The prospect of selling your games directly to your customers with no expenditures save bandwidth through Steam might help the platform earn a profit, too.
There will be many gamers (myself included) who will buy this simply because it's Valve and we trust them not only to make it awesome, but to bring awesome games to it as well.
As I see it, a "Steam Box" would merely be a hardware specification that Valve sets and game developers can rely on, ship with Steam preinstalled and supporting their previously announced "big picture mode", and the multi-input controller. But for all intents and purposes, it would be a standard desktop PC. Probably one designed to be used in the living room, but standard hardware nonetheless.
The third alternative is Valve using Linux, or something, which isn't enormously plausible.
1: http://bbot.org/blog/archives/2011/05/08/valve_isnt_going_to...
1) There have been several leaks indicating that Steam for Linux exists, or at least has been prototyped. I imagine that pretty much the only reason why it hasn't been released is because it's a small market with large support requirements.
2) Porting games to a Linux with decent video drivers is no harder than porting to the Mac. Once you've done one, you're 95% of the way to doing the other. The largest task is porting to OpenGL which you have to do to port to PS3 or to Mac anyways.
3) The largest problem game makers have with Linux is supporting a large variety of hardware along with a large variety of distributions. If you can say "We only support SteamLinux on SteamBox", that problem completely disappears.
Short answer: DirectX.
Scream all you want about OpenGL, but MS has honestly created a superior product. Between the hand-wringing over specs and the massive fragmentation via vendor-specific extensions, OpenGL doesn't hold a candle to DirectX. Even old OpenGL stalwarts like Carmack himself have bailed from that wagon.
There's a reason why Mac ports are still relatively rare in the industry, and more importantly, where they do exist, they are universally horrendous in quality and performance.
Carmack has acknowledged that DirectX is better, but Rage, for instance, still supports it for systems that don't support DirectX.
Which is to say, porting effort to PS3 does not also give you a PC/Mac OpenGL port.
This is the big problem I see - UE and idTech both support OpenGL, though in reality only UE has any significant licensee base to speak of. There is, however, an awful lot of home-brewing even at the AAA-levels: EA's gone and thrown a lot of weight behind the Frostbite engine, Ubisoft seems quite fond of their Anvil engine (Assassin's Creed + more), and the big massive CoD franchise runs a proprietary engine too.
An OpenGL-only platform might automagically include all UE and idTech licensed games, but that's hardly an impressive snapshot of the gaming industry, particularly the core gaming demographic (as compared to say, the mobile gaming demographic, where OpenGL already reigns supreme). This hypothetical platform won't just leave the vast majority of Steam's existing titles in the cold, but will also have the unenviable task of forcing many devs to provide cross-platform support where none currently exists.
Valve is a juggernaut in the industry - but even that's a very, very tall order. There's certainly a renaissance of interest in OpenGL thanks to the mobile gaming side of things, but I'm extremely skeptical of claims that any player, even someone the stature of Valve, can get a majority of existing Steam devs to sign up to support OpenGL.
Now, you are actually in fact thinking of LibGCM, which has very few similarities to OpenGL, is much lower level, simpler, and is in fact, the library that most PS3 developers do end up using.
Do however keep in mind, that any major game that runs on Mobile, OS X, or Linux, has pretty much API compatible library usage with OpenGL.
Then while the PS3 doesn't give you OpenGL, any cross platform game that runs on both PS3 and another system generally has a graphics system abstracted enough to make porting to an OpenGL system while not trivial, a rather well contained and limited amount of work. Surely enough to make it warranted to port to whatever graphics API Valve chooses to use, should it be a successful console.
And frankly the Microsoft monopoly on rendering API's. These days modern OpenGL is close enough, to not really matter. Having nearly feature parity, and these days all the fancy stuff happens in shaders anyways, the API just doesn't matter as much as the platform lock-in these days.
Yes, the steam console doesn't automatically get access to the entire library, but keep in mind, Steam on the mac has been hugely successful, and it had a very limited selection of games to begin with. You say that valve can't get a majority of existing devs to sign-up to support OpenGL, frankly they don't have to, rather they have to get just enough Steam devs to do such, and that's something history has shown that they do in fact have influence over.
It might require Valve to get people to recompile their games and tweak some stuff, but like you say, Valve are a juggernaut.
And frankly Microsoft could be licensing them some sort of Windows variant OS. Afaik, they maintain a positive relationship with Microsoft, and other than the conflict of interest with consoles, Microsoft knows that Valve is a very powerful player in the market. Also, do recall that Microsoft has licensed out their OS before, it as a different world at the time, but the Dreamcast was using a Microsoft derived kernel.
As for CPU usage, a properly tuned Linux kernel with unneeded services turned off shouldn't be significantly different from a hypervisor once it's booted.
Valve may try and set things up so that X11 is optional but even that should get mostly out of the way if you use the right libraries. (DRI etc.)
I'm not trying to suggest that they will use a hypervisor, but rather suggest that they have a ton more options then seem to be listed here.
(N.b. If you haven't tried OnLive give it a go, they have trials for most games, Just Cause 2 is pretty fun and is a good example of the graphics it can do)
*I also don't have a HD TV which I guess is another reason.
After all, it doesn't make sense to pay Microsoft the Windows tax for every console, and they couldn't use OSX.
Some games are known to run faster on WINE than on Windows.
Most games are slower, because the Direct3D implementation isn't as tuned as Windows' is, and much of it is done by translating into OpenGL. However, this hit is a lot smaller than you'd expect.
With Mac-native games from Valve, I get more or less the same performance as in Win7 on the same computer.
They could also encourage new developments to use some other APIs such as OpenGL and just use DirectX for legacy.
Quad core mobile chips are already in production and PS3 capable mobile GPUs are 6 months away (ARM Mali T-658).
Why is a console, a console and not simply a power/cooling/connectivity dock for a suitably powerful mobile device ? Id's flagship game, RAGE, has been supremely playable on an iphone for ages now.
Consoles like PS3 and Xbox already lag desktop-grade video hardware by 5-6 years, yet have a large market - so why cant the same be true for mobile hardware ?
IIRC the mobile RAGE is essentially an dumb on-rails shooter. The PC version is significantly more vast, complicated, and graphically impressive.
A mobile phone already exposes a touch-screen interface/proximity sensor/accelerometer/gps/bluetooth/etc The interface is richer, but different - in the same a dualshock is different from a keyboard. You do not need to separate a user from a phone if they have a power cord trailing to their phone. But actually, you dont even need to do that. Your phone can remain docked and your joystick can have a mic to answer calls.
I do understand that a mobile chipset may trail PC chipsets - but I'm comparing mobiles to consoles, which already trail and are still accepted.
Most iphone/android fps games look like PC games did ~2003
http://www.chrisnorstrom.com/2011/02/creation-the-steam-cons...
(above) What I predict Big Picture mode is suppose to be. But seriously, how is a $300-$600 console suppose to compete with a $800-$2,000 mid to high end gaming pc? And shouldn't Valve be working on bringing movie and music to steam first before taking this on? I don't know, but I'm dying to find out.
Your scenario is highly unlikely.
Many console games outsell their PC games, PC and Console games can both reach the same graphical qualities. A lot of poeple play PC games with a controller because it's so much easier than with a mouse and keyboard (except for sim games, strategy games, and first person shooters). In many cases the only difference between console gaming and PC gaming is the setting. Console gaming takes place in a living room with a big screen tv and nice comfy chairs with room for others, PC gaming takes place in your home office or personal room and it's not as relaxing or natural feeling nor is there room for others. So by streaming a PC into the living room instead of buying more hardware to maintain and take care and hook up and make room for. Just stream your $1,000 PC to the living room.
In the past I've used this to launch directly into Steam. My friend has a spare PC in his living room mean for games with an open invitation for anyone to use, but didn't like people abusing it/his internet (We have data quota here, iirc his is 75GB a month then he gets throttled to 65Kb/s), so he asked if I could make it for steam games only. Now when you turn it on, you get a steam login prompt, and basically nothing else. All the installed games are available to anyone who owns them on steam, and work normally.
Hitting Ctrl+Alt+Del, opening the task manager, hitting File->New Task and running explorer.exe gets you the start bar back, so its not locked in or anything.
In general its pretty useful if you have a Windows box that's used for basically one thing, like XBMC or Steam.