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SteamMachines

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21–30 of 291 posts

Re: SteamMachines

#21
post #2

Sooo, it's what everybody's expected, except we don't know anything more about it. Frustrating. Also, only 300 boxes for beta? That seems a little small. EDIT: actually the latest answer in the FAQ is interesting: "Am I going to be using a mouse and a keyboard in the living-room?" "If you want. But Steam and SteamOS work well with gamepads, too. Stay tuned, though - we have some more to say very soon on the topic of…

The Rift is output, not input. I think they're announcing some kind of new controller.

Technically you could say head movement is input but I get your point.

That being said it could be a combo, like Rift + a wiimote-style thing?

Mouse + keyboard break Rift immersion, pads are better but still far from perfect.

Re: SteamMachines

#22
I'm excited about where Valve is going with this, of course, but to be honest I'm concerned about controllers the most. Buying a good controller for a PC is not hard, but it's not simple either. Picture yourself as a "living room console guy" getting into PC gaming. You'd like to use a controller for a certain game.

Consider:

- You can use your XBox360, PS3 controller, or WiiMote, but that's not obvious. You'll need to do some research to figure out that you CAN do it as well as HOW to do it. Again, the steps aren't particularly complicated (especially for the XBox wired controller), but remember who we're targeting, here. If you don't know much about this stuff, you might be worried you'll break something or won't be able to hook your controller back to your console.

- If this doesn't occur to you or you'd rather not use your console controllers, you might be tempted to buy one of those gaming controllers you see at Radio Shack, Best Buy, or somewhere online. Chances are high that the controller you bought will be quite shitty in comparison to your console controllers. You'll notice everything from drifting inputs to cheap buttons to just plain uncomfortable hand feel. You'll convince yourself that you just picked wrongly, so you do some more research. You eventually come upon something pretty good, but it's expensive and it's STILL not your XBox 360 controller.

- If you get past all this (whether that's finding a good 3rd party controller or reusing your console controller), you're still not QUITE sure how each new PC game will react with a controller. Sure, maybe the mappings make sense, but you worry that you'll come upon something that requires an action the developers forgot to map to a controller button. Or maybe it'll just feel wrong because the controls for your particular game were clearly designed to work best for the physical characteristics of a mouse and keyboard. You know with enough tweaking this won't be a problem, but it still bothers you that you have to tweak anything in the first place.

Nothing I've outlined above is a problem for advanced gamers, but if something like a Steam Machine is ever going to take over the living room, it has to be a natural plug n' play experience with respect to input devices. And I mean natural for your mom or uncle, not for you.

Luckily it sounds like Valve will be addressing this head-on; I am more excited about what they have to say about this than about what the specs of any particular Steam Machine might be or what the beta might look like.

Re: SteamMachines

#23
post #2

Sooo, it's what everybody's expected, except we don't know anything more about it. Frustrating. Also, only 300 boxes for beta? That seems a little small. EDIT: actually the latest answer in the FAQ is interesting: "Am I going to be using a mouse and a keyboard in the living-room?" "If you want. But Steam and SteamOS work well with gamepads, too. Stay tuned, though - we have some more to say very soon on the topic of…

The Rift is output, not input. I think they're announcing some kind of new controller.

The Rift is both input and output, though the input is fairly limited to head movements and generally requires supplementary input for gaming.

In any case, I don't think it is what Valve is hinting at, though it is something they have made some moves to support already in the form of TF2 and limited HL2 support.

Re: SteamMachines

#24
post #2

Sooo, it's what everybody's expected, except we don't know anything more about it. Frustrating. Also, only 300 boxes for beta? That seems a little small. EDIT: actually the latest answer in the FAQ is interesting: "Am I going to be using a mouse and a keyboard in the living-room?" "If you want. But Steam and SteamOS work well with gamepads, too. Stay tuned, though - we have some more to say very soon on the topic of…

I'd love to see Valve have the "defacto OS/console" for Oculus Rift. Oculus Rift will enable truly "next-gen" gaming, and Valve would be very smart to ride that trend, and grow with it.

Re: SteamMachines

#25

"Can I download the OS to try it out? You will be able to download it (including the source code, if you're into that)" So it will be open source...

Since SteamOS is Linux and they're distributing it, they have to. This doesn't mean that any of the Valve applications running on top of it will be open source. I don't expect them to be.

The question is about "SteamOS" however, not the kernel. That means that the userland might be open source as well (like android). Actually it's a must if they want people to actually port their OS to a wide range of hardware.

That being said Steam (the app) will obviously remain closed source.

Re: SteamMachines

#26
post #17

> Am I going to be using a mouse and a keyboard in the living-room? > If you want. But Steam and SteamOS work well with gamepads, too. Stay tuned, though - we have some more to say very soon on the topic of input. This excites me. Valve's bread-and-butter, as a gamedev company and not a game reseller, uses a pointing device. FPS games and Dota are both genres that do far better with a mouse. Obviously, supporting gam…

>FPS games and Dota are both genres that do far better with a mouse.

Toupée fallacy. I'd argue that games built for a gamepad -- Halo and Gears of War come to mind -- feel much better on a gamepad than they do on a keyboard and mouse.

Re: SteamMachines

#27
post #11

The two real revelations here are: >Can I download the OS to try it out? >>You will be able to download it (including the source code ,[...]) but not yet. and >Am I going to be using a mouse and a keyboard in the living-room? >>If you want. [...] Stay tuned, though - we have some more to say very soon on the topic of input.

yep, the fact that they're making the source code available is a big deal. A lot of people were worried that SteamOS would just be another closed platform, and this puts that fear to rest pretty definitively.

They've positioned themselves so that none of their IP even matters as far as their core business goes. What does matter is that they own the marketplace for games. Giving the source code away only allows people to improve the platform, which only strengthens their hold on the market place.

Re: SteamMachines

#29
Lessons learned:

1) Hardware is hard.

2) Apparently deadlines are important above all else, even if you have nothing to announce/release.

Re: SteamMachines

#30

I'm excited about where Valve is going with this, of course, but to be honest I'm concerned about controllers the most. Buying a good controller for a PC is not hard, but it's not simple either. Picture yourself as a "living room console guy" getting into PC gaming. You'd like to use a controller for a certain game. Consider: - You can use your XBox360, PS3 controller, or WiiMote, but that's not obvious. You'll need…

That might have been true in the past (I remember having some trouble with a SideWinder controller on a dedicated control port in the 90's) but these days the 360 wired USB controllers are as plug'n'play as it gets (on windows at least). It Just Works.

PS3 controllers are a pity though, you need those shady ad-ridden closed source third party drivers.

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