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Path: ...!eternal-september.org!feeder2.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Hey, my SteamLink still works Date: Sat, 23 Nov 2024 20:30:03 -0000 (UTC) Organization: the-candyden-of-code Lines: 80 Message-ID: <slrnvk4eir.31jat.candycanearter07@candydeb.host.invalid> References: <dap1kjtmua5ipssj775rb3qnmfk94d80pr@4ax.com> <vhsos3$1o5bp$1@dont-email.me> <5t14kjp6uejdu91sc4j3h953fet2211tu4@4ax.com> Injection-Date: Sat, 23 Nov 2024 21:30:04 +0100 (CET) Injection-Info: dont-email.me; posting-host="bccb52cab5ee918e17e3fa4f96b351a5"; logging-data="1960225"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+tsFbM4j9fAeDMubfpnqAwROcZLJBC5gg1wxxct+4vbA==" User-Agent: slrn/1.0.3 (Linux) Cancel-Lock: sha1:wIKnJaz5BI6klFwWMqwFsRtMLaw= X-Face: b{dPmN&%4|lEo,wUO\"KLEOu5N_br(N2Yuc5/qcR5i>9-!^e\.Tw9?/m0}/~:UOM:Zf]% b+ V4R8q|QiU/R8\|G\WpC`-s?=)\fbtNc&=/a3a)r7xbRI]Vl)r<%PTriJ3pGpl_/B6!8pe\btzx `~R! r3.0#lHRE+^Gro0[cjsban'vZ#j7,?I/tHk{s=TFJ:H?~=]`O*~3ZX`qik`b:.gVIc-[$t/e ZrQsWJ >|l^I_[pbsIqwoz.WGA]<D Bytes: 5925 Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 17:17 this Saturday (GMT): > On Sat, 23 Nov 2024 15:29:23 +0100, "Werner P." <werpu@gmx.at> wrote: > >>Am 22.11.24 um 21:41 schrieb Spalls Hurgenson: >>> Steam Link --and indeed, the whole Steam Machines concept-- never >>> really caught on amongst gamers. The Steam Machines themselves were >>> too expensive and too underpowered to justify themselves, and >>> SteamLink never really found a market. I guess people who owned PCs >>> beefy enough to run games and stream it over the local network either >>> weren't interested in playing on the couch, or had the dosh to just >>> buy a second dedicated computer for that purpose. Steam Machines >>> disappeared from the Steam storefront in 2018, and SteamLink was >>> discontinued shortly afterwards. >>They simply were too early, SteamOS was not "ripe" enough to give a >>decent console experience. Valve struck gold with the same concept with >>the Steam Deck but given SteamOS now is relatively mature and the deck >>did not repeat the main mistake of the Steam controller of forcing you >>to use the right touchpad instead it always is optional! >>Cannot wait for the Steam Controller 2 whoch should come out hopefully >>next year! > > There were a variety of problems with Steam Machines. One was that it > was a fairly open standard, with only minimum hardware specs as the > prime requirement... so of course the OEMs all shipped the least > powerful machines they could. The devices were extremely overpriced > too, especially regarding the hardware you were getting (some were > upwards of $5000 USD). And at that price, people wanted a computer > that could do more than just play games... except SteamOS was a poor > fit for that, since it couldn't run a lot of Windows applications. > Some of the Steam Machines weren't easily upgradable either, which > -especially for the sort of gamers who'd be interested in a $5000 > gaming device- is a deal-killer. And in 2014, there was still enough > fluctuation in PC hardware that tying yourself down to a fixed > hardware config was a recipe for quick obsolescence. > > Add to that, Valve itself shot itself in the foot with its own > actions. One part of the Steam Machine spec was that it had to ship > with a Steam Controller... except Valve delayed the release of the > controller for over a year as they worked out various bugs and > designs. The decision to leave manufacture of the Steam Machines up to > OEMs --who could customize their builds as they saw fit-- only sowed > confusion in the market; which Steam Machine to buy? The much cheaper > SteamLink also probably sabotaged Steam Machine sales to some degree. > > I think Steam Machines would go down better today; hardware > requirements for games are much less severe, existing GPUs and CPUs > are much more powerful, and there's much less turnover in PC hardware. > SteamOS -and the underlying Linux OS it's based on- are much improved > in compatibility and --thanks to the proliferation of web-services-- > there's much less reliance on specific applications (e.g., MS Office) > for performing non-gaming activities. If Valve could develop a > small-factor gaming PC and sell it for ~$800 USD, I think it would see > more success. > > But the simple fact is, there's really no need for it. The Steam > Machines were a reaction to Microsoft's attempt to shoulder its way > into Steam's bailiwick. That's not really a problem for Valve right > now; they are --and are likely to remain-- the de facto PC games > provider for most PC gamers, regardless if they are using a custom > 'Steam machine' or some Dell box. The bigger problem Valve faces is > that a lot of gamers aren't even BOTHERING with PCs (or consoles) > anymore; they play entirely on mobile devices, and Valve has _nothing_ > in that arena. > > [no, the SteamDeck doesn't count. That's mainly designed as > competition against consoles and to bolster their hold on > the PC market by enhancing the Steam ecosystem. Mobile gaming > is an entirely different beast] > > There's entire markets that never even LOOK at Steam, and these are > only going to become larger and more important as years pass. It's not > a threat to them right now but the PC gaming audience is aging out and > not being replenished at the same rate. I suspect we'll see a > SteamStore on mobile sooner than we see a return of Steam Machines. To be fair, you can *technically* play steam games on mobile with streaming. It's not very good. -- user <candycane> is generated from /dev/urandom