I think most of them are FTP.![]()
yo, i just counted and Steam gave away like 80 games...what the fukk is Gabe trying to do to me?
I think most of them are FTP.![]()
I think most of them are FTP.
Anybody else use BPM here?? Idk but it seems like the latest steam update messed something up in regards to my performance. I started getting a lil worried because I was noticing games that were usually butter smooth slowing down so I thought it was my CPU and updated my bios and checked the settings but idk. It seems like when I go into BPM the CPU utilization goes WAY up like in the 90%. It was causing major slowdowns in my games. I then went back into desktop mode and it vanished. Wtf?? I love using BPM but wth?
yo, i just counted and Steam gave away like 80 games...what the fukk is Gabe trying to do to me?
Big picture mode. It seems like it hogs up the cpu resources now. I noticed it was doing that last night but I chalked it up to the game. But now I now it's that. I'm gonna test it again to see.BPM?
they're free2play games breh
1) Debian. 2) Probably. 3) No.
Mario 64.
The biggest improvements will be in increasing productivity of content creation. That focus is driven by the importance we see UGC (user generated content?) having going forward. A professional developer at Valve will put up with a lot of pain that won't work if users themselves have to create content.
When we announced our products years in advance in the past and then were really late delivering them, it was pretty painful for both us and the community. We'd rather not repeat that.
It's entertaining for my friends.
I'm not sure I'd agree with that. We are collaborating with them, and want their hardware to be great.
We still think we have a long way to go to get to the point where all of the different people that are contributing value to competitive play get everything out of it that they should. Feels like we are making pretty good progress though.
Giving the consumers of content a direct relationship with the creators of content is something we think about a lot. That is what drove our thinking about how the community could be more involved in the tournaments that mattered to them.
We see Steam Machines (along with SteamOS and the Steam Controller) as a service update to Steam, porting the experience to a new room in the house. As we've been working on it, we've focused first on the customers who already love Steam and its games. They've told us they're tired of giving up all the stuff they love when they sit in the living room, so it seemed valuable to fix that.
1) Abrash was thinking about it for a while, and started to get serious around 2 years ago. He thought that we'd reached the point where VR problems were getting tractable.
2) User input is hard. We haven't seen a solution yet to the problem. It's in the next round of problems to tackle. We need to start doing experience fragments to help drive this.
3) Alex Vlachos is working on this now (getting Source 2 working well with VR). Unity is pretty useful for lots of things as well.
4) Having a product ship that is worth customers money and time.
5) No.
6) We aren't holding any game until VR is shipping. You don't want to create that kind of dependency.
We knew there were a lot of people playing Dota 1, and quite a few of those people worked at Valve, so our hope was that we'd do a good enough job on it that those people would play Dota 2.
We haven't finalized where this year's International will be. We are pretty sure it will be at Key Arena in Seattle, but we haven't gotten everything finalized, and there is always a risk that our schedules and theirs won't align in some way. As soon as we get everything finalized one way or another, we'll get the dates out there for everyone who would like to attend. Should be fun this year.
Dota 2 and about 20 hours.
1) Yup 2) Sand King / Random 3) Yes
The main thing is that when we talk with him it's like talking with someone who works at Valve. That's not usually the case with people from the film industry.
Any time you do something new, it can be challenging. There's basically a normal distribution of pain. With that proviso, it was pretty much in the middle of the pain curve.
We got bottle-necked pretty fast on tools and decision making which lead us to Greenlight, and is now leading us to make Steam a self-publishing system.
do you use the beta client? anyway, it's just free2play crapI didn't get any free games added to my library![]()
I'm not trying to dodge the question, but we find it more useful to think in terms of feedback loops than in terms of visions/goals. Iterating with the community means that your near-term objectives change all the time. The key benefit to Steam is to shorten the length of the loop. Longer term, we see that working at the level of individual gamers, where we think of everyone as creating and publishing experience. "How can we make gamers more productive" sounds weird, but is an accurate way to characterize where we're going. It may make more sense if you think of it as "How can we make Dendi more entertaining to more people".
Post pics or it didn't happen.
A couple of years ago I donated a million dollars to the ACLU.
Yes.
Surprisingly little. There is a lot of popular sentiment in the developer community about Linux and gaming.
nah I don't use it. Glad I'm not missing out on anything gooddo you use the beta client? anyway, it's just free2play crap
Yes. We're making some progress.
Wolpaw: It's a lot of loose sketching at first, and then a lot of dot-connecting and backfilling as the game gets closer to being done. Lots of procrastinating, too. Lots.
We realized that a store ought to be UGC (not just for publishers).
WINE is definitely a useful tool for some things, but we're taking what we think is a more sustainable position by asking game developers to support Linux and SteamOS natively, for current and future titles. We think this is mostly what gamers want, too. It puts more power into the hands of developers and will result in better quality games in the end.
Yes, we've got some things in the works that we think you'll like.