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Valve releases Steam Controller CAD files under Creative Commons license

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Re: Valve releases Steam Controller CAD files under Creative Commons license

#221

Earlier quoted context omitted.

Answering a now-deleted answer regarding PS4 controllers working out of the box on Windows: PS4 controller support on Windows used to be a huge hassle, because you had to install DS4Windows to make it work. Nowadays, Windows automatically downloads the proprietary drivers to make it work, but I'm not sure if that covers the PS4 controller-specific features such as the touchpad, gyroscope, lightbar or if it enables XI…

Can Valve do the same with their controller? Release a Windows driver so that I can use it with my emulators?

You would just need to add your emulators as non-steam games in Steam. Then you get controller support.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#222

Earlier quoted context omitted.

That's true now, but Valve has been like this since the start, way before skins and microtransactions.

You’re ignoring how much of a role the TF2 hats played in pushing microtransaction skins. Steam came out in 2003. TF2 hats came out in 2009. It’s lived in the world of micro transactions way longer than it lived in the before times.

I think you are blaming Valve for forces way beyond Valve's control. Valve isn't perfect, but it is a way better steward for PC gaming and PC gamers than any other American tech company would be.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#223
post #19

Earlier quoted context omitted.

Sometimes I wonder what we did to deserve Valve and how long it can possibly last.

We let kids gamble so much money in games that they don't have to nickel and dime the adults.

to be fair, every gaming company nowadays is also doing this and still choosing go nickel and dime the adults and not do anything positive for the community

Steam lets you trade your items with others. with all the copycats that came out, im not sure any of them allow for you to trade things you bought with other players within the same game, let alone letting them buy it off you for virtual currency you could use to buy other games with

Re: Valve releases Steam Controller CAD files under Creative Commons license

#225
post #155

Earlier quoted context omitted.

I agree that 30% is too large of a cut, but what would be appropriate? 15%? Steam does add a ton of value from an immediate audience, solid advertising opportunities, and amazing distribution for the developer.

EA presented their numbers for their online store. They were making something like 12%, and losing money. They ran it at a loss and try to use its existence to declare everyone else overcharging. Apple, Google, Steam. Meanwhile, they were unable to make money, just proving they don't know how business works.

Does that count the ludicrous number of games they have given away? That has to be a boat anchor on their financials.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#226

Earlier quoted context omitted.

It’s hard to participate in any gaming communities because you quickly realize they’re all kids who have no idea about markets but they all talk like foremost experts on every subject

This is not just gaming communities and it is not just kids. The number of adults who don't understand basic supply and demand is astonishing. Every discussion about Ticketmaster and/or scalpers is full of people who think if it wasn't for scalpers and ticketmaster, we could all go to every concert we want to for a reasonable price. It is the same thing with the tech community and the price of hard drives, RAM, and G…

The societal advantage of raising prices with demand is that it will lead to more supply generally, but in some cases supply is just simply limited and cannot be expanded enough sensibly. This leads just to people earning money without any additional economic benefit and often the poor suffering because of it (like with oil currently).

Of course DRAM manufacturers are taking advantage of the current situation, they're companies and making money is what companies are for. The problem is that DRAM manufacturing works in boom-bust cycles, building a new factory is capital intensive and slow, so additional supply will come too few and too late to press prices down to a sensible rate above manufacturing costs.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#227
This should be mandatory for any company that wants to be allowed to sell their products in the market.

It's information age. Information about publicly offered stuff should be public.

Unfortunately we rely on voluntary heartwarming gestures like this one and reverse engineering attempts by hobbyists.

Re: Valve releases Steam Controller CAD files under Creative Commons license

#229
post #80

Earlier quoted context omitted.

As that has done both sides of games, I would like to propose some doubts for people to consider on that is dissimilar to the standard b2b saas; for to clarity I'm not saying 30% is good - One chargeback for your 5$ game can consume you 55$ or more, handful and you permanently lose the ability to accept the payment anywhere including future businesses outside of games - Amount of people that will take parents cards i…

Wait, does steam absorb chargeback fees and not pass them through to the developer?

likely what they are implying is that chargebacks have indirect costs that you can ballpark around $50 per chargeback. So steam would likely take back the $5 revenue from the developer for the $5 chargeback, but the costs of processing the chargeback are absorbed by steam. i do not know if they have a separate chargeback fee they charge developers for it but it wouldnt make sense to as steam is the one validating and processing payments

Re: Valve releases Steam Controller CAD files under Creative Commons license

#230

Earlier quoted context omitted.

Can Valve do the same with their controller? Release a Windows driver so that I can use it with my emulators?

You would just need to add your emulators as non-steam games in Steam. Then you get controller support.

But then I would have to install Steam, create an account, have it running in the background. And in case of macOS I would have to install Rosetta as well.

It would be better if they released drivers instead.

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