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SteamOS

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261–270 of 532 posts

Re: SteamOS

#261

Earlier quoted context omitted.

If you're using an off-the-shelf engine (Unreal engine, say), it's probably somewhat easier, as some of the work would be one-off, at least in theory. But I don't honestly know how that breaks down.

Most off-the-shelf engine support Linux. This include all Quake engine variations (including Source, and GoldSource) and Unreal variations.

and probably the branched version from activision used in their `call of duty` franchies.... -_-''

Re: SteamOS

#262
post #217
post #206

Earlier quoted context omitted.

ping uses whatever size packet you tell it to: $ 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 ms

1080p video is nowhere near 1458 bytes. For 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.

>1080p video is nowhere near 1458 bytes.

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.

Re: SteamOS

#263
post #26

This is effectively the software-only equivalent of a console launch. 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 portin…

Aren't games pretty damn portable these days? It seems like most non-firsty party titles are all multi-platform now. I don't know anything about game development but they must be developing with portability in mind.

Re: SteamOS

#264
post #204

Earlier quoted context omitted.

Gaming is one of the last legitimate refuges of Windows dominance. There are a lot of us who wouldn't care about (read: would be willing to switch) their OS if not for PC gaming.

Also MS Office, Adobe Photoshop and a bunch of other Windows-only or Mac-only tools.

> or Mac-only

Re: SteamOS

#266
post #26

This is effectively the software-only equivalent of a console launch. 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 portin…

Valve has three announcements this week: http://kotaku.com/looks-like-well-hear-about-valves-new-hard... One of the announcements is widely believe to be the long-rumored Steam Box hardware...

Steam OS needs to be on the Public Domain like an Opensource Project..Which it will most likely be..

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

Re: SteamOS

#267
post #21

Earlier quoted context omitted.

Not open source, however. Not a dealbreaker, but an important distinction to keep in mind.

Users can alter or replace any part of the software 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.

Yeah, I came to that conclusion just from reading it and ctrl-f'ing 'open', as I was in a rush. It looks like I may have been wrong.

Re: SteamOS

#268
post #56

Earlier quoted context omitted.

The announcement page claims all 3000 titles are available via streaming, similar to the OnLive service but only for your internal network, I'm guessing. Effectively working around the porting issue.

The streaming works if you have a beefy Windows machine in your house already, it's not a solution for people wanting a dedicated "Steam" console.

If you don't have a beefy machine, then you're probably not using Steam much anyway, which means you're not in their target demographic. (And if you were playing old games or small indies, you won't need a beefy machine to stream them).

Re: SteamOS

#269

Earlier quoted context omitted.

Why would they announce the software separately from its #1 use case?

Valve likes to escalate announcements. It would be very "Valve" to announce the OS, which can run anywhere, and then next announce the box they want you to run it on.

...and then announce the game that you'll be playing on the box?!?

Re: SteamOS

#270
post #83

This is basically a similar approach Android took for phones. It leverages off Linux while replacing user facing pieces to give the user a simplified and consistent environment that they expect. 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 hav…

I suspect that like Android, they're going to leverage Linux-the-kernel, but have a user space that is alien to the one common in current Linux servers and desktops. I can understand: I'd say good riddance to some parts of the userspace myself cough X windows system cough , 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 s…

I don't think so. It will be probably based on Ubuntu LTS
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