The Steam Universe is Expanding in 2014 (steambox?)

daze23

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Believe in Gabe my brother, he will lead us out of the darkness.

oh, I trust in Sir Gaben and his long term vision. I'm just not sure if "Mantle" specifically fits in there. depends on how "open" it ends up being. plus there's a little static between the players involved (Valve/Steam, Origin/EA, AMD, Nvidia). I would love for them to get over it for the good of all gamers, but then my cynicism kicks in...
 

Julius Skrrvin

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oh, I trust in Sir Gaben and his long term vision. I'm just not sure if "Mantle" specifically fits in there. depends on how "open" it ends up being. plus there's a little static between the players involved (Valve/Steam, Origin/EA, AMD, Nvidia). I would love for them to get over it for the good of all gamers, but then my cynicism kicks in...
God, I fukking hate Origin. Worst thing to come out of this gen pc gaming wise :snoop:
 

Julius Skrrvin

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just that it throws a loop into microsofts strategy.

their entire strategy appears to be tying everything together. RT and WP8 only support DirectX as well as "Metro Apps" on the desktop from what I remember. That obviously causes a problem for valve, thus we now have SteamOS
To be fair, I have been a little harsh on MS. I think most devs would still say that OpenGL < Direct X.
 

daze23

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God, I fukking hate Origin. Worst thing to come out of this gen pc gaming wise :snoop:

I know all these companies are kinda mad Valve makes dough off their games. but at the same, is it really that bad? Valve puts in a lot of effort to maintain the store and 'community' so people can easily buy and enjoy your game. and those community features in Steam are very robust at the moment. for every game there's forums/discussions, screenshots, videos, guides, etc. plus games with user created content, trading, achievements, fukking cards, badges... :damn: get ur steam level up son!

it's hard to compete with that without basically just copying everything :yeshrug:
 
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Julius Skrrvin

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I know all these companies are kinda mad Valve makes dough off their games. but at the same, is it really that bad? Valve puts in a lot of effort to maintain the store and 'community' so people can easily buy and enjoy your game. and those community features in Steam are very robust at the moment. for every game there's forums/discussions, screenshots, videos, guides, etc. plus games with user created content, trading, achievements, fukking cards, badges... :damn: get ur steam level up son!

it's hard to compete with that without basically just copying everything :yeshrug:
I don't see why they're any more furious about Valve making dat distribution dough any more than they would be about console licensing/publishing fees

:yeshrug:
 

daze23

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I don't see why they're any more furious about Valve making dat distribution dough any more than they would be about console licensing/publishing fees

:yeshrug:

they know they can do digital distribution themselves, they just doubt the importance of all the other stuff Steam has built

but yo... you can change your name here? :wtf:
 

daze23

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http://blogs.nvidia.com/blog/2013/09/25/steam-rolling-into-your-living-room/

The community, content and convenience of Steam are en route to a living room near you. And best of all, it’s free.

Valve is one of the most innovative forces in the gaming industry, and that sentiment is amplified by Monday’s announcement of SteamOS. As a long-time PC gamer, no conversation about the pillars of the game industry would be complete without mention of Valve Software.

From their award-winning and innovative games to the leading PC game distribution and community platform Steam, Valve is synonymous with PC gaming, and the ability to innovate.

Now Valve is at it again! The concept of SteamOS from Valve really hits home with me because there are three things I’m very fond of: big screens, PC games and customer choice. SteamOS is an elegant way to get your PC games into your living room and onto your biggest screen.

SteamOS is built around the already familiar Steam and is a version of Linux. But it’s enhanced for gaming — and for gaming on the big screen in particular. Combined with the fact they’re giving it away to users, and hardware providers, for free, SteamOS has the potential to usher in a new era for gaming in the living room.

This means that anyone can build hardware and software for use in the living room, on an operating system designed to be lightweight, extensible and optimized for gaming. Suffice to say, we here at NVIDIA are very excited!

Engineers from Valve and NVIDIA have spent a lot of time collaborating on a common goal for SteamOS: to deliver an open-platform gaming experience with superior performance and uncompromising visuals directly on the big screen.

NVIDIA engineers embedded at Valve collaborated on improving driver performance for OpenGL; optimizing performance on NVIDIA GPUs; and helping to port Valve’s award-winning content library to SteamOS; and tuning SteamOS to lower latency, or lag, between the controller and onscreen action.

The collaboration makes sense as both companies strongly believe in the importance of open-platform innovation, and both companies are committed to providing gamers with a cutting-edge visual experience.

Valve will deliver a great, open-platform gaming experience, and NVIDIA will continue to be the best choice for gaming on any open platform or operating system, including SteamOS.

:mjpls:
 

daze23

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controller.jpg


A different kind of gamepad
We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input — our biggest missing link. We realized early on that our goals required a new kind of input technology — one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we’ve arrived at something worth sharing and testing with you.

Complete catalog

The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.

Superior performance

Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.



Dual trackpads
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.

Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.

In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.

Haptics
Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.

The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.

This haptic capability provides a vital channel of information to the player - delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.

controller_schematic.png

Touch Screen
In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.

The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.

In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.

Buttons
Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.

Shared configurations
In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.

controller_bindings.jpg

Openness
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.

controller_parts.jpg

Questions!
Is this the same beta as the Steam machines one, or is it separate?
-Same. So you only need to sign up once.

How does the beta work? When will it start? How will you choose participants?
-Please see the FAQ on Steam Machines, because it covers lots of important questions.

I’m a happy Steam customer happily using my happy mouse and keyboard. I don’t want a controller?
-You can’t make a sentence into a question by just putting a question-mark at the end. But we’re happy you’re happy, and by all means keep using whatever input method makes sense for you. Rest assured, we won’t abandon you. We love mice and keyboards, too.

Can I use a controller if I don’t have a Steam machine?
-Yes. It’ll work very well with any version of Steam.
I
’m a developer - how can I include support for the Steam Controller in my game?
-On the same day that our prototype controllers ship to customers later this year, the first version of our API will also be made available to game developers.

How will the beta controller differ from the one that’s for sale next year?
-There are a couple important differences: the first 300 or so beta units won’t include a touch screen, and they won’t be wireless. Instead, they’ll have four buttons in place of the touch screen, and they’ll require a USB cable.

What’s next?
-We’re done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group. Also we’ll talk soon about the design process and how we’ve arrived at our current prototype. (We’ll post detailed specs next week for our living room SteamOS prototype, too.)

We look forward to working together with you to design the future of Steam in the living room.
 
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daze23

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that thing is very interesting. obviously it looks crazy, but it could work really well. it seems Valve has been working hard to tackle all the PC controller issues, like responsiveness compared to a mouse, and the lack of buttons compared to a keyboard. the MMO players were always talking about, "b-b-but what about my hotbar?!?!!?". boom, put it on the touch screen

can't wait to try it out. I know I'm gonna be one of the lucky 300 :win:

You are now one out of 142,624 eligible beta candidates.

:sadcam:
 
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