Valve Confirms They are Working on a Steam Box
maximumpc.com
maximumpc.com
The Steam big-picture mode is pretty slick, but not all of the games work seamlessly with an xbox controller so I've found that you generally need to keep the mouse and keyboard around.
Instead of keeping it plugged into my TV, I now plugged in an old monitor and the girlfriend has been enjoying the sims 3.
Steam absolutely knows what they're doing and they have a real shot of widespread adoption if they build their own linux based Steam Box. The big issue is going to be game compatibility with whatever hardware / controller configuration they go with.
They'll still have to convince people to develop a Linux version in the first place, though...
I think that Valve will eventually put out a libvalve which can be used to target a number of linux specific integration points for typical windows programs.
But I can see it working. In addition to being able to fix issues in the software itself, they are also working with a known hardware configuration and they can sandbox each wine instance.
PlayOnLinux already helps doing the latter, to the point where it lets you use separate wine versions for each sandbox. Much better than using synaptic to jump between different package versions.
I hope they'll stick with native versions, though.
That isn’t exactly expensive... $13.33/year is basically a rounding error compared to the costs of console gaming.
Essentially, how often will Valve upgrade its Steam Box? Certainly more than every 6-7 years. For those of you thinking right now: "you can ugprade it yourself!", well, yes you could , but that defeats the whole purpose of having one standardized spec for developers to target. Throw in a new graphics card here and there, and you've suddenly splintered your user base into those with PCs, Official Steam Boxes from Valve, and Official Steam Boxes from Valve that have been upgrade by the users. And now, certain games will only work on some combination of those three.
I'm a fan of Valve, their games, and their culture, and want to see this succeed. I'm sure they've put much thought into scenarios like this and trust them to make the right decision.
The hardware isn't sold, it's leased, but the effect is the same: we manage the onsite hardware, fix it when it breaks (next day replacement), and send out new hardware every few years. The hardware is literally plug and play, and works correctly behind a NAT router with DHCP.
We actually decide what hardware a customer gets (it's based on load -- standard provisioning stuff), although customers can upgrade to a system they don't actually need for a fee.
I think this approach is way better for customers, and the response so far has been extremely positive. No longer do they have to worry about provisioning and maintaining hardware, or even deciding what to buy. Of course they don't know the best way to provision hardware for our software. Why would they?
It'd be really interesting to see this approach done in the consumer space.
This being said I am not sure this is really going to be necessary because there has not been much of race for graphics in game recently on PC - I still have a GPU from 2 years ago and it still runs all games very well, even the latest ones. This may change with the introduction of new consoles, but I am not too sure about that yet.
Given how aggressively they've pushed to make their games work on Mac and Linux (going against the grain of the industry), and given the years of massive user configuration surveys, and the fact that they've essentially run a fractured ecosystem for years, I'd bet they have something up their sleeve here... or they have a reason why this isn't as big a problem as it's been in the past.
All custom specs will be handled like they are now, expect now there is a single target spec everyone agrees on.
(I have no idea what moistgorilla's issue with kotaku may be.)
That, and the number of high profile incidents where attackers sneak Flash 0day exploits into ad networks, are the reasons why I block ads.
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Save system state, boot windows vm, launch game (somehow passing the information to the steam instance in the windows vm, but that's the least of your worries), once game finishes, freeze vm, restore system state and show regular steam-on-linux interface.
I've had before the idea of building a system built on a hypervisor that lets you dynamically switch vms, but the high cost of hardware with an iommu and the pretty astronomical cost of this for a hobby project (i.e. my lazyness) have kept me from doing it.
Microsoft isn't actually obligated to sue, so they may have just decided that it wasn't worth while.
The Google/Oracle API copyright decision probably helps Wine.
So they're probably in the clear, but Microsoft could certainly make their lives difficult.
A big gripe people seem to have with consoles is that the hardware limitations due to slow release cycles prevent games from advancing. How is Steam going to continue to put games out quickly?
Are they selling it as a PC that I could also use for word processing or programming? This might help justify a higher cost. But then, I'm not putting it in my living room and it's not really competing with consoles. Perhaps I'm missing something here.
I hate to put it this way, but I think Apple has already proven that the best strategy for closed hardware platforms is to release incrementally improved hardware on a regular release cycle, and mandate that software be written to APIs and not "the metal" so that it remains forward compatible. In a world where so many people happily replace their 100% working phones with new ones every year or two, I don't really see why most of the current console market would have a problem with purchasing a new Steam Box every few years.
Valve could easily stick $200-400 commodity PC hardware in a box and blow the pants off of the vast majority of the existing console market that is currently enjoying games running on hardware that was state of the art in 2006. Even if the PS4 and Xbox720 (or whatever they plan to call them) come out later with superior hardware, I think most of the meaningful difference can be made up by carefully cooperating with NVidia/AMD to optimize the drivers for the specific models of GPUs used in a limited range of hardware, while aggressively promoting the yearly hardware refreshes.
It's possible that Valve could end up playing the console game by its established rules, but I think they'd be wasting what is probably the best opportunity available to anyone in the industry to become the "Apple of the living room" if they did -- lord knows why Apple itself isn't trying harder on that front.
The challenge will be getting developers to program for opengl/sdl/openal instead of directx, something they could already do on windows but have chosen to go the directx route. The mobile push has opened a lot of developers up to opengl ES and opengl in general sucks less now so this may not be as difficult a pitch as it would have been 5 years ago.
What would be really cool, is if valve decided to throw their weight behind building a direct 3d state machine for linux, I know there is work underway there but I would imagine valve could seriously speed that up along with being in a position to apply pressure to the video card manufacturers for support in a way that the OSS community simply can't.
> if another project implemented D3D on top of OpenGL
This is exactly what wine does.
Linux has even more hardware diversity than Windows, and the added complexity of multiple distributions and competing drivers (e.g. open source vs closed). And fans that will bite your head of if you don't support their favorite choices.
If Valve does it right, the SteamBox will define the baseline for gaming on Linux. Distributions targeted to home users will be sure to include the ABI's used by the SteamBox, and Linux gamers will buy hardware that is "similar, but better" than the SteamBox hardware to maximize the chance their Steam library will work on their PC.
And now that Valve will release an actual console, Steam will be able to cover a much larger population than any of the consoles. People satisfied with performance on the par with Xbox and PS3 will be perfectly happy with this solution, while people requiring more performance will be free to build a dedicated gaming machine and install Steam on it.
I don't know how no other console manufacturers have thought of this. One of the biggest reasons why I never bought a console (thought I wanted one at times) is because Microsoft and Sony don't allow you to access your game purchases on other platforms. I think we're finally heading toward a future where cross platform game ownership will be a reality.
"Well certainly our hardware will be a very controlled environment," he said. "If you want more flexibility, you can always buy a more general purpose PC. [...]"
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One reason why consoles from MS and Sony are bad is their obsessive DRM and the notion of turning a general purpose computer into a locked up appliance.
But there is another architectural reason which is generic - consolized games degrade the quality of gaming interfaces by making them overly minimalistic (since consoles don't use keyboards), and even developers who release crossplatform games for PC and consoles often save time by not distinguishing these interfaces, and when you run the game on PC it feels crippled interface wise. So I'd say for gaming in general, consoles are a big disservice.
We'll have to see how this will develop.
The demand for ever-fancier graphics on aging, static hardware means that every other aspect of a game suffers. Smaller levels, fewer options, simpler AI, etc. This is why the next generation of consoles is going to be such a big deal for anyone who plays major cross-platform games.
For games that require a more complex interface, there's still a thriving PC-only games industry. And now Kickstarter is helping to power it.
Its a literary of little things that kept adding up for valve to make a move in this direction.
The big ones for me have been the fact that valve has been hiring hardware, dsp, fpga, linux developers, kernel hackers, control chain specialists and such forth for the last 2-3 years.
I remember saying a long time back that valve are either going to push onto some android hybrid thing, or that there were making a console.
I think the Linux thing was valve reacting to windows 8 that forced them to show their hand a little.
The word you're looking for is litany (an understandable literary mistake)
Or to put it another way, it's an Android strategy, not iOS. Could be a very big deal.
Other PCs, with inferior hardware, will maybe lower their price.
It could come in minimum, recommended, and max, and the developers would have these basic devices to aim for. The user can upgrade, but it will lead to a small risk on their behalf. If it screws up, they can just put the original components back.
"Steam Cloud Stream?"
It's possible that smarter architecture could bring that figure down; OnLive needed to have a physical machine for every concurrent player (!). And OnLive made plenty of other mistakes that a smart business like Valve might avoid. But even if you did everything right it still sounds like running a streaming games service at a profit with today's tech would be a serious challenge.
It seems highly likely that the support costs for the 1,600 users were noise amongst the staff, marketing, licensing and other costs (including potentially wasteful overprovisioning based on expected sales).
Having said that if it cost even $10/month (and it may be more or less) to support a user the whole business model may break down.