Steam Deck OLED
store.steampowered.com
store.steampowered.com
Rear cover screws now thread into metal
Adjusted rear cover screw heads to Torx™, as well as other materials and geometry tweaks on the heads to reduce stripping risk
Lowered number of screw types throughout system
Reduced step count required for common repairs
Improved bumper switch mechanism drop reliability
Moved bumper switch to joystick board for easier repair
Improved display repair/replacement to not require taking rear cover off
They can always rely on the gambling money. Takes 0 effort (all digital), unregulated, and it's enormously popular on Steam.
A person could reasonably argue can be exchanged vs primarily intended as a stand in for cash is important. If the items are intended as actual items people value then that's more defensible than say chips that only exist to be cashed out. (And I'm not familiar enough to know whether that's the case here)
Valve could shutdown the whole thing with one button but they don't. Do you know why because it's profit for them too. Every case and every key sold.
They pay these streamers millions of dollars, up to and including one of the streamers moving to a different country with more lax gambling laws so they could continue to gamble on the companies dime (because they are a degenerate gambler) in order to hook children on gambling.
The skins work exactly like crypto in this case, except the on-ramp is a game that millions of children play (I don't care "it's not aimed at kids", you don't need to be 18 to buy a steam gift card at the store for the skins, and the game itself is free, which is a huge lure for children without an allowance) and it is entirely unregulated.
This entire system is being used to purposely trap gambling addicts at a very young age to milk them for as long as possible in the gambling industry, for every dime they are worth, and until they have used up all possible credit they can find just to keep pressing that addiction button. Twitch is in on it too.
Nope. They are exactly the same thing. Same effect on the brain.
https://www.who.int/news-room/questions-and-answers/item/add...
"PC gamer" correlates with "hardware tinkerer" much more strongly than "telephone user" does.
Steam Deck has been a modder's dream since it came out. Just having "desktop mode" be a standard option has been amazing.
Some people and legislators are arguing that unregulated digital gambling is very very evil
The only way for kids to gamble in CS at all is to either steal a credit card, which is obviously not Valve's fault, or for them to have a Steam gift card. If anything is to be done about the children, I think Valve should just 1) require a users to have a credit card on file in order to buy lootboxes, and 2) require re-entering the full credit card details if the user makes several purchases in a short period of time, in order to stop kids who, for example, memorized the CVV of a card already on file in Steam.
Keep in mind that uploading a government ID would have issues, seeing as in the US a driver's license is not universal, not to mention IDs all across the globe. Maybe there's an alternative form of ID that would work that I just can't think of, but anyways, I'm against needing to upload a government ID to access anything unless it's specifically for governmental purposes.
My opinion is that it is relevant... but each to their own I guess.
Regardless, many children most certainly do play Counter Strike.
I'm a former gambling addict, it is very very difficult for me to lose the amount of money I have lost at craps or blackjack playing magic the gathering.
I don't think we can classify all variable reward systems as gambling. Even competitive online chess with elo and matchmaking could be classified as gambling.
There already is, you gotta have a credit card to buy lootboxes. And while I am not aware of the situation all across the globe, in most places you gotta be 18+ to get a credit card. For a debit one you might qualify a couple years earlier in the US (and probably some other countries), but an easy solution would be for Steam to just ping the bank for info on the age of the customer. However, I am not sure if that would be easily possible, especially if we are talking about API-like approaches.
The only current workaround is using gift cards, but I somehow doubt that kids resort mostly to that instead of using their parents’ credit cards. But at that point, it is on parents, because there are all sorts of ways to solve the problem on an individual level (e.g., get a card with a low limit just for steam, use a paypal account that you have to manually log into for every transaction on steam and don’t give your kid the credentials, etc).
Unfortunately, there is no way one could feasibly stop some parents from just handing their kid a credit card and mentally checking out. And any other solution to the problem that won’t massively inconvenience adult Steam customers seems to be difficult to imagine.
But at that point it comes down to parents.
I feel most of the “children gambling” people just hate the idea of loot boxes in general, which is fine, but the argument is stronger if it’s honest.
That's true. thank you for your perspective
> Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three elements to be present: consideration (an amount wagered), risk (chance), and a prize.[1] The outcome of the wager is often immediate, such as a single roll of dice, a spin of a roulette wheel, or a horse crossing the finish line, but longer time frames are also common, allowing wagers on the outcome of a future sports contest or even an entire sports season.
CS cases ticks all of the boxes. I'm really curious what your definition of gambling is.
This is very much unlike slot machines and blackjack which can and do take over people's lives.
Do you really think TCGs are not gambling? Guess people open MTG and Pokemon packs just for "fun" then.
Why would holo cards, foils, and mythic rares exist? Black Lotus is just a piece of cardboard after all.
As someone who was once addicted to these games, they should absolutely be illegal. We really should not allow corporations to print money with drug dealer methods.
Also, the reason I'm against banning such games is because when you look at all the things we find fun, you will be sad to see that a lot of them just boil down to variable reward. That variable reward aspect is what makes it fun.
You would be wrong. Even chess has variance, the better player does not always win.
Then there are games that actually integrate chance as a mechanic and are still competitive.
If you have no skill or training in chess, there's basically zero chance of you winning.
technically yes. But not all gambling is illegal. because the legal definition of gambling is more precise.
I think that's the part that is forgotten in the discussions because we conflate the casual definition with the legal one.
They were very early on in pushing “gambling for kids” with loot boxes and microtransactions.
But yeah, exposed screws are cool I guess.
I question a 30% developer fee for using Steam. Loot boxes in CS and TF2 to get and keep kids gambling. Destroying nearly every mod and skin community. I don't think I'm willing to sweep all that under the rug because they made it easier to open a steam deck.
I like Valve believe it or not, but I question a lot of these decisions.
Let me tell you about the Counter-Strike 1.6 Beta update in 2002...
https://counterstrike.fandom.com/wiki/Steam
(Geez, 21 years ago!)
But yes, you are otherwise correct. That said, I argue that Valve has done an overall good job providing value to their users and even developers.
I am OK with the 30%, because it's not a monopoly. You can use any other store, "sideload", whatever, without restrictions. I think, but I am not sure, that you could actually offer your game cheaper on other channels in parallel. But because people like the convenience of steam (which is probably one if not the best implementation of a software store) that many would pay the premium to have the game on steam.
At one time[1] Valve even tried to ban community servers that offer custom models/skins. Though they doesn't seem to enforce it anymore.
[1]: https://blog.counter-strike.net/index.php/server_guidelines/
The 30% developer fee makes a lot more sense if you consider that steam is much more than a game store. They host forums, guides, achievements, cloud saves, multiple versions of the game at once with beta channel access, screenshots, remote play, extras like Proton support, a friends list that will show you when other people are playing a game (advertising). And the store page has all sorts of stuff like ratings, reviews... a shopping cart and ability to purchase more than 1 game at a time (didn't know that was a feature, but apparently it is). And top of all that, it's just frankly where PC gamers are, so theres a ton of built in marketing.
Not every game benefits from all these things. But it's hardly just a storefront. I would question Gamestop taking a 30% cut. I would question if EGS wanted the same 30% cut as valve gets. Gamers prefer Steam over EGS, and the reason they prefer it isn't just because "it's a nicer store front." It's a whole platform thing.
Why? Physical distribution is way more expensive and they handle the entire consumer lifecycle.
Valve has a perpetual obligation. I might buy the game and then never even download it. Or I might download the game. delete it. download the game again next week. delete it ... etc... And take 1000 screenshots that I want them to host, and upload mods for a game that they have to host and people may download. And this may happen forever (or at least until Valve ceases to be a company).
Fable III isn't even available in the Steam store anymore... but they have a repo hosting the game files. And they still take updates (the package was last updated in july 2023, even though its been off the store for years). According to SteamDB there are 14 people playing it right now. Steam has been supporting a game that they haven't even sold in the past 8 years.
I'm willing to bet that if I ask gamestop for anything regarding support for a game from 8 years ago they'd just laugh at me.
tl;dr - physical distribution has cut and dry limited obligations, but steam has to deal with stuff forever.
Imagine if you had to go to Gamestop every time you launched a game. They would kill for that opportunity. Steam has a captive audience who goes to their store every day.
you're still treating this as a software service. Remember that for a physical store:
1. you need to maintain the store. you can't have dirt bugs and grime everywhere 2. you need insurance to deal with various inevitable factors. theft, crime within store grounds, destruction of property, etc. 3. buildings break down faster than servers. you need to upkeep that. 4. security. Need to monitor the store in and outside of business hours. 5. yes, support. They manage memberships, pre-orders, process returns in or out of warranty/return period, check inventory for if older used games are around, and can route you to other locations for such product.
Its only cut and dry if you never think what is needed to maintain the norm for you.
Some of their discussion forums are incredibly toxic though, seeming to have no effective moderation.
Baldurs Gate 3 and Starfield spring to mind as clear examples, though it wouldn't surprise me if there are even worse ones around.
It was a mistake.
The Steam discussion/forums for it are here: https://steamcommunity.com/app/1086940/discussions/
I've not looked at them for ages as they were very toxic for a few weeks after launch, and I personally have no real desire to go looking again now. Maybe they've magically improved somehow, but I doubt it.
What do you mean, the game is objectively solid and is very much a continuation of the Boulders Gate series. It has flaws, but personally I think it's the best crpg i've played in years (and without nostalgia filters).
To be clear, I'm not criticizing, I just am not surprised that a certain segment of the BG1/BG2 fanbase is unhappy.
https://steamcommunity.com/app/1086940/discussions/0/3944650...
Steam takes 30% to make everyone slightly dumber
Particularly for a game with strong sexual representationa and inclusion, it is legitimate to discuss aspects where the inclusion is still lacking. This may be useful for the Devs future plans, or it may change nothing but be useful for other prospective players to understand about the game.
You might not find the thread useful or engaging. I don't find the threads about compatibility with hardware I don't own useful or engaging. Not every thread is for every person.
But point being, Steam is a whole platform. When THPS 1+2's "Upload a custom skate park" broke, I just hit shift+tab and clicked discussions, and bam. theres discussions about it being broken for other people. and I didn't even have to launch the game, I could just go to discussions from the game on steam to see when it was fixed. I didn't have to go googling for everything.
And the beauty of it, is that valve hasn't made all of it a walled garden. It's a nice garden, but they do a pretty good job of not keeping it completely locked down (which is the main reason why proton has been so successful).
So no, Steam won't moderate your forums for you, but they will host the forums and you don't have to have your own/none. But then again, that might be more of a benefit to the customers than to the devs who may not care.
Whether it should may be a different issue.
That, and Steam hasn't really burned many folks, ever. They even pioneered returns after you played the game...
As a user, I've never once been mad at Steam.
They were forced to do so by the Australian government, so it was hardly "pioneering".
But yeah, difference is Valve knows to be good to consumers (mostly) but make dev support a nightmare if you're not big enough.
> Valve must pay a fine of AU$3 million (about £1.6m/US$2.3m/€1.8m) for misleading Steam users in Australia by stating they were not entitled to refunds for faulty games on Steam
https://www.rockpapershotgun.com/australia-fines-valve-over-...
okay, here's the EU part: https://www.gamedeveloper.com/business/new-valve-refund-poli...
not brought to court but that right-to-return law put another fire under their butt for sure.
I think like many new things it got off to a rocky start in 2003 and 2004 (especially with the launch of Half-Life 2). I only started using Steam on 2007 I think and I've never had an issue.
"Steam" is not just a game store. It's like if walmart built an entire industry around maintaining, supporting, and extending anything you sold through them. 30% is a lot, but Valve is the only company out of basically the entire retail industry actually providing value to sellers and buyers alike, rather than just a storefront.
The CS:GO child gambling problem is HUGE though, and unconscionable. I don't know how Gabe feels about that, but I don't care. It should be exceptionally illegal to give a child access to a "gambling like" game that ever touches real money.
That 30% cut still seems egregious. Those features are all nice but none of them can be used to make a game.
Unity is even cheaper, at 2.5%.
Is 30% fair? I don't really have an opinion, but putting your game on steam isn't required for game development.
30% does seem a bit too high, though. I’ll grant you that.
30% is the standard retail cut if I’m right. So if you sell your game at Walmart, they take 30% too.
Edit: There is actually a way to bypass Steam’s cut - provide by Valve strangely enough - if I’m right. As developer you can mint as many API keys for your games as you like and sell those through other means. Your customers will still download and play through Steam but Steam gets nothing - i.e. you use their infrastructure for free; of course they would get their cut from copies sold via their store.
The difference is people actually like using Steam. They actually want to be locked in. I'd rather by a game on Steam vs Gog. Consider that. DRM free, but people prefer the lock-in. That's because Valve is nailing it.
Imagine people saying the same about Microsoft, Epic, EA etc.. Nope.
But also yes. Steam has made the gaming on linux process so much easier. Using steam is the easiest way to game now and I definitely prefer all my games to be there.
>The difference is people actually like using Steam. They actually want to be locked in.
yup, and that's where the danger starts. People like being locked into Apple as well. the consoles all conditioned people to being locked in. I understand it, but don't think it's a good thing.
Microsoft does technically have a lock in with PC, but they have enough historical lawsuits on those issues that they are lax on what is hosted on Windows. The reckoning for Apple/Google is definately coming, though.
Console manufacturers charge a separate per unit royalty for every game published for their consoles, typical in the range of 10-20%.
That’s how they make most of their money before online stores - the console is sold at near break even typically but they do earn on extra accessories.
The store charges are separate and independent.
I don't. I just use Windows and Linux occasionally and that reminds me why I prefer Mac OS.
It's easy to get lock in effects when the alternatives are crap wrt usability. Even if you can get larger numbers for less money on the spec sheet.
I don't like being locked into Apple, but I can't argue with the extraordinary convenience of doing it their way. New iPhone or iPad? Just set it next to your old one and it will pull everything over. New Mac? You can clone from a backup of a different Mac. I started with an iPad, got a Mac a few years later, and finally got an iPhone after Google released the amazing (loved the fingerprint reader on the back for unlocking) but disastrous (the battery would decide to go to hell one day, no warning, and you were losing 30+% of power per hour) Nexus 6P.
What they clamped down on was developers who built $0.01 game for trading cards farming. Now Valve just have some fair usage rules so developer of game that sold 10 copies on Steam can't request 1,000,000 keys for it.
Disclosure: I am indie game studio co-fouder so Steam keys is something we deal with.
But yes they have clamped down on the fake games for trading card farming too.
AFAIK it's perfectly fine to temporary run something like lowest-ever price outside of Steam on a condition that within some timeframe (not sure about timing) there will be similar sale on Steam.
Also, both Xbox and PlayStation have more-or-less all those things you mentioned but you get subsidised hardware in the deal too.
Also nice to be able to buy some new games and run them on an old laptop, can't do that on my xbox 360 anymore. My library all runs on my latest computer too. At least xbox makes a fair amount of the catalog backwards compatible, it's not a thing on Playstation.
edit: plus I can give friends access to my entire library, providing I'm not using it at the time.
Or is that only PS?
Free-to-play games can be played online without a subscription, but paid games require a subscription - I imagine as a holdover from pre-Fortnite days and cross-platform play.
I'm a subscriber for the game catalogue and only really play online multiplayers that are F2P anyway, but yeah it doesn't seem at all justifiable. It's a strange decision too - I can't imagine the subset of people who are NOT subscribers for the monthly games and/or catalogue AND are playing games online that are NOT f2p is big enough to be a significant impact to their bottom line. If anything it would be a deterrent from choosing the platform.
If developers don’t like it, they can chose other options to distribute their game.
When I care about supporting a developer or publisher and they offer their product on their own storefront DRM-free, I will often go there to buy. Or I buy from GoG which takes a smaller cut. Playnite lets me launch my Steam and non-Steam games in a seamless fashion. Steam still does a great job as a game installer/patch manager, and helps me discover new games. But I'm not locked into paying them a 30% fee, which is pretty brutal for some smaller publishers.
https://www.reddit.com/r/playnite/comments/15q2x16/i_install...
I have only used it on my Windows install, so I can't recommend this.
Let me know when I can install fdroid on iOS.
They back off when they find out my line of work, but you hear about bullying and peer pressure in school over bubbles. That does not end when you leave high school.
One VC said that people that buy Android don't have taste and wouldn't work with them. Now they say Android is for poor people. Freedom to sideload or install a custom os be damned.
It's not a high school thing, it's just amplified during that point in life; there is always pressure to conform.
I don't care about whether or not some VC thinks I have class either professionally or personally. Avoid people that jump to conclusions and you'll be better off, regardless of how fancy their personal titles are.
I'm one of them. We are not all the same!
But yeah, ideally one shouldn’t tie self worth to perishables.
I find dealing with Android users from iMessage tiring but everyone I know who uses Android also uses WhatsApp and that works just fine cross platform.
They even did deep, dirty tricks like this: https://uxdesign.cc/how-apple-makes-you-think-green-bubbles-.... Not only that but Apple just love to lean heavily on their own custom functionality rather than coming up with open/reusable technologies. Apple are happy to use Wifi & Bluetooth standards to compete in the market, but not so much standards for chats/group chats (where Android users find things don't mesh as well/they don't have the same functionality as iOS users).
I can't for the life of me find it now, but I remember reading an article a while back on how Google found a way to trick iPhones into accepting Android messages as "blue bubble"/iOS messages by dumping some string onto the end or something. I'm sure it was a HN post but I can't find it, which sucks cause it was pretty funny reading.
...?
It's Steam or bust for the vast majority.
If the market is not being artificially suppressed (I don't believe it is), and developer still think it's financially advantageous to pay Steam's fees, doesn't that indicate the fee is "correct"?
yeah, that's my issue. but it's all or nothing because the only thing that really matters is presence. So you just suck it up or use another store (or distribute independently).
>Gamers prefer Steam over EGS, and the reason they prefer it isn't just because "it's a nicer store front." It's a whole platform thing.
It's really just network effects at the end of the day. We've seen enough instances in other places in tech where the de facto is shit and even actively ruining its product, but people stay.
Sad thing isn't how big it is, it's how hard it is to fail.
I'd love to see a "what has Steam ever done for us?" sketch produced :)
https://www.pcgamer.com/lawsuit-claims-valve-is-abusing-its-... https://www.masonllp.com/case/valve-mass-arbitration/
It's apples and oranges.
It's worth pointing out that this is for cosmetics. The largescale lootbox outcries have been exclusively about gameplay advantages. Games that only provide cosmetics are usually praised for being fair. For example, Overwatch also has lootboxes - but for cosmetics only - and nobody gives a damn.
And then there's cards, which you earn for free, and can sell for a wallet balance in order to buy games.
> keep kids gambling
I don't believe this is their goal, even though they certainly aren't doing enough to prevent it.
It was such a neutral system and I literally never felt any type of FOMO or pressure to buy lootboxes, which can't be said for other games with similar systems.
I would argue they still aren't evil (and Apple is, though I am a shareholder) because Steam, the Windows store and Epic can all live together on my PC as competing store / DRM. If a developer doesn't want to give up 30%, they have viable alternatives.
Is it a great way to get publicity? No. Is it a perfectly reasonable way to sell a game? Yes.
Also, what small-time indie game is >100gb?
This is a thread about steam charging a 30% cut and people asking about what costs they could possibly have?
If Steam didn’t take a cut then they would not be able to pay for bandwidth. And even a 100 mb indie game downloaded a million times is still a lot of bandwidth times that by tens of thousands of games and it’s more than just games, screenshots, saves, mods, forum posts, video trailers, patches, etc.
A one time sale of a 4 dollar game that could support 100 gb worth of mods with being able to delete, download, and reinstall dozens of times has ongoing costs.
Selling on your own website, yes, you should be able to cover sending your own exe 100gb or not with each sale.
I think the point was that if you were hosting independently, your video game isn't going to be 100+ GB. You will handle the costs or build it into the price of the game.
Dunno how thin margins Valve operates on, but I think they can survive on less than 30%, especially since they offer lower rates to AAA studios.
I can't say if it's truly worth the 30%, but I sure don't want to be handling all those services myself or through others.
I also remember reading an article from way back when that said that brick and mortar revenue cuts were at _least_ twice what Steam was taking. Perhaps this memory is totally wrong... with today's Google I'll certainly never be able to find the source of the memory.
As a casual gamer I am not willing to dig around the internet to look for games.
But if I stumble upon something random on Steam there is a chance I will buy it.
That stuff isn't easy but fortunately Valve isn't the only one offering that, and pretty much every other storefront offers lower rates if that's important.
I assume such dev can and should also use all other available promotion options of course.
So from my pov 30% is fine to pay. Especially that after initial effort of putting game in.
If valve wants to earn those 3 dollars, they need to ensure my game can be discovered to begin with. "becsuse there's a lot of people on steam" doesn't cut it these days. That was valuable at one point but I'd say aroind 2014 or so it ceased to be so.
30% was more reasonable in 2005-2006 when steam was getting it's first third party games on the platform (and games were cheaper as well, a selling point for digital distribution at the time, which has no longer existed for many years due to greed) and when compute and bandwidth was massively more expensive than it is today. These days the cut should be closer to 5-10% at most.
> Destroying nearly every mod and skin community.
I miss those days so much. When I was a teenager there was always new maps and mods for hl1/hl2 to try out. Now modding in pretty much every game and it's community doesn't compare, most developers won't ever release tooling for their engines and will sue people who reverse engineer their games to make third party tooling. Even 'mod friendly' developers like paradox and bethesda don't like people making changes that affect core gameplay too much and will strip out functionality to prevent people from doing it because they would rather pump out shovelware DLCs to make money.
Valve lucked out by doing all the enshittification in the late 2000s/early 2010s when their reputation was at it's highest. If they had cultivated this same following today and then rug pulled in the way they did in the past they would have killed their business entirely. Imagine if CDPR/A ctiblizzard/EA announced they would never make a game again and would only sell third party games through GOG/Battlenet/Origin, their distribution platform. Their business would be gone in a matter of months.
It's interesting to see this randomly thrown out, I'm curious if there's any basis for this? Epic Games currently takes 12% and five years later they're still unable to turn a profit. That's for a store that wrote a brand new launcher that's worse than Steam's and they don't have nearly half the features Steam does.
I believe Humble takes 5% and they're also not doing that well.
5% would hardly even cover the CC fees. Not to mention refunds.
What does Valve actually make with all this money? That rake on billions for basically doing nothing and like since HL2 the amount of games they actually developed was very low. Alyx was a niche game for VR only. Maintaining and improving CS and calling it 2.0 is hardly anything considering what they could do. Dota 2 they just bought it. Steam machines failed and it was never that they actually sell hardware with a loss. So seriously where is all this money going?
I can only assume straight into Gabens and other high level execs pockets at Valve.
The also did not start from scratch and just used Wine and build upon this and payed the guy who did DXVK ... its hardly eating up billions to come up with something like the Steam Deck and Proton. Steam OS is basically just Arch Linux now so its hardly anything revolutionary from scratch.
Do not get me wrong I like all these things but I stand by what I said. I fail to see where all the money is going. Take a SINGLE AAA game where Valve rakes in 30% of the profits for a few distribution servers and a few forum mods. They have invented a money printing machine and for like 20 years the have been printing money and there is nothing visible for anyone to actually see. They do not even make games. Other game devs do not have billions at their disposal and develop games with high budgets and at a 100x faster pace. I stand by what I said, the money goes straight into Gabens and other exec pockets, the have nothing to show for it. The Index is expensive AF its not that they made a loss with it. They make profits with everything they do, especially the Steam Deck.
Steam controller also failed but its not that they wasted billions on that failed product either. I never tried it, I think the idea was great but the layout was wrong, buttons should not be on the bottom.
You tell me where all the money is going. Like do you really think they spend even more the a tiny tiny fraction of that they made on paying open source devs and deving the Steam Deck? The already had their money printing machine loooooong b4 the Steam Deck was even an idea. WTF did they do with it?
> You tell me where all the money is going
> Other game devs ... develop games ... at a 100x faster pace
> Steam controller
> The Index
Steam Controller gave us Steam Input, which works with:
- Steam Controllers
- Xbox 360 controllers
- Xbox One controllers
- Xbox One S controllers
- PS3 Controllers
- PS4 Controllers
- PS5 Controllers
- WiiU Pro Controllers
- Switch Joycons
- Switch Pro controllers
- A bevy of other third party controllers
All with shareable layouts, hosted by Valve.
The Index gave us Steam VR, which supports:
- Valve Index
- Oculus Rift
- Oculus Rift S
- HTC Vive
- HTC Vive Pro
- HTC Vive Cosmos
- Razer OSVR
- Pimax 4K, 5K, 5K Plus, 8K, and 8K Plus
- Dell Visor
- Samsung Odyssey and Odyssey+
- Acer AH101
- HP WMR
- Lenovo Explorer
- HP Reverb
- Varjo VR-1 and VR-2
Along with their support for OpenXR.
Not to mention Remote Play, and the variety of platforms they support with that. Or the hosting for cloud saves.
I'm not saying this costs billions, but I do think you're missing quite a bit of what Valve do when they launch something. There's quite a lot visible for people to actually see and use.
Good video on it: https://youtu.be/eMmNy11Mn7g?si=dwotdKXKu5mHLZWg
Valve charges 30% because customers want all the stuff that comes with steam. They work for that 30% unlike smartphone ecosystems that offer a closed ecosystem and can lock competitors out of their platform.
you're free to. I will offer Itch.io as a modern alternative: https://itch.io/
almost zero restrictions on games you can upload, and they let you set your own share, even down to 0% if you so please. I think the default is 10%, which seems reasonable.
>Valve charges 30% because customers want all the stuff that comes with steam
not really. they charge 30% because they can leverage their 90% market share on small devs. In fact, they already relented and offer a lower share if you sell more than like, 25m copies. That suggests that they do need to work to keep AAA stUDIOS from making their own stores (again).
It's all about market dynamics. And I bet many steam users just use it for network effects.
What on earth is this referring to? Steam doesn't inhibit moding at all. Heck, it has built in mod support that's used by games like Oxygen Not Included and Rimworld and it's huge ( https://steamcommunity.com/workshop/ ).
Steam also doesn't bat an eye at mods from outside of the client and there's no shortage of mod managers that work with steam - Vortex, CKAN, r2modman, etc...
I think he's talking about cs, but last I checked it had a massive modding community.
Unless he meant custom skins on official servers, but that's how you can cheat so.
They do know what they are doing to the environment themselves, though, despite the public’s blind eye they are making at least some effort to research more biodegradable materials.
Devs are free to move to Epic Store/Microsoft Store if it bothers you that much. That's the beauty of PC, your computer is not tied to a single store.
They don't because they know those stores don't have the market share Steam has. The people have spoken.
My last macbook needed to have a battery replaced during Apple Care (after only 2 years) and they just gave me a new body (no dents, same specs, same keyboard layout, transplanted the ssd - or transferred the data, not sure) and plugged it to the old screen.
If they don't bother swapping a battery...
Your repair was probably done by moving your laptop's motherboard into a new lower case (with a corresponding new battery glued in).
It's not as if there's any space for them to slide around, they're a fairly tight fit in a compact device, and there's got to be plenty of other options to keep them in place if there is a little bit of looseness to deal with.
(I guess they'll use safety as an excuse, to reduce the risk of the damage to cells. But it's not the real reason, is it?)
When the battery is at its most contracted state it can move if it's not fixed to the case by some means. Movement of the battery puts stress on the connectors and can lead to a short (or worse).
Gluing the battery in the case is a safe way of fixing it in place inside the case. Screw tabs would give the opportunity during assembly of puncturing the battery casing with a tool or screw. They could also work themselves loose with the thermal expansion cycles.
But people like the thought-terminating "Apple bad" narratives.
Replacing the cells inside one of those packs would have been similarly difficult to ungluing and replacing the batteries in more recent Apple laptops, but there was a lot less reason to rebuild those battery packs.
Its crazy stuff. You are telling me they cant think of a secure way to use a mechanical, screwed system that is able to cope with the thermal expansion. I find that hard to believe. I believe it is mostly cost and profit incentive, MAYBE safety, but I also doubt that last one.
Do you think the iphone 15 being USB-C was Apple's idea too?
Lisa Jackson has probably the hardest job at the whole company, to drum up the stats and relativism to make it look like they are trying at all in any meaningful way, and not just lying about their portfolio of dystopian horrors and banal inconveniences.
All electronics are the result of dystopian horors, and they generally don't have a very good shelf life. Are you aware of how many SuperFund sites are in Silicon Valley?
Apple's the worst, except for all the rest? I should lay off Apple because they're doing better than their competitors?
You're not opening any eyes by saying everyone is doing terribly, you're just responding to dissent with tired whataboutism and false claims of futility.
The market and regulators and device builders and customers could do better and should.
Apple wants to claim be leader in this space, they should do so with substance.
Until we find a way of mineral extraction and purification that isn't terrible, electronics are going to be bad. Could Apple work to improve that? Yes, and they should too. My point, which I'd argue is pragmatic, is that Apple makes the longest lived devices you can currently buy, and not by a little but by a lot.
Demonizing the current front runner in a competition you care about? ...well lets just say you attract more flies with honey than with vinegar
The latter is such a poor environmental choice, that it negates the former, but you don't see it yet.
Disagree. Glue isn't really that hard to deal with and likely makes the phone substantially more waterproof. It's really not hard, at all, to deal with glue, it's typically dissolves in acetone and only requires mild heat to overcome.
Nonetheless, you're selling "typically dissolves in acetone" as a user friendly, easy to repair, best in the industry experience? Should we give them a special award with text that is flanked by sprigs of wheat?
You don't realize how low you are setting the bar here.
Buddy, you just said, and I quote: "lying about their portfolio of dystopian horrors and banal inconveniences."
Get a grip.
How about you get a dictionary and encyclopedia and learn what dystopian horrors and banal inconveniences are?
Then look at Apple's factories, mining operations, glued together, locked down, borderline unrepairable products, and a big old pile of lightning cables and see that is an apt, fair and even charitable description of their activities.
Or you can just take yours and grip them to your chest and cry, whatever works for you.
* always had the longest software support lifecycle in the industry. Only recently has Google tried to match them. My six year old iPhone only just stopped getting support for the current iOS release; it will still get security updates for a few more years.
* can be repaired quickly from parts likely stocked in repair shops almost anywhere in the world thanks to the relatively small number of models, whereas a local repair shop is unlikely to have parts for an Android phone, unless you happen to have a phone that was sold in large numbers in that locale
* can have its battery replaced with legitimate OEM parts, retaining waterproofing and whatnot, by Apple or third party shops who have been certified to do the repair correctly. No Android manufacturer does anything close to any of this.
* was one of the first phones to throttle CPU speed when it detects rising internal resistance from battery aging, thus prolonging the device's lifespan (which everyone shit on them for, claiming it was designed to 'force' people to upgrade, when it was exactly the opposite - it kept people's phones working longer than they otherwise would)
* has a charge/data connector much more durable than standard USB connectors, and it's still not placed on the motherboard like nearly every Android phone does; it's on an easily replaced board. The whole EU USB-C debacle about consumer rights. It was about other companies eliminating Apple's competitive advantage with the Lightning port, denying consumers the right to choose a different connector other than the planned obsolescence USB connectors. And you know what else? Nobody's iPhone has ever been fried by a Lightning cable, but there was a huge debacle over USB-C cables that would fry anything they were plugged into.
There's a reason iPhones retaining their value in the used market for years - and Android phones depreciate like a lead balloon.
> lying about their portfolio of dystopian horrors and banal inconveniences.
Ooooookay then.
I use these products and am deeply invested in them. They are good, but much farther from perfect than you think. All of these stats are hollow relativism.
If two companies were detonating atom bombs in your neighborhood, but one provided you and your family with super solid umbrellas to catch the ash, you'd probably be swollen with praise for them as well.
There I go demonizing again... I really shouldn't be comparing a corporation with greater market value than the GDP of some countries to a nation state with the power to instigate generational environmental disasters. Totally different, not worthy of comparison at all.
If you're advocating that the average user, or differently abled users get comfortable with the tweezers and pentalobe screws in order to extend the lives of their devices, I'm afraid you've lost the plot.
For a few gens now "simple" to swap out iPhone parts like screens need to be purchased directly from Apple and authorized to go into the device that's being repaired via IMEI. This kills off tons of third party market options. Imagine if vehicle manufacturers required that you buy all replacement parts from them. In the case of vehicles, there are tons of used, reconditioned, and third party parts available that work just fine as replacements.
This kind of behavior is why I'll never "buy" an Apple device; you never truly own it and can do what you want to do with it, from both hardware and software perspectives.
https://screenrant.com/apple-self-service-program-requires-s...
It's very easy to be user friendly when your business model is relying on piracy, they even showed an emulator in a now deleted trailer
Valve didn't sell hardware for half its lifetime, and the hardware it sold were on small margins. Steam Deck is a success selling a few million, the vita was a bomb selling 10m (very conservative estimate. you'll see 15m when googling). Economies of scale
>It's actually weird that there aren't many alternative implementations of consoles in current times
where's the allure anymore? the PC and mobile hardware can do that just fine. those alt knockoff consoles came at a time where owning a PC was a huge premium.
That said, there are a few modern alt consoles to consider as a hobbyist:
https://www.analogue.co/pocket
but they very intentionally aren't trying to compete with modern games.
These things are "illegal" because these corporations can afford to turn the justice system into a legal bullying mechanism. They don't like what you do? They threaten to set your money on fire if you don't stop. Most people just obey because they don't really want to impoverish themselves fighting them.
There's no telling what would actually happen if it actually went to court though. I've read too many court cases where these game companies lost to just believe them when they say it's "illegal". The problem is always the fact they win in the end simply by having deeper pockets: the other party often gets bankrupted despite the victory. Bleem and Virtual Game Station come to mind. True justice would have been these alternative implementations of the consoles competing with the real thing on equal footing on day one.
> where's the allure anymore?
There weren't clones of any of the consoles of the previous generations though. Modern consoles are basically glorified PCs but a PS2 and NDS weren't.
A 40 year old with a twenty year back catalog of Steam titles gives me plenty of things to play.
Why would anyone ever want that? If you buy a device, you are supposed to be able to do anything you want with it, including running emulators or whatever.
Thankfully, even when vendors want to prevent people from doing that, they often screw it up and leave exploits that allow people to regain control. Even funnier when they then try suing random people for that to compensate for their engineering skill issue/make an example etc.
I'll give them a pass on Gamecube and later as that generation can still look pretty good.
I would probably subscribe if they got the back catalog right. But it's no bother to me really, it's trivial to emulate their games right up to the Wii U.
Why? no one expects all PS1 games on PS now, nor all OG Xbox games on gamepass.
If people still want to buy ports or subscriptions instead of figuring out emulation, that's their choice.
Knowing the majority of the NES > N64 Nintendo back catalog is coming at a reasonable pace would be a reason to subscribe to their online service, assuming it is all available at the base sub price.
The steam deck exists primarily to expand their targetable market.
It's of no benefit to them if people's devices fail - they just stop buying games (unlike Apple, where the devices are intended to slow down or stop working altogether).
I liked the direction you were going, but I don’t think you made the right comparison. iPhones, for example, are used 30-60% longer (4-10 years) than a Samsung phone (3-6 years). Apple provides software updates for all of their devices for 6+ years.
I’ve had very few devices containing lithium ion batteries that didn’t require a new battery. I have devices from the early 2000s from Sony, HP, Dell, Nikon, and countless others whose batteries have failed.
No matter what you think of them as a company Steam is a license to print money, of course basically everything they do is in service of it...
That Valve is a software distribution company.
Today, it is still one of the highest quality consumer VR headsets. It has not dropped in price yet.
Stop spreading disinformation please
Even Marques Brownlee [0] said he's going to rate gadgets' green/sustainability creds from now on, after reviewing the Fairphone.
They were consumer electronics devices, most of the expansion possibilities were via external devices connected on an expansion port of some sort, and that was about it.
Naturally this model offers better margins than selling PC components on thin razor margins, which is why even the PC world is going into that direction, leaving custom PCs for hardcore gammers and servers, where OEMs can also enjoy higher margins.
Looks like a pain to install, though. Saw a time-lapse of the process on LTT and it looked like it involved removing just about every single screw and fastener in the entire device.
Edited to add: the "Torx Plus" design's patent expired in 2011, which was put in place in 1990 as the original Torx patent was expiring then. Some more nuance, but there ya go.
[1] US 3,584,667, https://image-ppubs.uspto.gov/dirsearch-public/print/downloa...
[2] US 5,207,132, https://image-ppubs.uspto.gov/dirsearch-public/print/downloa...
edit: Also, you said Hex and I'm assuming you meant Torx (since GGP did). But that could very easily be a bad assumption, so I apologize if it is.
Use quality tools, there is absolutely no problem, there's even an ISO standard (10664), there is absolutely no reason for ambiguity. Just stop buying shit.
Torx has tremendous benefits which is why it is a fastener of choice for high value items on cars. They're also used in high volume construction, they wouldn't be if they "sucked".
My awkward hands where DS, Switch, PS and Xbox controllers all give me cramps after around ten minutes of play time.
N64 not so. It's why I've always been a PC gamer.
pretty sure the switchdeck is just a dbrand skin?
Oh and that sexy support of Linux. It won a loyal customer for life (or until they get acquired and get enshitified to death).
> Moved bumper switch to joystick board for easier repair
These are such a big deal, and such a design flaw in the first deck.
The most breakable part(eg. From any drop) requires valve to do the repairs because the same board houses the most complicated parts
I do not know if they are going this route with the Index, that thing is notoriously bad build, and it breaks for people after a very short lifespan all the time. Basically almost every serious reviewer complained how their Index broke after X months. I do not think its easy to repair at all and does Valve sell spare parts? It should life longer in the first place.
I've also spent a while in VRChat where these issues would be discussed and I've never seen anyone mention that the index in not durable.
And they provide you parts and schematics in case you need to repair/mod your device. Never thought I'd see a day when linux gaming would be as good as what I get via my steam deck these days.
Kudos to Valve for embracing such an open approach to gaming/portable devices in general.
The moddability is a deliberate strategy by Valve, and I don’t see it as an inevitable move for every PC-centered company, Microsoft being the prime counterexample.
But yes, Valve does seem to get what gamers want (other than games made by them)
Lots of good stuff there, too. XBMC for life!
And I still use 2 original Xboxs at LAN parties here and there. Even with a softmod and Linux, it's still possible to system link Halo, Halo 2, Battlefront (2004), Battlefront 2 (2005), Crimson Skies, Metal Arms, and other games across at least three generations of console (Xbox, Xbox 360, Xbox One) with 16-to-32 people. Microsoft does backward compatibility like almost no one else, even on console.
It's getting harder to find replacement controllers, but I've found a local hardware guy in my city who can help find the right replacement parts as little pieces on the board start to fail. I plan on keeping both of mine running as long as possible!
Where are the schematics? I was trying to do a repair on an unusually common failure and couldn't find anything.
And are there any specific usage patterns that lead to more of these issues?
I haven't been able to investigate it too much but last I looked at the data sheet for that chip it seems like there's no way it should have a hole blown in it unless something was designed wrong.
They (GabeN I believe) mentioned early on that it was "painful" to hit the Deck's price point. Unsure if this means sold at a loss or just a smaller-than-ideal profit.
I hope Steam OS doesn't end up the same locked down mess that Android has become these days ...
You won’t be able to do mobile payment and some other things because the companies behind those other things will only allow their apps to run on locked down devices.
Happened when i rooted my last phone. And after that no banking/payment apps worked.
Last time I was looking for a new bank, I picked one from this list based on the reports available. Thankfully my bank app is not so locked down.
Hope you can find something that works for you.
At least they don't go out of their way to block heroic games launcher/Linux and I'm happy with that.
Prior to having a Steam Deck, my overall video game time was fairly low since it took time to boot the PC and start everything up. With the SD, it's much easier to grab it and get a small session in, and I've purchased a number of games (and will even buy games on Steam at a higher price than elsewhere) because of the Deck. It's the price of convenience, but well worth it in my opinion.
Back when the whole Steam on Linux started, they saw Windows 8/10 as a real threat to their existence. (Windows S?)
It's just that the way they went about to solve this in an open way is what's nice.
They improved the graphics drivers situation, invested in Wine and other open source projects, put in a lot of effort to create a user experience they wanted on a handheld device.
Ultimately this gave them a real edge over their competitors. Was surprised to see random youtubers making videos on how to install steam OS on their more powerful Rog Ally/Gpd/Home theater PC etc ..
Google used to be like this once upon a time, long long ago... (That blocks phone, unlocked bootloader on all their Nexus devices, Linux improvements for Chrome/Android etc...). Not sure if things really changed or it's just in my head, but they no longer seem that way.
But yes, there has always been a big dose of NIH from corporate. Sometimes it is warranted, but many times it's extra work on this hope that they hoard valuable tech to themselves.
they are far from saints if you zoom out (from lootboxes and fostering an official means to trade virtual items for money), but being an independent company still driven by gaming helps.
The only problem with this is if a frame is slightly late at 40 hertz, you're waiting the full 25 ms for the next one instead of 16.6ms at 60hz. Being able to run the screen at 80 hz for 40fps games cuts that stutter time on a missed frame in half to 12.5ms, and will make a huge difference!
Edit: I read some other comments that explain the situation. It sounds like there is no VRR for the internal display unfortunately.
[0]https://www.bloomberg.com/news/articles/2021-03-04/nintendo-...
>800 nits max brightness (typical); 1200 nits peak brightness (HDR)[0]
If valve sold more units it might justify a completely custom solution but this is still way better than what people had to do to get a better screen before.
As someone who learnt about this public 40fps love just a few minutes, I'd like to add that this was something I had noticed myself years ago. 40fps feels "smooth" and closer to 60fps, than 25/30fps for some reason. Unfortunately my graphics card struggled but that's a different story.
What are people doing that they have like a 3080 on a 12700 and can barely hit 60fps??
(Using geforce now on a MacBook hooked up to an external monitor).
BG3 is very smooth. Cities Skylines 2 stutters. Starfield was okay. Talos Principle 2 is laggy. Cyberpunk is laggy.
Normally I don't care about graphics all that much, so I'll usually turn the details down to medium or even low. But these days DLSS is so good that's less necessary.
Yes I need a new laptop *frustration*
In practicality, most people can't tell the difference between 40fps and 60fps, or at least won't notice it in normal gameplay.
So you get nearly the same experience as 60fps but for much less processing power and therefore also better battery life, less fan noise/cooling, and you can crank graphics a little higher.
Most people are more likely to notice the difference between "Medium" and "High" very easily or "High" and "Very High", but won't notice the impact of 40fps vs 60fps. So that's why 40fps is generally a sweet spot between performance and experience.
Oh, good, we're back to justifying technical limitations with fabricated myths from early 2000s console marketing teams.
Also depends on context a lot - on a 7" screen it might be hard to notice the difference, but you can easily tell apart 120hz on a large monitor or in VR.
I think this is an oversimplification. We can detect latency, meaning a difference between input and screen response, at around 13ms.
But that doesn't equate to a new frame every 13ms being perfect, latency-wise. First, it ignores all the other sources of latency such as from input devices. Assume 6ms latency on the controller, that means you have to get a new frame out within 7ms from receiving the controller input.
That aside, there's a lot more than latency involved in creating beautiful smooth images on screen. For example, humans can detect visual change unrelated to input at about 500hz or even higher, especially in grayscale. I've heard that about 0.5m, or 2000hz, gray to gray is about the limit at which further improvements would be meaningless.
Of course the law of diminishing returns applies here. The fastest screen I've tested is 360hz and I can't say that I see any benefits over a 144hz screen, although I can see the difference in artificial benchmarks on blur busters.
I’d love to see how the market would react to a deck in a console form factor, with similar input options to the deck (pad plus touchpads) and an APU comparable to modern consoles.
If they were to do a reboot of that product line today I think it’d go quite differently. They have the chops to manufacture the hardware themselves this time around, and the game compatibility factor has improved dramatically (partially of their own doing). I think there could be a real market for a console with an APU somewhere in the ballpark of the PS5’s, but running SteamOS and embracing upgrades and modding like the Deck has, especially if they can price it aggressively.
The Deck controls are the best input method for games I've ever used. If they take the Deck inputs and stuff them into a handheld controller, I'd expect the end result to get popular quickly. The Deck shines where the Controller failed.
I still have my Deck and Link lying around because they were cheap (practically came free with a game) and because I liked the concept. I really hope Valve manages to get something like the Steam Machine into the mainstream, because they've got all the ingredients to become the perfect in-between for locked down consoles and messy PC gaming setups.
They already tried this with Steam Machines and that didn't end well.
> with similar input options to the deck (pad plus touchpads) and an APU comparable to modern consoles.
There's the Steam Controller, but maybe they'll try something new with analog sticks.
They tried this in 2014 when Steam OS was immature and Proton didn't even exist (Steam Machines were relying on Linux Ports at time). Also, if I record well, we didn't had a Steam Machine 100% done by valve, only third-parties.
I bet that the market reaction would be very different today with first-party steam machines running Proton,
The switch has really proven that this hybrid handheld formfactor is the future. On the software side, Proton has been the savior that liberated PC gamers from Microsoft’s iron grip.
The space is getting really exciting now that there are a few alternative products to the Steam Deck, too (Ayaneo, ROG Ally, etc). Phone controllers are nothing new, but iPhone switching to USB C means manufacturers can now sell a single SKU for iphone/android, and we’re starting to see AAA releases on those platforms.
If I were running Xbox or PlayStation, I’d be a little stressed out.
68k -> PPC -> Intel -> ARM has been seamless as a user, and the "Carbon" apps that ran on both classic Mac and on X.
It's pretty amazing to know "this app is calling all the wrong APIs, but they've been shimmed to match the right ones, and the device is fast enough that you won't notice the difference."
Wish Apple would pay Valve or Codeweavers (Crossover) to officially do this, but it's just not a segment Apple seems to care about. Sigh.
[0]: https://www.codeweavers.com/blog/mjohnson/2023/9/27/crossove...
https://www.tsmc.com/english/dedicatedFoundry/technology/pla...
Which is how they could pull the APU shrink off without breaking the bank.
And... Is the OLED not VRR? That was my #1 wish for the original Deck (with #2 being an OLED).
Those are all things you particularly want on the Deck.
For what it's worth too, my experience gaming on Wayland has been great from a consistency perspective. Once you dial in settings that work, the only performance blips you can notice are related to shader compilation. 144hz feels like 144hz, which has not always been the case on Linux.
I tried to get my 3090 working in Wayland/KDE/Arch for about a month (after repeatedly running into the same issues on my 2060 laptop) and gave up.
AMD IGP output it is... and I just game on Windows instead. But even then, neutering the leftover bits of the Nvidia driver (which I need for CUDA) that keep breaking electron/chromium is making me pull my hair out. I still hold my breath opening VSCode, wondering if its going to freeze or not.
Try using a dedicated rail or another PSU if you have one.
I have literally all the exact same issues on my RTX 2060 Asus G14 laptop, like:
- GPU rendering broken in Wayland Chromium/Electron, and sometimes Firefox
- Occasional black screen on boot, from some kind of race condition.
- Unpredictable artifacting on the KDE desktop and some apps.
And I still get some of that when Nvidia DRM is disabled and I'm just using the 4900HS/7800X3D for display out. Completely disabling the Nvidia GPU fixes all of it, every single thing, but then I can't use CUDA.
I'm also running everything on NixOS, so assume there's a fair bit of fairy dust blessing the config. Besides enabling modeset and cudatoolkit manually though, I don't think there's much special about my software setup.
If it wasn't for AI, I'd upgrade to AMD right now. But ROCm and the CUDA translation layer don't quite seem to be there yet.
According to LTT it is due to the physical connection. Basically the panel is the same as Switch OLED and thus uses whatever it uses which is MIPI and thus no VRR (need eDP for that). The hardware clearly supports it (just plug an external display with VRR support into the deck and it works)
https://youtu.be/uCVXqoVi6RE?t=179
Basically Valve doesn't do large enough volume to make proper custom display economical so they have to take whatever they can get.
Makes sense. The highest volume OLED with the right size is... the Switch's!
>Basically Valve doesn't do large enough volume to make proper custom display economical so they have to take whatever they can get.
Yeah exactly. I see a lot of online complaints (mostly outside HN) about no new APU or no custom display, but the capital costs of doing either from scratch are just hilariously high.
I think one side of the mother glass has a few extra pixels that you can just not cut off and end up with the 80 pixels more on one direction?
If you start from a panel that cuts perfectly to 8K or 4K TV panels and you keep halving it won't go down evenly to 720p as it is not half of 1080p (1440p is half of 4K and 1080p is half of 1440p so they come out nicely without any wasted panel/pixels by cutting in half)
But I don't think that's gonna happen until Zen 5, and only if we're lucky and AMD restarts the Van Gogh successors they canceled[1].
1: https://videocardz.com/newz/amd-ryzen-6000-notebook-roadmap-...
I've played more PC games now than I have in the last 10 years.
But the UI; how I actually interact with the system? I care about that.
Valve launched a Linux-based gaming platform called Steam OS in the early teens. Other companies made the hardware, and games had to be compiled for Linux - this was before Wine/Proton was good enough for gaming. It was open sourced, but stopped getting updated around 2018. SteamOS 1 and SteamOS 2 have public repos.
The Steam Deck launched with SteamOS 3. Many parts of it are open sourced (including gamescope-session, which lets you skip the window manager and go straight to the Steam UI), but there's no official "SteamOS 3" repo. There's a repo of unknown propriety called "evlaV" that claims to be a mirror of the official SteamOS 3 one. It's unclear where it comes from or how true/complete it is. https://gitlab.com/evlaV
SteamOS is an "immutable" Linux, which is to say that the system files are read-only. This allows ChromeOS-style updates without worrying about how someone has customized their system. It uses an application format called "Flatpaks" which skips the whole deb/rpm packaging debacle by bundling all the dependencies in a distro-agnostic container. It's a bit like how a MacOS .app folder includes everything the app needs to run.
There are also lookalikes that implement the Steam Deck UI with open source projects, like mimicking the SD's PIN unlock.
-----
Valve's main competitors in the portable PC space are Lenovo, Asus, and a bunch of Chinesium also-rans. They all ship with Windows.
There's also a vibrant community of people who buy them for the hardware, and try to replace them with as-close-as-we-can-get-without-official-repos SteamOS 3. They include:
- Bazzite: an immutable version of Fedora that uses GitHub Actions to "layer" packages on top. Basically, you write some markup that says what packages you want, GitHub mints an image, and that gets installed on your handheld. When a new version of Fedora/Bazzite comes out, your layers get rebased on top of it. (The whole immutable Linux thing is heavily influenced by Git.). Fedora is used for compatibility, but the gaming pieces (copied over from evlaV) run in an Arch container by way of Distrobox.
- Nobara: Fedora, as personally customized by a Red Hat employee to be better for gaming. His handle is GloriousEggroll, and he's also a prolific contributor to the Proton API compat layer that allows DirectX games to run on Linux.
- Jovian-Nix: NixOS, configured to run the SteamOS/evlaV packages on top
- Holo: The SteamOS equivalent of a Hackintosh: some guy in Russia modifying SteamOS to get it to work on a non-Steam-Deck.
- ChimeraOS: a distro designed for set top gaming and handhelds, derived from Arch.
> Why isn’t the Limited Edition Steam Deck OLED available in my region? > Steam Deck Limited Edition is an experiment for our team, and we were only able to make a small quantity. That said, we hope this is a successful experiment and customers are excited – if we see there is a large demand for this kind of product, we will definitely continue to explore more colorways in the future.
Please continue Valve
As much as I love my steam deck, it kinda sucks to use after using my OLED Switch after a while. That screen is just beautiful (especially for Mario Wonder).
I have been looking for alternatives for a while now, with the Asus Rog Ally or the Legion Go but the lack of the 4 back controls being vertical have made both of those a no go for me.
Kinda wish it was beefed up a little bit (technically it looks like it is, the GPU is no longer listed as a range if you scroll down, but I am not sure why that is).
I just want official word that the drivers and everything still work on Windows. I assume it will
The Steam Deck really isn't a console in any traditional sense of the word. With there now being multiple devices like this out there, I don't think that argument works.
PC games already automatically figure out what specs to use (or at least many do) so I am still struggling with this argument.
The argument completely falls apart when you have devices like the Asus Rog Ally or the Legion GO.
It also falls apart when, unless I am mistaken, SteamOS is open for anyone to use on other devices.
The Ally and the Legion GO (and other power constrained devices/devices with APUs) will benefit from some devs' performance and power optimizations for steam deck, and SteamOS based devices will benefit from fixes that work around issues with proton, both of which would be less likely to be addressed if there weren't an entire market of consumers you can access by getting that "Verified" badge.
IF that is the case, then the argument for why they would not increase the performance is not valid. They could have kept the same resolution but made it more powerful.
You can't say other devices will benefit and still make the argument that the steam deck had to stay at the same performance level. It's one or the other.
It's perfectly fine that Valve didn't want to upgrade it but I just don't buy the argument.
When you factor in that the niche market of slightly more powerful $600+ handhelds is already served by 4+ different players I just don't see why Valve would need to jump into it at this point. The marginal benefit is not worth the risk of fracturing the deck community and burning early adopters.
Also I should have made it more clear, but only some patches targeting the steam deck will trickle up to higher performance devices. Some patches will be things like "low shadows look like crap but medium shadows are just barely too much for the deck, lets lower medium a bit so that it can run well". I only mention that some patches will help other mobile devices because in my view its a win-win for the entire market that Valve is committed to providing a common denominator.
What makes you think this is true?
But it's increasingly similar hardware inside, consoles are increasingly supporting more general purpose computing (media apps, social networking features, web browsing, game/app stores), the experience is more customizable, patching has made it much less "the game is the game", and the stupid simple reliability has gotten much less stupid simple. I'd say that the distance between PCs and consoles has been gradually shrinking since probably the release of the PS3/360, mostly due to consoles moving closer to PCs, but the Steam Deck is a big jump towards a PC being console-y.
If one device is 1080p and one is 2160p, then even if both "render" at 1080 and one scales up to 2160 that is a change in performance. They don't want developers to have to test on multiple devices to see if it gets laggy on the one with the higher-res screen.
I thought steam deck doesn't run windows ? You install windows on your steam deck ?
It is the primary way I use my steam deck.
Edit: yes, I know EAC is Linux supported, but you can't use proton to run a Windows kernel extension.
Elden Ring uses Easy Anticheat which works fine in Proton, but Black Desert also uses EAC and it doesn't. Phantasy Star Online 2 works with Proton-GE and it used GameGuard and now Uncheater.
Here's a crowdsourced list of games with anticheat that do or do not work with Proton: https://www.protondb.com/explore?selectedFilters=antiCheat
I've used stock steam deck since its release and love it to death; but it's super flexible for those who want to install other stuff or play with it :)
Given the specifications of the rest of the device, I'm extremely happy the resolution remained the same! A bump to 1080p or similar would make games on the limited CPU/GPU that much harder to run at a reasonable frame rate while keeping a sharp image. This does not strike me as weird in the slightest - it's common sense to do here.
Not to mention how much hotter the device would run - you would be spending much more time at 15w+ in many titles, which is where the Deck starts to get hot/noisy fans spinning, and of course battery life drops.
With newer games having decoupled 3D render resolution and FSR2, a bump in output resolution no longer means an increase in CPU/GPU required. While allowing older games that aren't as resource intensive to run at 1080p.
Sure, but until we get better GPUs, it's still the better solution to not being able to play it at all. Especially with the Steam Deck being battery powered, so you can't just brute force it with higher frequencies or more hardware. Even this new Steam Deck doesn't include a better GPU.
As for Steam Deck specifically, the current display resolution it has is perfect for its size, a higher resolution is going to have marginal results - and actually worse results if you need to rely on upscaling to reach it (at which point might as well stick with the current resolution and target it natively so you wont even have the upscaler's overhead).
> actually worse results if you need to rely on upscaling to reach it
Not worse than just outputting the lower resolution. Otherwise there'd be no point of any of these upscaler.
I don't think comparing overhead to current resolution is 1:1 because modern upscalers also double as AA. Some modern games even force TAA, which upscalers replace. Especially at the lower resolutions, too less AA is more noticeable. And TAA kinda sucks.
Alan Wake 2 has FSR2 or DLSS instead of any other AA option even running them at native. Other games like Diablo IV give you the option of either TAA or upscaler.
You can notice it but IMO the drabacks are not worth it. 720p will both perform faster and use less battery. The additional fidelity isn't worth the cost.
> Not worse than just outputting the lower resolution. Otherwise there'd be no point of any of these upscaler.
IMO it is actually worse - even on my main PC any game that has the option between "smart" upscaling and plain old bilinear i always choose the latter (assuming i can't run the game at native resolution at 60fps - which sadly seems to be the case with UE5 games and my RX 5700 XT) because the other options are both (slightly) slower and look worse. They look fine on static images or if the camera/objects doesn't move much, but fast changes create noticeable artifacts - especially on third person games where often the character model has a very visible "pixelly" outline. It looks like those 2D pixel art games that arbitrarily mix resolutions and as a result create a garish result. I'd rather have the consistent quality of bilinear upscaling.
Or, to be on topic, i'd rather have no upscaling at all and have the result be at the native resolution of the monitor with the latter being at a proper size so the underlying hardware can actually reach said resolution at playable framerates.
I do not need same resolution on my 7" device as on my 27" monitor :)
TBH I don't think Windows holds it back when once I am in the game (the part that matters) the experience is the same.
Being able to instantaneously[1] pause and resume games on the Steam deck makes for a pretty great experience. The non-gaming parts also matter a lot in a portable gaming device.
1. In 3 seconds or less
OLED version: 6 nm AMD APU CPU: Zen 2 4c/8t, 2.4-3.5GHz (up to 448 GFlops FP32) GPU: 8 RDNA 2 CUs, 1.6GHz (1.6 TFlops FP32) APU power: 4-15W
LCD (old) version: 7 nm AMD APU CPU: Zen 2 4c/8t, 2.4-3.5GHz (up to 448 GFlops FP32) GPU: 8 RDNA 2 CUs, 1.0-1.6GHz (up to 1.6 TFlops FP32) APU power: 4-15W
I don't work in hardware, but I've read some wild anecdotes about the extreme difficulty of establishing a stable supply chain if you want to keep manufacturing exactly the same product for N years. I guess this won't be any surprise to the HN crowd, but often when you buy an X, it will have some different parts to the X (identical SKU) from last year and the year before.
I wonder what the true limiting factor for this is? I'd love to upgrade, but ~$500 feels like a little too much for the usage I currently get out of my Deck.
but regardless it looks like they use a different connector so it wont be possible https://www.ifixit.com/Answers/View/823177/Can+I+just+buy+th...
This revision appears to fix my main gripes with the original model so I’d like to buy one, but if I could use it as an ultraportable Beat Saber machine it’d make the purchase more justifiable. While my Quest 2 can technically run Beat Saber natively, the Steam version is vastly more mod-friendly and PCs generally don’t choke as badly on complex custom maps as the middling smartphone hardware in the Quest 2 does.
At home most gaming (including Beat Saber) is done on a nice custom tower that outguns any reasonably priced gaming laptop, meaning that if I bought a gaming laptop it’d only get used when traveling and would collect dust the rest of the time. Unless of course I sell the desktop and go laptop-exclusive for games, but that comes with some notable tradeoffs (fan noise and longevity primarily).
The Deck’s form factor makes it attractive for at-home use scenarios that a desktop and laptop don’t fit as well, and a such has a better chance of getting consistent usage compared to a laptop.
The Steam version is not more mod friendly.
>PCs generally don’t choke as badly on complex custom maps as the middling smartphone hardware in the Quest 2 does.
The Steamdeck targets 720p 30 fps gaming. The Quest 2 useded the latest generation mobile processors when it released. Similarly the Quest 3 is using the top of the line mobile processors.
One doesn’t need to mess around with sideloading and PC mods get updates more frequently, which in my book would qualify as more mod friendly.
It sounds like the Deck can’t handle Beat Saber better than the Quest 2 though so I guess it’s moot.
Sideloading is how you install any new software on android, so requiring it for installing modded beatsaber does not make it less mod friendly. PC updating more often is not because the PC version is more mod friendly. The reason it is slow to update on Quest right now is because modders are investing into making the next generation modding software instead of updating the coremods.
As I recall, Beat Saber was okay, but more demanding games were not.
I don't think the SD would be very useful for VR.
I haven't tried it but I expect you'd have a very bad time running a quest due to the encoding step, and also probably wouldn't have fun on anything newer than a vive/cv1 because the resolution is too high.
I'm in a similar boat - I'm gonna keep my LCD 512GB Steam Deck.
>Microsoft flops on Win 11, anti-consumer features force a few casual users to try Linux Desktop again. They find Linux Desktop is robust AF, way less downtime than Windows their constant updates and their pestering. They shout the news from the roof: "The future is here"
>Steam Deck making it mainstream. More resources, more users, high quality linux rather than cheap chromebooks/raspi. (Love my raspi thou)
>Linux desktop being so solid. Fedora take my breath away. I cannot believe this is Linux. I can't believe Linux is literally better than Windows.
As far as non chromeos/steamos based linux desktops, yeah it's not gonna happen, not unless microsoft in a fit of insanity breaks backwards compat, OEMs stop pre-installing windows, and even then the users will probably migrate to Apple, not linux.
(Wrote some thoughts about it after six months of ownership here: https://burakku.com/blog/steam-deck-six-month-update/ )
The one thing that I am wondering though is if the Wi-Fi 6E alone can boost download speeds. Seemed to me like the poor download speeds were also because of the storage bottlenecking. Although the Wi-Fi is definitely the weakest part of the current Steam Deck hardware, being quite unreliable at times, so any improvements on that front are welcome.
* If you're going to buy one for the first time, the new one is the one to get.
* It's worth replacing your old one.
This is probably not worth replacing your old Steam Deck (unless you have a lot of money to throw around.) But it's really nice for people who haven't bought one until now.
Higher end models come with an NVMe SSD. No way that’s slow.
If you play games like Shredder's Revenge or Stardew Valley, the graphics will be identical. But if you play AAA games and you care about graphics, you might want something more powerful.
That said, the Steam Deck works perfectly as a remote console. I.e. docked to my TV, and then "stream" the game from the gaming rig. Nvidia Shield is also a great device for that and a big cheaper if you never plan to undock it, but being able to play less demanding games locally is a big feature that makes the Deck worth it IMHO.
A minor gripe; overall the Steam Deck blew me away with its capabilities, ease of use, and attention to detail.
I'm looking for something small because I don't have room for anything bigger. The Steam Deck is appealing because it doesn't seem very computer-y. What I want is a console that plays PC games. I've tried SteamLink between my desktop computer and AppleTV but it was a terrible experience.
Is there something better than the Steam Deck that isn't expensive (ie not more than $2000).
I came across a google doc a while back where people were obsessively cataloging them. There are many which have come out in the last 2 years. You have your pick of options. They usually run from 400 - 1200.
https://docs.google.com/spreadsheets/d/1irg60f9qsZOkhp0cwOU7...
ETA: This list has gotten out of hand, lol
I wish they would summarize with some recommendations. Maybe a $500 recommendation, $1000 recommendation, $1500 recommendation, and the best overall.
If you want one which also docks and is a serviceable PC, filter that list for stuff which can run Windows/Linux and also comes with a Ryzen 5/7. Bigger number is better CPU (you'll notice above the 7k Ryzen series, it gets an A on Switch emulation).
Take a look at the spread of prices and battery capacity and decide what candidates are important for you, and lastly check the reviews to see if any of them have quality/usability issues.
It "just works," like a console. Which would be another good option.
Are there any other clues about them working on the console?
There's an Xbone mount/clip that I really liked for $3ish (it's like $20 official) and they might have done the same with the PS4 or 5 designed just to add a BT/USB-C controller to your phone.
When I tried it (about a month ago) I was able to connect easily enough, but then the Steam interface went away for some reason and I was left staring at my (remote) desktop. I restarted Steam and started a game but the controller lag was noticeable and the framerate seemed low. It looked like a VNC connection. After about 30 minutes I gave up and started to look at Steam Decks and other very small computers.
I can't speak to performance but I've heard game streaming works really well on the Deck.
I play a lot of "couch co-op" games with my kids while docked to a TV. Low requirements and very console-oriented. Compared to the Switch, here are some things that I bump into:
1. If you have 4 identical controllers, figuring out which is "1", "2", etc is hard. The Switch uses colors and LEDs to make this easy.
2. You need to walk over to wake it up. A controller can't wake it up if it's sleeping.
3. If you pair one of your identical controllers to something else, pairing it back is clunky since you don't know which one needs reconnecting.
But on the positive side, my young kids aren't put off by the leaky abstraction over PC gaming. They actually kind of marvel at the wide range the little device has but admit the advanced wizardry (game mods, desktop mode) can only be wielded effectively by Dad.
If you have a Steam Controller you can do this, as long as you use the USB dongle and not Bluetooth to connect. I have the official dock with the dongle plugged into that, and the Deck wakes up with the controller just fine.
Yeah, the Steam Deck is exactly that and I've been extremely happy with mine.
Just be aware of some caveats:
- It's not powerful enough for the most demanding games
- Some games have evil anti-cheat or is otherwise not supported by proton yet (unless you install Windows, which you totally can)
As the other commenter said, there are other handhelds, some getting better chips. But for your use case, you could also choose a small gaming pc or a laptop.
If you would get use out of a gaming laptop separate from attaching to your TV then that's pretty attractive choice because it does everything the mini PC does without that much more space.
My issue with using the Deck as the benchmark is that it is designed for 720p. Even connected to a 4K TV, the Steam Deck by default will force the game to run at 720p, and upscale it to 4K.
If you're okay with a bit bigger, AM5 APUs are rumored to be coming out soon with BIOS updates that added support recently. I expect those to have RDNA3 like the laptop 7840HS and other chips. It'll be the first GPU update to desktop APUs since the 5600G. I'm excited and might build a new mITX to replace my own HTPC
Guys, c'mon, I know that you have to have a longer bullet point list for the premium, more expensive option, but you're making your actual advantages sound stupid by including this one.
[0] https://www.steamdeck.com/en/tech [1] https://www.steamdeck.com/en/tech/deck
I love that its Linux based, and that you can doc it and turn it into a real PC. The interface is polished and its fast. And it's Steam, so I have all my games!
The one thing - I can't play it for more than an hour without getting hand cramps. The ergonomics just aren't very good for me.
I play games all day for my job, and I know I can play an xbox controller or a ps5 controller for 8 hours straight without problems.
Lucky, because its a Steam Deck, I can plug any controller I want into it.
Trade-off is no space for the touchpads
Resolution not changing is both a pro and a con but more-so a pro I think. OLED would be really nice as would the battery life but I don't need it.... OTOH that special edition looks really cool...
I'm in the US, so that seems kinda strange.
> Steam Deck Limited Edition is an experiment for our team, and we were only able to make a small quantity. That said, we hope this is a successful experiment and customers are excited – if we see there is a large demand for this kind of product, we will definitely continue to explore more colorways in the future.
I love this comment :-) So much to appreciate here.
As someone who sees the "not available in your country" quite often, I'm delighted with this mistake (it must be a mistake).
From memory it's actually not available here, due to our government level consumer protection people not putting up with Valve's bullshit a few years ago.
(can't help, just curious)
Edit:
>Steam Deck OLED has 30-50% more battery life. We fit a bigger battery into the case, and the OLED display draws less power.
> We fit a bigger battery into the case, and the OLED display draws less power.
I wish I could install Linux on my laptop, but without HDR what's the point!
Joshua Ashton (Valve Developer) gave a talk called "Rainbow Frogs: HDR + Color Management in Gamescope/SteamOS" at XDC this year where he explained how they improved colour management on Linux when other people have so far failed.
https://www.youtube.com/live/Gg4eSAP1uc4?feature=shared&t=40...
Melissa Wen (Igalia) talked more about how they're gonna try and upstream the work, but there are lots of moving upstream parts and they all move very slowly in "The rainbow treasure map: advanced color management on Linux with AMD/Steam Deck"
https://www.youtube.com/watch?v=Gg4eSAP1uc4&t=4010s
There is also a talk by Friedrich Vock called "Improving the World's Slowest Raytracer" about how they're slowly making RT viable on Linux.
https://www.youtube.com/watch?v=Gg4eSAP1uc4&t=27361s
Overall, a very interesting set of talks for anybody interested in Linux gaming.
The kernel's graphics API does expose functionality to use HDR. What is not there (yet) is Xorg and Wayland compositors using that functionality as well as programs written to target those being able to use whatever HDR Xorg/Wayland functionality would expose. For gaming Wine also lacks HDR support.
Valve is bypassing the above by using their own Wayland compositor (gamescope) which is designed to run X11 applications (mainly Wine/Proton) via XWayland and -IIRC- they hacked in a way to take over XWayland's output to force HDR so that Windows games running under Proton using Windows' HDR APIs will work under gamescope.
The reason they can do that is because they can modify and ship the entire stack, but it its otherwise a very gaming-oriented gamescope-specific hack (you can't use the same functionality to get a window with HDR content under an otherwise "SDR" desktop).
FWIW if you do have an HDR monitor (and perhaps an AMD GPU, not sure if this is a requirement) you should be able to use it on your own PC to run Windows games with HDR support - you'll just be limited to running them in fullscreen mode in a separate virtual terminal (i mean those you switch with the Ctrl+Alt+F<n> keys). I haven't tried it myself though because i'm using my own gamescope fork with some modifications i made and my code is a couple of years behind (long before the HDR stuff were added). Also while i technically have an HDR monitor, it isn't basically a somewhat brighter SDR monitor, not true HDR.
The increased battery capacity sounds good, but I wonder how does it affect the handheld’s weight - which is perhaps just as important for comfort.
Edit: Nevermind, the link in the HN post is not the actual landing page.
It’s good to see Valve is staying committed to the platform though, it’s an excellent machine and very cool to see active changes towards increased repairability.
I wonder why?
We're a small market, but high income & high disposable income, no language barrier, similar business environment. I'd assume it was easy-as to also do business here.
256G+512G SD card and both are around 90% full.
Also the 256 GB model isn't the new OLED model being highlighted by this post. You can still get the now-discontinued LCD 512 GB model at a discount if you're concerned about space and don't care about OLED.
It really depends on the games you play though and size of your library.
Yes this seemed to be the consensus on post-launch tests. There was virtually no difference in game loading times between internal drive and SD card, so everyone was recommending to just get the cheap model + a large SD (matching the highest SD card speeds that the Deck supports).
The country in question is Switzerland, probably the richest country in Europe, where many people would have bought it on spot.
Regional restrictions are so stupid.
But regional restrictions aren't really "stupid" they are because doing business globally is hard to do.
Introducing their own competitor would require them to invest deeply in doing so, and then subsidize their moneymaker (Windows) to compete at Valve's price point. It stands to reason that Microsoft would rather pocket AYANEO and Asus's OS fees and not even bother.
> Yes, we will be working with iFixit again to provide replacement parts and repair guides for Steam Deck OLED.
Excellent news.
Also 1080p screen compared to the Deck's 720p. OLED is definitely gonna be nicer though.
vs. just playing with my Deck (and maybe upgrading it to the OLED version)
I found it still feels too laggy to be acceptable even at home with the console on ethernet
Like trying to play a multiplayer FPS is so much harder with the latency
> I also can't find anything referencing their "explicit" performance requirements.
Valve has been explicit about not improving the performance, e.g. https://www.theverge.com/2023/9/21/23884863/valve-steam-deck...
They said as much already in 2022, but those articles are a bit hard to find now with all news being about the new model.
Watt Hours: 40 Wh
Voltage: 7.7 V
Milliamp Hours: 5200 mAh
Though a month might be stretching it.
64 and 512GB LED models are dead
Wi-Fi 6E
10Whr more battery
it's a larger display. 7.4" vs 7"
6nm APU vs 7nm
256GB LCD now $399 (INSANE price)
30-50% more battery
screen resolution is the same
just OLED + HDR
1000 nits peak/600 typical vs 400 typical
90hz refresh rate
"high performance touch"
dual ambient light sensors
640 grams vs 669 grams
deck dock now $20 less
limited edition color way available too
GENERAL
Updated APU to 6 nm for better efficiency
Updated memory to 6400 MT/s, improving latency and power management
Increased thermal module thickness and performance
Increased active area to 7.4" (from 7.0")
UPDATED DISPLAY
Updated refresh rate to 90Hz (from 60Hz)
Updated peak brightness to 1000 nits
Updated touchscreen polling rate to 180Hz, improved latency and accuracy
Updated WiFi / Bluetooth module
Added support for WiFi 6E
Added support for Bluetooth 5.3, supporting newer codecs such as aptX HD and aptX low-latency
Added third antenna near the top of the device for better Bluetooth performance, including when docked
Added support for wake from Bluetooth controllers
AUDIO
Improved bass response for an overall flatter sound profile
Added support for using onboard microphone array simultaneously with the 3.5mm headphones connector
CONTROLS
Adjusted analog stick top material and shape for increased grip and dust build-up resistance
Adjusted analog stick post material to improve interaction feel with front cover and reduce wear
Improved reliability of analog stick touch detection
Improved responsiveness and tactility of shoulder buttons switch mechanism
Adjusted D-pad snap ratio and diagonal interactions
Redesigned trackpad for improved fidelity and edge detection
Greatly improved trackpad haptics feel and precision
POWER
Improved battery capacity from 40Wh to 50Wh
Improved battery chemistry for faster charging, from 20% to 80% in as little as 45 minutes
Changed charging LED to WRGB
Added support for waking up from initial unboxing by long-pressing power button instead of requiring AC power
Adjusted power supply cable length from 1.5m to 2.5m
Added logo to power supply
FRAME Reduced total system weight to ~640g, or ~5% less than Steam Deck
Rear cover screws now thread into metal
Adjusted rear cover screw heads to Torx™, as well as other materials and geometry tweaks on the heads to reduce stripping risk
Lowered number of screw types throughout system
Reduced step count required for common repairs
Improved bumper switch mechanism drop reliability
Moved bumper switch to joystick board for easier repair
Improved display repair/replacement to not require taking rear cover off
SOFTWARE
Greatly improved memory power management firmware
Added preliminary support for open-source BIOS and EC firmware
Improved resume time by roughly 30%
Imagine if apple releases had this
1080p is a minimum in 2023
The rest of us who want something that just works might get a steam deck.
Interesting... how come Linux just works and Windows is iffy in the handheld gaming space?
The switch is great for party, co-op, and social games, while the steam deck is a decent approximation of a desktop PC.. sans keyboard and mouse.
(Of course, the switch has the nintendo first party library of party games, which is worth a lot)