SteamOS
store.steampowered.com
store.steampowered.com
Is anyone else skeptical that they can motivate publishers to spend time/money porting their games to the Linux platform?
Valve certainly has a better chance than most at pulling this off (and likely enough user/market data to make this seem like a valid investment) I am still super skeptical that these publishers are going to spend the time porting their AAA releases to this platform.
A good chunk of the console games barely make it to PC/Windows as it is, let alone a PC/Linux platform... seems like a tough sell.
If the goal is an entertainment OS with streaming and DVR capabilities in addition to the few Linux compatible games on Steam, that's a bit different of a story but not a huge commercial win I don't think (unless they having some amazing partnerships planned with Netflix/Amazon/Vudu/Hulu for streaming that I am not thinking of).
If the goal is to make Steam into an entertainment platform (not just games) it is interesting to watch all these platforms converge on this "entertainment delivery pipeline" solution.
I'd say there is hope. Especially as most (and I'm guessing here) PC revenue comes from Steam anyway.
Moving toward an upstreaming, open-source, GNU/Linux platform means that not only do they have more fine-tuned control of everything, but also that there are _many_ more sets of eyes and hands to find/fix problems and to help contribute to the gaming and Linux ecosystem as a whole.
After seeing nVidia's CEO making his keynote for a new line of video cards on a Ubuntu powered laptop[1], I have no doubt that there are many companies other than Valve that see the great potential in this.
Old Way) I have to spend all the money for equally good hardware. I also need a copy of Windows.
New Way) Just get something that can render YouTube videos well. I now have a second Gaming PC. No copy of Windows!
$ ping -s 1450 192.168.11.10
PING 192.168.11.10 (192.168.11.10): 1450 data bytes
1458 bytes from 192.168.11.10: icmp_seq=0 ttl=255 time=0.646 ms
1458 bytes from 192.168.11.10: icmp_seq=1 ttl=255 time=0.478 ms
1458 bytes from 192.168.11.10: icmp_seq=2 ttl=255 time=0.469 msFor raw 720p RGBA you'd send: 1280 * 720 * 32 = 29,491,200 bits but obviously you're not going to do that. Suddenly you're not only sending data but also encoding / decoding it.
..though 802.11ad is supposed to be out early 2014, and that maxes out around 7 gig, and has cooperation from the HDMI consortium to use it for streaming. I wonder if some kind of some kind of ultra-high-speed wireless dongle is in Steambox's future..
It doesn't matter, that's the point. Your MTU is almost certainly 1500 bytes. You are sending 1500 byte packets at the most. That does not cause latency. If you want to argue that we're incapable of encoding or decoding video with acceptable latency go right ahead, but doing it in response to me correcting a misconception about network latency doesn't make much sense.
The main lag comes from encoding/decoding. If you do it naively you encode frame-per-frame (encoding slices is more difficult), and the encoder does not only outputs iframes: you get partial frames that depend on both previous and future frames. Also the decoder does not always output frames in order. So you have to expect something around ~10 frames of latency, maybe less if you optimize everything well enough. That still means easily more than 100ms of lag.
The network is really not the main issue here.
1. Essentially equivalent to streaming, or
2. Essentially equivalent to normal CPU->GPU communication but over the network (and, thus, needing the bandwidth that local CPU->GPU communication has if you want to avoid slowing things down -- GigE wouldn't seem to be enough, much less WiFi, even if you consider only bandwidth and not latency.)
I mean, a 720p60Hz stream in 4:2:0 (12 bits per pixel) still amounts to 663Mbits/s. You won't get that out of a gigabit link realistically (at least not over IP). Of course you could use a lightweight compression algorithm, but you'll have to divide this bandwidth by at least 5 to make it manageable for the average home network I'd say (I have absolutely nothing to back that last number, but 100Mbits/s doesn't look too scary...). And that's only for 720p remember.
I think if you plan to stream HD video over the network you have to encode and be clever about it.
I just got more than that using scp with no compression. Yes, you absolutely can get that realistically from gigE.
Also, you have to remember that steam won't control the encoding end of the pipeline (and if the "steambox" is third party hardware with steamOS installed, no control at all on the hardware). Which means that in the end the observed latency will depend a lot on the hardware and drivers of the desktop PC and there isn't much Valve can do about that.
So in the end I'm sure it'll be more than fine to play Civilization or Torchlight, MMOs and most RPGs but maybe not Counter Strike or Quake III.
My HDhomerun ATSC receiver certainly has no problem shoving a couple megabits of high def video over ethernet. Nor does my mythtv setup, or even just plain old NFS shares to watch videos.
I don't think the importance of this can be understated.
What is the precedence on which you base your belief that, whatever protocol Valve has come up with to replicate the video stream, it will be open? I'm not that much into gaming, but Steam is a closed-source software that includes mandatory DRM for the games, it doesn't really set a precedent of openness and interoperability.
Second, keep in mind that they've already announced streaming inside the LAN. Having mobile apps would be a natural extension of that. (Note I didn't say that it would be open, I said they will probably release mobile apps).
That streaming is also completely not a threat to their system.
As you say, if the streaming feature works well, this is a huge win. At the very least, it should save me from running 60+ feet of HDMI/USB cables which was my original plan.
Valve has been planning this for a while, and has had pretty good success motivating a lot of smaller publishers to target Linux, even though the base isn't there yet, and of course have moved their own incredibly valuable games to Linux. Major game engines (Unreal 3D, Unity, among others) already support Linux as an equal target.
I suppose this is the curse of the first-mover, it always seems to be risky/nonsensical until it isn't... then we all see it as an obvious move in hindsight ;)
I wonder if the same thing will happen with SteamOS. At best it will initially seem like a novelty, then 10 years from now a huge group of customers will have forgotten what it was like to never have had it.
If Microsoft flipped their lid and ported Office to run on common Linux distributions (Debian/Fedora), you'd see a lot more corporations switching.
Microsoft does have their Office365.com, which is a web-based version of Office. I haven't tried it myself, but from what I've heard, a lot of its advanced features rely on Silverlight and using browsers other than IE on Linux or Mac OSX puts you in a sort of basic mode. The advanced mode is very comparable to running the desktop version while the basic mode is akin to the Google Docs editor.
One of the announcements is widely believe to be the long-rumored Steam Box hardware...
This way people are thinking about how they can run SteamOS on their existing hardware before thinking they need to run it on a Steambox.
sure looks like a box enclosing the circle that turned out to be the OS. It's not really a separate announcement as this is all part of one unified event.
"SteamOS will be available soon as a free download for users and as a freely licensable operating system for manufacturers."
If Half-Life 3 was represented it would have to be a sign inside the circle as it is mainly a singleplayer experience. Also a single game as a third announcement is way too narrow-minded as Valve already has the one of the most popular games (Dota 2).
I will be so Goddamn happy if they're actually making that thing. I love modularity, and a trackball gamepad would flawlessly combine the convenience of a gamepad with the precision of a mouse. Several groups have tried to bring one to market, and studies have shown their superiority, but apparently they were too weird to get enough preorders. Hope hope hope...
Come to think of it, Dota2 just mentioned recently an update that either just came out or is coming out in a few days that would allow you to play a Dota2 LAN game. Perhaps the third announcement will be more along the lines of sharing a game only you own with friends on your LAN, for that sort of purpose?
Useless.
Two Steam OS added together. I think it means if you get two devices running steam you can combine them to increase the available resources for playing a game. Possibly some kind of build in clustering API that steam games can use.
O = SteamOS
[O] = Hardware partners Steam box (in tiers inc. an inexpensive stream target box for $99)
[O O] = Being able to run a SteamOS game on your Windows system. Think DOSBox or HyperV.
If they could do this then really it's a case of convenience vs performance, and a few exclusives or two would push people to dual boot rather than VM it.
It could also be the way they plan to stream, i.e. a self-contained mini-OS that runs under Windows but streams out/in visual and inputs. The 'local' version fits ok with that, in that you can run a SteamOS title in Windows by localhost'ing it really.
Just speculating, but it's interesting to think about.
In addition to that the Hardware should also be opensourced, like how to build the most optimal gaming console to work on Steam OS...
But It will all come down to the gaming pad, how the gaming pad will be designed and how it will integrate with build your own systems
Steam is a DRM platform with a few user features on top. Releasing an open source platform would be as uncharacteristic as suicidal.
They might not get as much money on the games themselves initially, but they'd make so much more on the hardware (they don't need to all Blu-ray and all the extra crap, so they could be profitable on it), and it would also be a great way to seed their console into the market, so developers target it.
All in all, if Valve does this right they're sitting on a potential goldmine.
2. Steambox
3a. some VR peripheral (looks like a VR goggle/headset to me)
3b. some special cross-play between Steambox and Windows/Mac/Linux
3c. cross play between steambox and PS4
2. Steambox
3. It looks like two sets of wheels from side on. Gaben is giving us all A NEW CAR!!!
But the average person who wants to play the latest Assassin's Creed or Grand Theft Auto over that kind of streaming system? There are lots of those (including me).
> Watch for announcements in the coming weeks about all the AAA titles coming natively to SteamOS in 2014.
But more importantly, control of Steam gives Valve a lot of leverage in this. It's easy to see the reasons for Linux support in indie games. But harder to see why mid-tier developers like Paradox or Eugen started to port their latest games to Linux. It's a good bet that some kind of a Steam-related carrot was involved there.
My (possibly very incorrect) assumption was that the profit from the Linux sales were so low as to not matter, but maybe they can provide a catalog-wide carrot... something more significant (as you suggested) to motivate the publisher en-masse.
I'm really glad you guys pointed out this was a console launch because I tried to point it out on reddit and got shut down...
http://www.reddit.com/r/gaming/comments/1mywq0/steamos_annou...
Couple that with my skepticism that they're actually shipping much if any traditional Linux userspace software, and it's even less useful to compare potential SteamOS users to traditional Linux users.
Other than that I agree that with Valve as a patron there's a lot more credibility. Steam was a long-term move, and it paid off. So Valve has a good track record and solid momentum. If they can help make it easy for game companies to port their work, taking out a significant or non-trivial amount of work and offer the carrot of sales & paying customers, I could see this taking off.
I was skeptical of Steam back in 2004 but I wasn't thinking long term enough. Launching your own operating system isn't a short term move. It suggests to me that this will only get better and more impressive over time, if Valve is as committed to this as it seems.
"Traditional Linux users" is another informal definition, but if you use a distro, you're probably a traditional Linux user. Contrast this with an Android user. They run the Linux kernel but the software they interface with is an entirely different breed. The statement "Android is Linux" is true, definitely, but it's inside baseball to anyone but us nerds. The Linux-y aspects are more or less invisible (by design).
I'm not trying to slight either desktop Linux or Android or SteamOS or whatever, just to be clear. I think it's a huge win for Linux, at least in some sense.
I think it's misleading to read "Linux" and imagine "desktop GNU/Linux with all the trimmings." I can't imagine there won't be some way to get that on a SteamOS machine. My skepticism is directed at the idea that Valve will ship anything which, out of the box, resembles a traditional desktop Linux experience. I expect it will be more like an Android experience than Ubuntu, with rather limited access to OS internals, filesystem, package management, etc.
Does that make more sense?
Considering there is already Steam for Linux, its probable that Valve will ensure Linux games run on both platforms equally well.
In any case, if there is no need for "all the trimmings", if Valve just wants to make an entertainment pipeline, then that's fine by me. It's the same kernel; this is a huge win for Linux by any measure.
But if they are optimizing a number of things in their own distribution, it's not far-fetched to think that games would run marginally better on the SteamOS.
- GPU driver improvements (they've already been working with nvidia, amd, and intel) which everyone benefits from
- kernel patches (maybe they fiddle with the scheduler or something) which anyone could pick up
- new/improved subsystems (perhaps they do some low latency input or audio layer), which (assuming they open source it) distros could choose to adopt or not
- improving porting techniques for bringing games or game middleware to Linux based platforms (everyone benefits)
It's possible that some stuff could be foreign enough to the way it has always been done on linux that it may take some time to make it upstream (see wakelocks from Android finally turning up in the kernel under a different name and a different implementation but providing the same functionality), but if it actually improves things, eventually I suspect the mainline kernel or distros or whomever will come around.
e: fix formatting
The context was whether or not "Linux users" will pay money for software. In this respect, the closeness is only relevant insofar as it is useful to discuss "Debian users" in the same breath as "SteamOS users."
This doesn't apply to embedded Linux, or Linux for servers, which could be argued to be just as "traditional" a use case as Linux for desktops.
Additionally, for the desktop use case, nearly every distribution uses a different window manager anyway. There are such a wide variety of window managers, I wouldn't know how to compute an "average" between them in a meaningful way. Although I use Linux for a desktop everyday, I don't have GNOME installed, and I would barely notice if X was missing and replaced by Wayland or a different component.
> I think it's misleading to read "Linux" and imagine "desktop GNU/Linux with all the trimmings."
Right. It's not Linux for the desktop, or Linux for the phone, or Linux for embedded devices, or Linux for servers, it's Linux for the living room. My point is that due to the diversity of the Linux ecosystem, there really wasn't such a thing as a "traditional" or "average" Linux Desktop in the first place, and that we can't even say Linux for desktop is the "traditional" or "average" use of Linux. Anything running the Linux kernel should be able to call itself Linux, without qualification.
It would also mean that all the 300+ games that currently work on Steam For Linux would have to be retooled for whatever proprietary windowing layer Valve would have to invent. And Valve would have to convince nVidia to come along for the ride.
My guess is that SteamOS is a rather specialized flavor of linux ... akin to Android.
... Just my 2 cents.
"Traditional Linux" suggests to me the traditional distributions like Fedora, Ubuntu, SUSE, Debian, etc.
It'll be interesting to see how much SteamOS will look like a traditional Linux. Considering the many Linux offerings on Steam, I suspect they'd like to have executable compatibility on that level, which Android probably doesn't have. But will it be as wide open as a traditional Linux? I suspect not.
The PS4 and Xbox1 both are literally built on top of DirectX11, meaning that games for next-gen consoles (read: AAA) will be DirectX by DEFAULT but will certainly not be OpenGL by default.
And OpenGL is a requirement for Linux support of these games.
How Valve is strong arming manufacturers into writing the graphics code for their games in BOTH frameworks is beyond me. I'm not sure the major engines out there support both either.
But Microsoft won a massive coup this generation with all consoles being Win7 developer kits + Visual Studio 2012 + DirectX 11.
With Microsoft providing the major tools for AAA-games, it's going to be harder going forward, not easier, for the Linux proponents to make their case and win.
I'd love to know where Sony said that the PS4 uses DirectX.
Edit: oh, just read MLR's comment.
PS4 runs a BSD derived OS with a Sony-specific graphics library called RSX (very similar to OpenGL, but much lower level).
Xbox 360 and PS3 games threw away the fixed function graphics pipeline. Everything was done with shaders. With Linux graphics drivers nearing OpenGL3 compliance, it is much more feasible to target Linux in addition to Windows and Consoles without needing to re-architect the graphics architecture of your engine.
It will be trivial for next-gen developers to target PC/PS4/Xbox One/SteamBox.
Some clever folks might even be able to compile once and dynamically link against platform-specific graphics/platform libraries. :)
edit: this was directed at criley2 - not McGlockenshire
PS3 used libGCM and PSGL, which is pretty much OpenGL ES 1.1 + Nvidia Cg. Don't forget the fact that OpenGL ES isn't OpenGL.
XBox never used DirectX neither, because why would you need such abstraction if all of your target market has the exact same hardware inside? (I'm omitting fact that guy above compared Direct X and OpenGL which is retarded). It used something similar, but not the same.
So RTFM or STFU.
It's also true that Xbox 360 did not use DirectX. But they DID have an abstraction in the form of the XDK (Xbox 360 SDK).
Comparing OpenGL and DirectX is not retarded - they are both competing graphics libraries that are slowly converging on the same feature set.
(source: http://www.eurogamer.net/articles/digitalfoundry-how-the-cre...)
Is what I was going on, but I can see that "DirectX feature set" is not the same as "DirectX", so I apologize for misleading.
But you are also wrong in the larger picture. Direct3D and OpenGL are first and foremost abstraction layers to access the GPU. Since in a console the hardware is immutable, you can gain a lot of performance by skipping (or trimming the fat of) these abstractions.
The XBox 360 version of DirectX is very different from the PC version: it's much much closer to the metal and exposes pretty much all the GPU functionalities.
Here is a thread talking about XBox 360 dev: http://beyond3d.com/showthread.php?t=62049
There's no reason to think that it will be any different for the XBox One. Hardware-wise it's a very average PC: its sole advantage versus an actual PC is this ability to get that much closer to the metal.
This has nothing to do with Linux and everything to do with who wants to target Steam's pet platform (vs Xbox pet platform, etc.) Comparing this to Windows is nonsensical.
A hunch I have is that developers are unwilling to target linux because of its diversity. By providing SteamOS they are providing a stable target for developers to release games against instead of trying to support all Linux distros.
Absolutely agree with you on the unifying effect of SteamOS being a single target for devs; that by itself, as you are pointing out, will drive more development for the platform. Gives everyone a target to aim at.
that means, among others, Python (Analogue: a Hate Story) and Mono (Bastion)
As long as they let developers have freedom over their tools of choice, I don't think we risk any embrace/extend/extinguish outcome
That is, they may share a kernel and some tools, but the user spaces are mostly alien.
Android = Linux Ubuntu = Linux they both run the same exact kernel! BSD != Linux because they are 2 different kernels.
Why do people always try to say Android is not Linux?????
Mind this is begging a question: with all the TV box running Android, are manufacturer going to target Android or SteamOS (More and more so called smart TV are running some version of Android)? And what about indie developer? Right now you can pick up an Android TV Box for anything in between 50 and 100 GBP.
Android has little, if any, of that user space. That is, assume I have a dynamically linked Linux program: I'd probably won't be able to run it on Android, even if cross-compiled to the proper hardware, because much of the libraries and tools one expect a Linux distribution to have are missing there.
20 years ago, if someone asked to raise a quarter of a billion into a video game, they'd be laughed out of the building. Now it happens often. Over the years, increasingly big-budget games got funded and created.
So, all they need to do is to replicate a similar process. First you move all the indie games and source engine games to linux to "bootstrap" your market. Maybe make them free or a few bucks. Once you have a paying userbase from that, you show financials to bigger fish in an attempt to draw them in. Lather, rinse, repeat.
Even better is the fact that publishers love "free money" that doesn't require them to gamble. A port of an already successful game is much less risky than a new game. And (conditions permitting, like engine support) it costs a very small amount compared to the actual budget. So they can work on smaller margins to still turn a healthy profit.
This include all Quake engine variations (including Source, and GoldSource) and Unreal variations.
Doesn't seem like it was a good idea, though.
Games are not fire and forget anymore. Now it's all about downloadable content and In-Game-Currency (which is basically a way to allow gambling legally)
Just being profitable initially doesn't mean jack. I think everyone learned that from the emails from Jobs and the Printing industry (and what i'd give to read the ones with the music industry...)
Silicon is silicon; it's the UI that makes a difference. People have been paying money to have gaming systems in their homes since the 80s, and entertainment-center computers have been popular since TiVo in the 00s.
Moreover, these manufacturers are all working on "smart TVs," which is what has been keeping GoogleTV alive in spite of the entertainment industry's hostility towards it. With the right UI and licensing, I could see an LG or a Samung (or a Vizio for that matter) releasing a SteamOS-powered TV.
From the demand angle, lots of games are console only because they fear piracy on PC versions. But if all these console users are offered a cheap new platform they can use just as easily as their consoles, it's safe to say that many of the users who buy a steambox would start buying games on it too. Console gamers aren't going to suddenly turn into torrent junkies because they wouldn't need to. This would make the PC platform profitable again. And if they start pricing games cheaper, like Steam games are liable to be, piracy would go down even further. Lots of indie PC titles are making money after-all.
Overall, I think once it hits a critical mass it would be a fantastic idea for all parties involved.
This means they don't start with empty plate like Android for example.
To keep cheap rig in living room for stream playing and media center, does not seem to be so bad idea. Most gaming will happen still whereever main rig is, but when you have friends over, you can just move to living room. And knowing steam(compared to others), I think it will be decently out of the box working thing.
Anyway, I support linux gaming, I would love to ditch windows at last.
But other then gaming I never boot into Windows these days anyway.
They have in the past, and got nothing but flak.
http://renderingpipeline.com/graphics-literature/low-level-g...
Now, don't get me started on AMD's awful attempt at graphics drivers.
What kills those drivers is ongoing support. Since they aren't at the mainline kernel, they lose sync, and upgrading the kernels turns into a lottery where sometimes I have to uninstall the newest one, not a big deal, but anoying.
Anyway the reason NVidia has had strong Linux driver support for such a long time has nothing to do with desktop Linux and certainly not Linux gaming.
It's because Linux is huge in 3d and special effects (mainly movie, tv) and of course dominant in hpc.
However, Steambox is likely resulting in NVidia improving their Linux video drivers with focus on game performance.
So the official SteamBox will come with very stable drivers for it's hardware configuration, and the same goes for third-party 'Steamboxes' aswell I'm sure.
For Steam users running on their own machine configurations it's another thing of course, but that's no different from the way PC gaming has always been.
One possible difference is that the official Steambox will likely function as a 'confirmed' hardware configuration so even if you 'build you own machine' or look to buy another offering you can use the hardware setup of of existing Steambox(es) as a hint of what to buy for the best 'Steam-experience'.
Play Station 4 is running a modified a Free BSD 9.0 on x86 architecture. So the work to go from a BSD base to Linux I imagine is MUCH easier than what it has been in the past in my opinion.
One GTA 5, for example, is equivalent to the sales produced by every indie game, combined, multiple times over. Even Minecraft with some $30-40mil is a miniscule fraction of what GTA 5 did opening _day_ and will eventually do in its lifetime.
Definitely chose extremes here, but I imagine the equation looks the same with any other AAA title compared to the entirety of indie titles combined.
That said, OpenGL is an increasingly relevant player due to WebGL, mobile devices, Apple's growing market share, etc. It is also possible to simultaneously target OpenGL and DirectX with things like ANGLE. If your game is written in OpenGL, it is relatively easy to port to different operating systems, assuming you don't rely heavily on platform-specific libraries (and if you already support Mac, it is typically even easier to port to other *nix-based platforms). If the XBox One is OGL capable (via its Windows layer), porting could get even easier.
To top it off, I'm pretty sure it will get support from at least of the few big engines: ID Tech, Unreal, Unity, and CryEngine all seem to be potential candidates. 90+ percent of games use one of these engines.
This one is going to be the killer I think - it means two things to me.
1. Not everything has to be ported to Linux straight out of the gate.
2. Its going straight on my living room machine! I've been waiting for the ability to use my beafy gaming PC (which is at a desk, with a keyboard and mouse) to drive games on the TV for a long time.
Using the word easy liberally, Unity makes it easy to develop multi-platform games. Unreal is going the same direction.
In the past each platform had its unique limitations. Now all devices down to a tiny smart phone are very powerful. The mobile market is gigantic. Users go from device to device.
Take a look at Occulus Rift + the wireless devices used to control it. The days of sitting down with a keyboard and mouse are passing, even for the desktop users.
Google, Apple, Amazon, and others are gearing up for what are in effect micro-consoles. Other than Apple they are all Android. Its as good of time as ever for Steam to move forward.
True today but both the PS4 and XBone are now 8 core x86 platforms with desktop style GPUs. I would imagine most developers already abstract away the OS/graphics APIs as much as possible to facilitate porting to both consoles, adding a third platform for a 'PC port' should be much easier this console generation, particularly given that the relative pain of coding for the PS3 cell processor is now gone.
I think SteamOS is just going to be a highly tuned distro, since Valve really doesn't have the man power (or the internal motivation) to build an entirely new platform. However, they are trying to make it seem like a new and different platform so that the distributors and studios will take notice and say "Maybe we should develop for this." In doing so they'll be developing for Linux at large, they just might not know it.
* Develop a XrossMediaBar like UI
* Devote resources to Wayland or Mir to reach production quality
* Create a new audio subsystem, or bring OSS v4 up to date for Linux
If I heard something like Valve dedicating 5 programmers on Wayland and 2 on OSS, SteamBox could be a serious contender for my next console purchase.
What's wrong with Big Picture? It's very usable and has replaced XBMC as the primary interface on my HTPC. It's already almost as functional as any console or media center's interface, all it really needs is a system settings area.
I'm still a bit amazed that they've released a Steam for Linux client that works as well as it does, and that they are iterating and improving it so quickly. They've done everything right so far, let's see where it goes.
As far as audio goes, PulseAudio is fine for playing music, but a real PITA for many hardcore gamers[2][3] including myself. I found latency was terrible with Wine + PA and later saw the developers had an issue with PA too.[4]
I've been playing native and Wine game on Linux with for about 6 years now and by far the best experience I had was with OSS4 and my old SB Live. When I eventually "upgraded" to ALSA, I immediately noticed some latency in games like OpenArena.
I'd think that maybe this issue was just me, accept Steam said in their announcement, they were "targeting audio performance". If they do put some resources to clean up the linux audio subsystem, it will be a win for us all.
[1] https://www.youtube.com/watch?v=RIctzAQOe44
[2] http://www.techrepublic.com/blog/linux-and-open-source/pulse...
[3] http://ubuntuforums.org/showthread.php?t=960195
[4] http://www.phoronix.com/scan.php?page=news_item&px=MTEyODM
* Steam - ~60 million [1]
* Xbox 360 - ~80 million [2]
* PS3 - ~80 million [3]
If you literally meant the Xbox and PS2 from 11 years ago, then yes, you are probably correct :) [1] http://en.wikipedia.org/wiki/Steam_(software)
[2] http://en.wikipedia.org/wiki/List_of_best-selling_game_consoles#Microsoft
[3] http://en.wikipedia.org/wiki/List_of_best-selling_game_consoles#Sony * Steam - ~60 million users
* XBox Live - 46 million users as of February 2013
* PlayStation Network - +100 million
although PSN includes PlayStation Portable and PlayStation Vita handhelds so the number of PS3 users is probably similar to XBox given the number of consoles sold.Also, the Steam page you referenced says: "Steam has an estimated 50–70% share of the digital distribution market for downloadable PC video games"
[1] http://en.wikipedia.org/wiki/Xbox_Live [2] http://en.wikipedia.org/wiki/PlayStation_Network
I think that's what Steam is doing here. Creating a platform that doesn't exist yet, to bridge PC and console gaming.
Steam OS will ensure Valve has something to rely on, it will also force Windows to keep tabs on their software ecosystem.
no.
porting and refactoring tools are so good now you can even port a direct3d app to opengl in 2 days or less, you could use a d3d>opengl wrapper in a day of work.
libraries are also so good at dual platform it requires minimal changes (usually just a new build system).. afaik the biggest change is handling input (theres no directInput on linux - most games use directInput for mouse/kb).
theres also numerous benefits to a closed system economy like an app store - for example even if nobody uses it you are practically exclusive and will get more buys than other places you can sell your app.
Even though multi-plat development is infinitely easier today than it was even 5 years ago, I still think getting titles onto multiple platforms is much harder and time consuming than you are giving it credit.
All they have to do is heavily subsidize (or give away) the console they are undoubtedly working on. Right from the get-go you can stream your existing PC Steam games to your TV which everyone will jump on. When the installed base is large enough, publishers will follow.
http://mortdeus.blogspot.com/2013/09/linux-core-component-po...
I'm really interested to see the trickle down effect that this will have on other Linux flavors. Having a push for standardization from a big name company like Valve should provide a better Linux experience for everyone.
I'm with you thought, I do hope all of their work will be landed in mainline kernel so everyone could enjoy the benefits, and we could play games (through Steam or other methods) on most Linux distros, without much hassle.
http://www.phoronix.com/vr.php?view=17823
That one is about how valve themselves got value out of debugging on open source GPU drivers.
However as with Android, that isn't enough to get it to take off. Android had huge traction problems to start with until they managed to get the big device makers to train users and market the devices. SteamOS is going to have the same rough and long launch period, but the ultimate payoff is very big as the tech is all there and it's just a matter of getting the big game publishers to join up.
As with mobiles and Google, if anybody can succeed in the gaming industry, it's Steam. So I definitely wouldn't write this one off, I think it will take off in a few years time if they can get the big players - both software and hardware - to join up.
I can understand: I'd say good riddance to some parts of the userspace myself coughX windows systemcough, but having a few different userspaces is like having the UNIX wars all over again.
PS "The UNIX wars" has a modern space opera ring to it, like something out of an Orson Scott Card book (or JMS script. Or maybe your-favourite author. I don't read enough Sci-Fi to know). And now I have an urge to write a comics^W graphic novel adaptation of the UNIX wars. It'll be glorious!
Android made sense because standard linux/X windows applications didn't work on a multi-touch mobile device for a whole host of reasons. PC games work fine on Linux and X.
Most of Steam and Steam games don't really use X as anything but a bootstrap for GL, and run full screen, so they could be easily ported to FB+GL (consider that there's already a GTK backend that renders to FB, no X involved).
I think that will help get people onboard as well. Everything is already right there for you, your friend list, your games, your awards, your wallet.
Getting a box running SteamOS is just another piece of the puzzle for Steam users invested in the ecosystem.
It's not really fair to compare this to Android. Android succeeded, not because of Google's user base but because of Google's financial clout. Companies thought that throwing in their lot with Google was a safe bet - there's too much money behind the project for it to fail. People are going to throw in with Valve because it's a smart bet - it's bringing what gamers want to the table.
Think about the XBox 360 and the XBox One. They are both basically a windows kernel with a totally custom UI designed for the living room. It's about creating the best possible experience for the end user.
You can already get steam client with big picture mode on Linux, what this does is creates something analogous to ChromeOS, but purpose built for gaming instead of web browsing.
If linux gaming is going to have a mass market chance, SteamOS or OUYA a similar approach is going to be how it gets there.
What about pretty much all larger businesses in the world? Windows sure dominate the corporate space.
When I buy a computer with an OS, I tend to pick Windows mainly because I intend to game on it. If I don't intend to game on it, then OS would stop being a major factor in my decision-making. I might spring for a Mac instead, or I might get a Linux box. It's no longer the point.
If I were buying a computer for surfing the web, I can get what I want. If I were buying it for word processing, I can get whatever. If I were buying it for photo manipulation, I can get whatever. For Door #1, I'd be looking at network connection options. For Door #2, I'd probably be looking for compactness. For Door #3, I'd want graphics and RAM, I think. For none of these is my primary consideration, "Well, the program I'm going to want to run isn't going to be available unless I get Windows."
That primary consideration exists for gaming. If I bought a replacement gaming rig today, I'd get a Windows box. Period.
Two years ago I would have said another big reason was Outlook, because no other desktop calendaring app comes close (even though it sucks hairy balls as an email client), but nowadays web-based solutions, particularly Google Calendar, are as good if not better.
Now TF2 runs on Linux, and the perspectives for Linux gaming are very good in general, but I no longer want to switch because I am happy with Windows 7, I hate Unity and Gnome 3 and their dumbed-down UIs that make me want to bang my head against the wall, XFCE is OK but feels like going ten years back in time, and KDE 4... well, that one is not too bad, but I still prefer Windows 7.
It's a pity that all this Linux gaming surge didn't happen back in 2008 or so, when Windows was in its lowest moments with Vista and most Linux distros hadn't yet been ruined by overbearing UI visionaries. I'm sure that desktop Linux market share would have soared in that case.
I would bet a money (albeit a small amount) that, to a first approximation, they're really only using the Linux kernel.
Even if SteamOS uses different toolkits or packaging (which it very well might), the amount of effort to get those titles to run on typical desktop linux distros should be relatively very minimal.
I highly doubt it would be more similar to Android than Linux Mint simply because they have already invested time and money into making Steam run on the Linux Mint family of distros (i.e Ubuntu), and (to my knowledge) none working on the android stack.
The rest is irrelevant; if a game runs on the SteamOS, it will run on my Linux desktop.
When we actually see it, it may be either a desktop-less distro, have Unity/GNOME or some other desktop permutation. My best estimate of what best fits a maximum impact strategy is an OS with a desktop environment pre-installed (even if hidden from casual view) or easily installable.
I have a feeling that we may look back at this seemingly minor product announcement as a significant stepping stone.
Maybe with added Wine.
Nothing in the release said steam only or no desktop, and they call out the ability to create content on the platform specifically Users can alter or replace any part of the software or hardware they want. Gamers are empowered to join in the creation of the games they love. Rather sounds like what they are doing is going to be open source and allow non games to run. Even if they don't ship with KDE or Gnome by default it should be possible to get something up and running.
I love this solution. Those of us comfortable with building our own Steam Box can do so easily, and manufacturers can also build their own models. In every case, the Steam store will certainly be sewn into the very fabric of the box, and Valve emerges a big winner.
This is what I've been waiting for to build an HTPC/PC gaming battlestation... I've (personally) always preferred gaming with a controller while sitting on a couch.
Now they don't just support linux, they're using it to stage a mini coup against microsoft.
Things like the ability to tag my games with multiple categories; To see trailers and descriptions of the games I "bought and forgot"; Pause the game and read the user manual; and the ability to actually PLAY a game right now instead of being forced to wait for hours while it downloads and applies updates to itself and the game I already have downloaded, installed, and partly played.
The old steam was snappy and fast, new steam is a bloated pile of garbage by comparison.
The default is to keep the game updated, I believe. Do you have it set to not do that? But then, I also have steam set to start on boot up. If you rarely start the steam client then it's going to need to apply updates. Do you have it set to start steam on boot up?
If HL3 comes out as a SteamOS exclusive; well that would be quite the coup.
Having an undefined "general Linux" is impossible for them to support, especially since there's no real definition of a platform, just a kernel.
If "SteamOS" becomes a target in the Steam app, this general "Linux" label may be pushed to the sidelines, and since SteamOS may contain more proprietary parts than general Ubuntu does, we may find it much more difficult to run the games on any distribution other than SteamOS itself. That was my point.
Also, from the sound of the announcement, Valve plans on keeping the OS bits open, so I see no reason they'd break compatibility with other Linux versions (and it wouldn't be in their interest since Linux is becoming more and more significant).
And I think steam box will be set of requirements.
Basically, I think it's a sly way to get studios and publishers to start developing for Linux.
SteamOS obviously differs since it's (by the sound of it) a whole distribution.
But I don't see why I wouldn't be able to continue using the Steam client just as I do now to play Steam games, the SteamOS is from what I understand the equivalent of a streamlined distro for Steam gaming, likely with optimizations for Steambox hardware configurations.
As an end user the choice is mine, use this streamlined distro for Steam gaming, or continue to use the Steam client from my distro of choice. I don't see the problem?
The second is in 48hrs, and almost definitely something related to the SteamBox. So it's too soon to speak of their intentions "for the time being".
I'm looking forward to seeing what VALVE's done to fight this, especially as I expect SteamOS to eventually be repackaged to run on any distribution...
You are mistaken.
This all works on Windows, too. It's what things like FRAPS use, or the half dozen game overlays that apps like Mumble offer (including Steam's for that matter)
Anti-cheat systems are just a constantly escalating game of cat & mouse like anti-virus systems where signatures and code patterns are recognized, game DLLs are hashed to see if they were modified, etc... There's zero, zilch, nada OS level support for these.
Main reason seems to be that while SteamOS can only handle games that have Linux support the streaming allows you to have "HTPC" SteamOS connected to TV and play anything that Windows machine would be able to play.
Of course there's the input lag etc which might be an issue in some FPS games etc (which they mention that they're trying to "reduce in operating system level")
In reality, most consoles are hooked up by WiFi nowadays which will make things even worse. Android manufacturers have struggled with smooth display mirroring over WiFi for a long time and the only time I've seen it work good enough for gaming is WiFi Direct connections via Miracast or wired connections via MHL.
Of course it does, but we're not talking 10Mb/s networks here. People stream 1080p content all the time, gigE can handle that no problem. The only latency concern would be the encoding step, not transferring the data.
Audio & Video, on the other hand, is more interesting. Let's assume everything is running at 60fps. Your encoder is therefore not adding any more than 16ms (if it was more, it wouldn't be keeping up and therefore not doing 60fps - it could definitely be less, though). Blu-ray is 48mbit/s, but for 24fps (youtube 's 1080p is ~8mbit for comparison). Let's take that same 48mbit/s, but adjust for 60fps instead. 1 frame would therefore be 0.8 mbit, or 100KB. If your network can do 48mbit/s, your video latency would therefore be 16ms. If your network is faster, though, the latency drops proportionally. Even a cell phone can do 100mbit/s on wifi, which would be 8ms of latency. A gigabit network would transfer that 0.8mbit needed in about a millisecond.
So your total latency of input, encoding, and transmission of the frame would be 32ms at most, and if you have a fast network & computer it could actually be down in the 5ms or less range.
"Watch for announcements in the coming weeks about all the AAA titles coming natively to SteamOS in 2014. Access the full Steam catalog of over nearly 3000 games and desktop software titles via in-home streaming."
To me this suggests that they are actively trying to get developers to port and they have had some success. Also I believe that a lot of developers will not port and to handle those cases they've introduced the home streaming functionality so that you could stream your windows game to the steam box via a windows steam client running somewhere.
Fingers crossed !
;-)
Valve makes money if you buy games on Steam on other distros too.
Unless they get a MS-like world domination, the chances of that happening are near enough 0 that you'd better care about other problems.
The more critical people are of Canonical, the more fervent Ubuntu supporters become. "How will they make money" will be parroted just as loudly, if not more-so.
How many people ever visit Distrowatch (the only statistic on the web that supports the idea that Mint > Ubuntu) once they settle on a distro?
Apple took FreeBSD and makes it into OSX. > Valve takes Linux and makes it into SteamOS.
Apple makes iTunes for music, unifying digital music download > Valve makes Steam for games, unifying digital game download
Apple make IPOD for digital music playing > Valve make (SteamBox?) for game playing
Damn I wish I could own some Valve stock...
Please tell us what Apple did with FreeBSD.
No, they took NeXTSTEP and made it into OS X. However much they may now have in common, the history of the codebase goes back years prior to the existence of FreeBSD.
http://lists.freebsd.org/pipermail/freebsd-advocacy/2008-Aug...
Build it and they will come.
And the IT guys have long been the core of the PC gaming scene.
So ... it was not a chicken and egg problem but a demand that needed answering.
Regardless, I'm very interested, but just curious how easy and flexible it will be.
There might be a few interesting ways to utilize that. :)
It's quite possible that one could stream into any other machine including tablets, laptops and even phones. This would enable playing your full Steam library from anywhere with decent enough connection (on both sides), especially games where input lag is not that big issue.
The key question here is whether Valve's future extensions to the graphics subsystems (which seem to be advertised, to some extent) will be released as open-source and be admitted to the (free software) kernel and libraries that exist today.
Valve in a lot of respects is a strange company, they are relatively small and employee owned, and have a massive per employee profit margin, well into the "Fuck you money" bracket. I think their main driving incentive at this point is to make better games for its own sake. Based on the platform the chosen I think that means contributing back in a big way.
we are going to see a lot of really exciting stuff out of them
Unless they want to advertise the "only Linux which runs games best!!!". But that seems unlikely
Yeah, I really care about my software being open source. The most important a piece of softawre is, the more I care about it. Games just aren't that important. They are nice to have, and losing them is a disconfort, but won't have any practical effect on my life. So I don't care that much about them.
That said, because they are not open source there are security problems that must be dealt with. But, even if they were open source, if I really cared about securing my LAN, I wouldn't trust them. Not much of a change.
Sounds open source to me, or did you mean the games?
This press release isn't targeted at technical people so the jargon isn't there to definitively say one way or the other.
A new apple but instead of "think different", the idea will be "play different"
From what I can find out, PS3 is based on FreeBSD and WiiU is a heavily modified version of Linux, possibly Android. XBOX obviously Windows. Would it be that much harder to also have a SteamOS version in the mix too.
But that is like saying that according to Superman going to the moon is a few minutes of flight.
If you use something like C++ and SDL it shouldn't be too hard (if not automatic), but if you use something like C#/XNA it could be harder (if not impossible?), but anyway I think (hope) most C# game developers and ex-XNA users use MonoGame these days.
IIRC, id Software pretty much had a "you're on your own" type of deal, with people using Linux. They provided the Quake binary, gave a README and some FAQs, and then you're on your own.
Likewise, Blizzard does not allow people to run World of Warcraft on platforms other than Windows and OS X. They know people run under WINE and could prevent them. But they don't. They just don't support it. It's win-win for them. More users without doing anything.
Porting is pretty easy if you target OpenGL and keep everything (sound, input) generic. SDL also works on many platforms.
It is very unlikely, had Microsoft not decided to go nuts and release a dead-end train wreck of an OS that thew it's passengers/users into the ravine in the name of chasing MacOS and touchscreens that everyone wanted with the same enthusiasm as to 3DTV, that Valve would be so scared of the future on Windows that they would need their own Linux-based platform. Not to mention Mac support.
I am a huge Linux advocate, but this is much more about Valve being scared and running away from Microsoft Windows than it was the greatness of GNU/Linux.
I wonder how Steve Ballmer being fired will change the direction of Microsoft and it's products. What will be the future of Windows?
If they keep trying to actively throw their users off the train with wildly backwards-incompatible user experiences, you can expect even Microsoft Office to start supporting GNU/Linux for fear of the future of Windows.
We see constant problems just trying to download the same map. Sometimes the game just shoves us over to a screen with no options and the game has to be force-quit to exit it. Other times it crashes during loading. It won't download to both of our computers at the same time, so it downloads to one first, then, only after the first one has finished, to the other. On those rare occasions that we actually get into the game, there are lots of glitches. I mean, when it works it's really fun, but the number of problems that occur along the way is just phenomenal. It's like using software from the 80s again. It's terrible.
Make HL3 Linux-only.
Don't do a Windows/Mac port for 2 years. Watch all of us gamers scramble to dual boot at minimum, if not see the writing on the wall and do a wholesale swapout on our Windows gaming boxes.
Announcement 1, SteamOS: is just a fancy way to say you can create custom Steam consoles by just installing some software. Make the box as good or a cheap as you want and everything will just workPretty awesome, but definitely this will be dwarfed by...
Announcement 2, people are guessing is a Valve distributed "SteamBox": a console that is presumably very cheap and linux based. This would give Xbox One and PS4 a run for their money and with the social aspects of Steam built-in, this could be a break out hit with a price of 50% all the other consoles.
Announcement 3, is the large unknown here. We don't know what it is, but if it is bigger (or equal to) SteamBox this could be a huge deal. Nothing really makes sense here. We know:
* SteamBox will support streaming from your windows/mac machine so it will be able to run every game at launch.
* SteamBox will likely have lots of publishers signed on. Probably as many or more then on xbox one / ps4. If they are already using an engine that targets multiple platforms (Unreal or Unity) they are definitely going to try to support it.
* SteamBox will likely support all the features of steam with friend lists, chat, voice, purchasing over the cloud, etc. So the + might mean sharing, but a new kind?
* SteamBox supports game sharing at a friends or family level. I see this as a kind of Netflix-like persona idea: an account gains separate personas that each have different friends lists and achievements. Very powerful and necessary once Steam hits the living room and multiple people are using the same box / account.
What it could be:
* LAN play for SteamBoxs on the same network (announced in Dota, this could explain the circle + circle graphic). Maybe you share the game between friends, and stream to the other boxes? That would be pretty awesome.
* Game streaming from other people's SteamBoxs? This would be an awesome way to share a game. It is like onlive but for distributed for everyone (seems unlikely. That kind of streaming would stop your friends from being able to play).
* A launch title like Half-life 3 (seems unlikely with the circle + circle logo implying you need multiple SteamOS instances).
* A new kind of social experience, maybe a built in way to be a part of the game creation process or improved social network experiences on Steam (seems unlikely to be big enough to be the final announcement)
* A new kind of hardware like a VR headset(seems unlikely, as cheap will be a big feature of this box)
This is marketing at its best. They hooked us good.
OS + Oculus?
I think Left 4 Dead 3 (long rumored) is more likely.
There's also a third circle there...
The steam box will obviously require some OS to run, and it seems perfectly reasonable to ship the OS, get feedback for it and it's features (i.e. streaming), and have it production-tested once the inevitable steam box is ready. Why take the risk of shipping all-new-everything when you can do it in smaller steps?
This gives developers even more incentive to use cross platform tools, to develop on OpenGL, and to make things work with Linux.
Valve just got every major publisher to take a serious look at what they are doing.
At least that's true for me and various of my 'internet friends'
I assume they mean in comparison to other Linux OSs. Beating windows drivers seems a bit far fetched?
[1] http://www.zdnet.com/valve-linux-runs-our-games-faster-than-...
And in general, OpenGL is quicker than DirectX...
I wonder what packaging format will they use for their games ?
That's easy because like with consoles you have only one hardware configuration so getting a game to run properly on wine or even better than on windows would be a walk in the park compared to porting it.
Of course this trick won't work with the millions of hardware combinations in today's PCs.
The Linux or tech community alone will not make this happen. They need to do a Windows/iOS/Android and push this out on marketable hardware for the masses or else it will just be another niche tech product.
No cool commercials, no chance.
Lastly, DirectX is so widely used in game engines. I haven't seen any hard evidence (not coming from Valve) that OpenGL can meet or exceed DirectX capabilities. I'd love to see real data on this.
Desura runs on Linux.
http://cdn3.store.steampowered.com/public/images/promo/livin...
Or, for anyone with an Nvidia card and the Nvidia drivers, just download a Unigine demo...
"Not running Linux yet? Ubuntu is our favorite version of Linux."
(at the bottom of this page: http://store.steampowered.com/about/)
If that works on normal machines (like, my laptop), I will kick Windows for good finally!
Then, while the MS boat is leaking and sailing haphazardly across the computing landscape, along comes Valve to put a stake in the heart of the MS gaming division...
Could this truly be the beginning of the end of this giant leech on the computer industry?
The combination of this "story" and this one from slate (http://www.slate.com/blogs/future_tense/2013/09/23/microsoft...) makes me wonder...
[1] http://www.theverge.com/2013/2/6/3958162/valve-steam-box-cak...
If the issue is "how do you get control devices that work for that use case", wireless keyboards and mice with suitable range for living room use exist (I've seen them mostly used in large conference rooms, but the requirements aren't very different.)
If the issue is "how do you use control devices in that environment since they call for surfaces", lapdesks, coffee tables, etc., are frequently found in living rooms. If people want to play their existing keyboard-and-mouse focussed Steam games in their living rooms, its not hard to see how they can.
But I think that -- as with other consoles -- the games that are playable with more traditional "gaming controllers" will be more popular for the livingroom role than keyboard-and-mouse driven games. But plenty of PC games have, for years, been very similar to console games and support game controllers (even though they usually had KB/mouse support since that's what you could count on users having on the PC platform), so I don't think this is going to be much of an issue.
Id love to have a macmini as a 'steambox'
EDIT: Of course, it would help if Valve had someone in charge with a record of success in desktop app platforms. Well http://www.computerandvideogames.com/172835/interviews/creat... fancy that.
Furthermore, for most people an "OS" is not a collection of general purpose kernel and userspsace as components, it's a vertically integrated and holistic product + experience.