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Steam Frame

store.steampowered.com

491–500 of 717 posts

Re: Steam Frame

#491
post #37

Is the steam controller registering as a joystick and a mouse? It could be amazing to manage my current media center! As I cannot make KDE detect my current controller as a mouse

It seems the controller on steamdeck on windows detects as such when steam or whatever companion program is not running. Although in this state. You can only right click or left click by pressing against the pad itself. Although on Linux side. As far as i remembered, it's up to how kernel driver developer to map the device input into different class. It would be up to valve to decide what to do in this case.

> You can only right click or left click by pressing against the pad itself

The original steam controller’s LT and RT work as mouse buttons in mouse mode, too. Source: have 3 steam controllers

Re: Steam Frame

#492

Earlier quoted context omitted.

It was a really interesting and weird time growing up when Japan was the king of tech. I had a friend who's dad was often over there and bringing all sorts of weird stuff back. There was this NES/Famicon game where you played with a sort of gyroscope. I have no idea how you were supposed to play the game, but found the gyroscope endlessly fascinating. Then of course there were the pirated cartridges with 100 in 1 typ…

Special games? I thought NES was controlled by Nintendo?

There were some licensed games in Japan that they'd never release in the West, and also a relatively large scene for unlicensed/'bootleg' games. Fun slightly related factoid - the Game Genie was an unlicensed hardware mod and they actually got sued by Nintendo, and won.

I somehow suspect in modern times they'd have lost.

Re: Steam Frame

#493
post #2

Frame is obviously the main headline here, but they've also launching a new SteamOS mini-PC and a new controller. https://store.steampowered.com/sale/steammachine https://store.steampowered.com/sale/steamcontroller No prices listed for any of them yet, as far as I can tell.

I am incredibly excited for the new controller. The og steam controller for me was unmatched as a controller, I could never play any first person game on anything else other than mouse and keyboard, not to mention it allows playing rts or point and clicks from the couch. When they cancelled production I bought 8.

The controller looks pretty cool for sure, my biggest fear is the dpad though. I hope they go for a clicky feel like on the latest xbox controllers, and not the mushy feel you've got on the Dualshock 5 or even the 8BitDo Pro 2, which, for me, really is the only think missing from those. I'm more of a "Dpad in the top left" kind of guy, but I want it to be clicky like on the Xbox controllers :( We'll see!

Re: Steam Frame

#494

Earlier quoted context omitted.

sorry, maybe i missed it. But how do you know the ecosystem is open? from the link we don't know if the OS can be changed (might be locked like many Android phones) or if a connected machine is required to run their DRM/Steam. The drivers may also not be open source

It said its running Steam OS, which is just Linux.

Android is also just Linux. But i cant install Debian on my phone

Re: Steam Frame

#495

Earlier quoted context omitted.

Imagine if we could hook this into game rendering as well. Have super high resolution models, textures, shadows, etc near where the player is looking, and use lower LoDs elsewhere. It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)

As a lover of ray/path tracing I'm obligated to point out: rasterisation gets its efficiency by amortising the cost of per-triangle setup over many pixels. This more or less forces you to do fixed-resolution rendering; it's very efficient at this, which is why even today with hardware RT, rasterisation remains the fastest and most power-efficient way to do visibility processing (under certain conditions). However, th…

I think you could do foveated rendering efficiently with rasterization if you "simply" render twice at 2 different resolutions. A low resolution render over the entire FOV, and a higher resolution render in the fovea region. You would have overlap but overall it should be less pixels rendered.

Re: Steam Frame

#496
post #393

Earlier quoted context omitted.

I'll share a childhood story as well. Somewhere between '93 and '95 my father took me abroad to Germany and we visited a gaming venue. It was packed with typical arcade machines, games where you sit in a cart holding a pistol and you shoot things on the screen while cart was moving all over the place simulating bumpy ride, etc. But the highlight was a full 3D experience shooter. You got yourself into a tiny ring, 3D…

[flagged]

Tell us more about how Microsoft Bob was a user agent LLM? :P

Re: Steam Frame

#500
post #439

It was so thoughtful of them to use IR tracking. Bed time gaming becomes much easier. I wonder if there was a choice between color passthrough and IR tracking and they chose the latter. Good choice!

Night vision computer goggles!
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