Subject: Shows and Expos | November 4, 2016 - 02:35 AM | Scott Michaud
Tagged: VR, valve, steam, pc gaming
A little over three weeks ago, Valve hosted a fairly big developer conference, which excluded journalists so that attendees could network without feeling anxious. The goal was not to keep information from the public, however, and so they created high-quality recordings of the talks and the Steamworks Development YouTube channel, which I assume is owned by Valve but cannot verify this, made the videos public.
Again, each of these talks were aimed at various types of developers, and they were hosted by numerous companies. One video has Tim Sweeney, the founder of Epic Games, discuss Physically-Based Rendering (PBR) and another has Na'Tosha Bard, the technical director at Unity, highlight points that a game developer should know if they intend to publish to Linux, including SteamOS.
In all, there are 25 videos, ranging from ten minutes to an hour and a half, with most clocking in around 45 minutes. It's a fairly large commitment if you want to watch it all, but the topics vary wildly, so it could easily be a “kill an hour learning something” sort of thing. Also, the talks from 2014 are available, too. (There wasn't a Steam Dev Days conference in 2015.)
Thanks Phoronix for finding these.
Subject: General Tech | November 3, 2016 - 03:58 AM | Scott Michaud
Tagged: steam, valve, pc gaming
According to leaked images of an announcement that Valve made to Steam developers, which PC Gamer claims to have confirmed with Valve, the digital distribution platform will undergo several changes in “a couple weeks”. The message calls this initiative “Discovery Update 2.0”. While I would guess that this is the final name, it could be a placeholder that tells developers to expect changes similar to 2014's Discovery Update, which introduced Steam Curators and the Discovery Queue to the front page.
A lot of the changes, like the original Discovery Update, affect how games can be found on the front page. There will be a focus on promoting whatever the user's Steam friends are consuming as well as elevating the visibility of the “Top Selling New Releases” screen. The will also be more picky about who to show ads for new games to, which Valve expects will lead to fewer impressions, but hopefully higher click-through.
Valve will also refresh the Steam Curator feature by allowing them to communicate about titles in a more nuanced way, possibly without even making a recommendation one way or the other at all. We'll need to wait a little while and see how it is actually implemented, along with all of the other changes, but they might nudge the platform away from the visibility issues that users and indie developers alike were complaining about. At the very least, you can expect Valve to carefully measure how sales are impacted by these alterations, and continue to experiment with why.
Then we get to the screenshot policy.
Two changes are planned, each addressing a wholly different issue. The first change regards mature content. Valve does not seem to be planning to discourage gory, lewd, or offensive content, but rather force developers to properly tag their content so the user can filter out what they aren't interest in (or disgusted by). Of course, censorship could creep in with the correct mix of misguided good intentions and complacency, but that doesn't seem to be the goal, which should mean that accidents will be fixed as they arise.
The other change alters the way they intend screenshots to be used. Previously, they were treated like promotional content, even by Valve. In fact, their one example picked apart the store page of their own game, DOTA 2. Valve seems to want to change it into a glimpse of the actual game, like a demo in still image form. Basically, the “screenshots” section is turning more literally into a section of screenshots, rather than, as they verbatim say, concept art, pre-rendered cinematic stills, or images that contain awards, marketing copy, or written product descriptions. “Please show customers what your game is actually like to play.”
This all seems like fairly routine changes to me, although we will need to wait until it's live (or another leak occurs) to truly know.
Subject: General Tech | September 15, 2016 - 09:56 PM | Scott Michaud
Tagged: valve, steam, pc gaming
A few days ago, Valve changed how user reviews work on Steam. Now, user reviews on the search page and at the top of the product page will only reflect customers who purchased the game from Steam. Other user reviews will still be collected, but only from the product's reviews panel with a more broad filter applied, which must be done manually.
This change was made because Valve detected some titles where review scores varied greatly between Steam user and outside keys. If the vast majority of reviewers who purchased the content on Steam and the vast majority of reviewers who acquired the game outside of Steam are the same, then random error converges quickly. An average of 1000 reviews should be within 3% of the average opinion of 1,000,000 random customers, for 95% of titles. 99% of titles would be within 4% of the average opinion, given 1000 reviews for a million customers.
Of course, the differences are not always truly random. Keys which were given to crowd-funding backers could be abnormally good, if it well-served the niche audience that helped it get made, or abnormally bad, if it slighted that audience.
In the worst case, developers could be giving away keys to services that flood fraudulent reviews.
As such, Valve took the position that
it will (Update: Yeah, I kind-of messed up the grammar on this sentence when I restructured it in editing... read it without the strikethrough, and this update of course) only reviews from their direct customers would be promoted. This upset many developers, although some games received a bump in score, if you trust Steam Spy. Again, if their title was a hit on Kickstarter, Patreon, or other services, then it subtracts their most evangelical users.
On the other hand, from Valve's perspective, they want to promote the opinion that best applies to someone browsing on Steam. This makes sense, since a review should be intended to guide someone who doesn't already have an opinion of the title one way or the other. Again, reviews are designed to be the general consensus of a random group of people -- the expected value of an average user -- but constrainted to a certain set of properties.
Of course, it would be beneficial to Valve to run further experiments to make sure that an average Steam reviewer reflects an average Steam customer for each, specific title. Basically, it's a good hypothesis, but testing isn't done. It could change greatly as it evolves through the Scientific Method.
Subject: General Tech | September 6, 2016 - 05:58 PM | Scott Michaud
Tagged: nvidia, epic games, valve, htc, vr funhouse, vive
So Epic Games, NVIDIA, and HTC (with Valve) are hosting a game jam aboard the MS Bleichen ship in Hamburg, Germany. The purpose is to develop mods for VR Funhouse. Nothing says a fun VR experience like room-scale experiences on a boat. Hopefully it will be firmly docked to prevent judges from getting sea-sick... or not. Maybe that will make the carnival games even better?
The jam takes place between September 24th and September 26th. Epic, NVIDIA, and Valve will be donating prizes to the event. Tickets cost 16.67 Euros, although I'm guessing that doesn't include food or a place to sleep -- they don't say one way or the other. The general public can also buy tickets for the last day, to experience the creations.
Subject: General Tech | August 2, 2016 - 07:08 AM | Scott Michaud
Tagged: valve, pc gaming, esports, DOTA 2
Every year, Valve hosts a giant gaming event called “The International”. While the prize pool is still being increased through purchases of the The International 2016 Battle Pass DLC bundle, it currently rests just below $19.4 million USD. The way previous years worked is that about a third went to first place, and the rest trickled down. Keep in mind that DOTA 2 is a team sport, though, so winnings don't all go to a single person.
Anywho, it will be a five-day event broadcasted on Twitch, Steam Broadcasting, WatchESPN, and YouTube. Owners of a SteamVR-compatible headset will also be able to view the broadcast in VR (which isn't just for The International, but this is the first The International to support it). It's not just projecting you into the stadium, either; it gives you a command center to see stats around you, or you can jump down into the map to see the battle around you “human scale”.
The International 6 begins on Monday.
Subject: General Tech | July 6, 2016 - 05:48 PM | Scott Michaud
Tagged: valve, tf2
Conveniently just after Overwatch received its Competitive Play update, Valve has announced the Meet Your Match update to Team Fortress 2. This update includes Competitive Mode, which is a ranked, 6v6 gametype, which sounds even more like Overwatch. Only the first day has been revealed thus far, as Valve likes to break update posts into chunks and release them over the course of a week, but it includes three maps, two achievements, and the official launch of the PASS Time game mode. The second part of the update is coming soon.
PASS Time was originally announced last year, in collaboration with Bad Robot (J.J. Abrams' production company) and Escalation Studios. While I've never played it (yes, I pretty much only play 2Fort...) it sounds similar to game modes like Bombing Run or Grifball. Obviously, those game modes are typically for more individual shooters, not TF2's class system, so it's interesting to see how, for instance, a Level 3 Sentry plays into it.
Subject: General Tech | July 2, 2016 - 09:21 PM | Scott Michaud
Tagged: valve, htc, steam, steamvr, vive, Oculus, oculus rift
According to the Steam Hardware Survey, the HTC Vive is dominating the Oculus Rift by more than a factor of two (0.15% to 0.06%). More-so, its rate of change is also double that of Oculus (0.06% to 0.03%). If these numbers are accurate, this means that the SteamVR is massively overtaking Oculus SDK in terms of both amount and rate of change.
Now the questions are “why?” and “what does that mean?”
The most obvious reason, to me, is that HTC has much better availability than Oculus. For the last month, they announced that the Vive ships within two-to-three business days. If you look at Oculus? The website tells you to expect it in August. It is currently the second day of July. While a month is not too long of a time to wait, it would make sense that a consumer would look at the two options and say “Yeah, the this week one, please.”
If that's the case, then the platform battle could be decided simply by retail availability. It wouldn't be decided by a Valve-developed first-party game. It wouldn't be decided by DRM locking games into an exclusive deal. It would simply be decided by “you can buy this one”. That is, unless Oculus ramps up production soon. At that point, we'll need to look back at hardware surveys (not just Steam's) and see what the split is. They could catch up. They could be left behind. Who knows? It could be another factor altogether.
For now, the Vive seems like it's the crowd favorite.
Subject: General Tech | July 2, 2016 - 02:21 AM | Scott Michaud
Tagged: valve, steam, linux
The current split of Steam users, according to the Steam Hardware Survey, is 95.5% for Windows, 3.6% for Mac OSX, and 0.8% for Linux. Phoronix reports that this does not count SteamOS, and there might be other “inaccuracies” with the survey, but the Linux figures are 0.04% less than they were before (a relative drop of about 4.8%).
Windows users are up, and Mac OSX is flat.
A 4.8% drop in a month isn't promising, but it's also not too concerning. If you were intending to target a platform with 0.8% marketshare, then you can benefit from the long shelf life that Linux provides. It's not like a publisher is counting on that platform to reach two-week launch window sales figures. We'll see if the pendulum will swing back in the future, especially if Valve creates compelling, new, first-party content for Linux. They seem to be waiting to put their full weight behind it.
Subject: Displays | June 25, 2016 - 02:23 AM | Scott Michaud
Tagged: valve, oculus rift, Oculus, htc vive
Facebook has disabled their software check that prevents Oculus Store games from running without an Oculus Rift being connected. Further, Motherboard has directly quoted an Oculus spokesperson as saying “We won't use hardware checks as part of DRM on PC in the future”. This check prevented these games from running on the HTC Vive using the user-created tool, Revive, until the creator of Revive disabled the DRM in response.
Oculus will continue to develop their DRM itself, of course. They have also been approaching developers to make Oculus-exclusive content, and I expect that will continue. This is where we get into a little bit of a debate that has been brewing online. Some believe that, due to the size of the potential market, exclusivity could bring content to life that otherwise would not be viable. While that does have some merit to muse over, I cannot see how that would be any better (for society) than all the platform holders pitching in to an open incubation fund. This way, art will not locked away unless it absolutely requires a specific feature that some platforms cannot provide, and consumers will have a larger pool of content to justify the initial purchase.
That topic aside, Oculus has not pledged that they won't interfere with third-parties that want to support Oculus-exclusive titles on other headsets. A hardware check will not be involved, now or in the future, though.
Subject: Graphics Cards | March 28, 2016 - 10:20 AM | Ryan Shrout
Tagged: vive, valve, steamvr, rift, Oculus, nvidia, htc, amd
As the first Oculus Rift retail units begin hitting hands in the US and abroad, both AMD and NVIDIA have released new drivers to help gamers ease into the world of VR gaming.
Up first is AMD, with Radeon Software Crimson Edition 16.3.2. It adds support for Oculus SDK v1.3 and the Radeon Pro Duo...for all none of you that have that product in your hands. AMD claims that this driver will offer "the most stable and compatible driver for developing VR experiences on the Rift to-date." AMD tells us that the latest implementation of LiquidVR features in the software help the SDKs and VR games at release take better advantage of AMD Radeon GPUs. This includes capabilities like asynchronous shaders (which AMD thinks should be capitalized for some reason??) and Quick Response Queue (which I think refers to the ability to process without context change penalties) to help Oculus implement Asynchronous Timewarp.
NVIDIA's release is a bit more substantial, with GeForce Game Ready 364.72 WHQL drivers adding support for the Oculus Rift, HTC Vive and improvements for Dark Souls III, Killer Instinct, Paragon early access and even Quantum Break.
For the optimum experience when using the Oculus Rift, and when playing the thirty games launching alongside the headset, upgrade to today's VR-optimized Game Ready driver. Whether you're playing Chronos, Elite Dangerous, EVE: Valkyrie, or any of the other VR titles, you'll want our latest driver to minimize latency, improve performance, and add support for our newest VRWorks features that further enhance your experience.
Today's Game Ready driver also supports the HTC Vive Virtual Reality headset, which launches next week. As with the Oculus Rift, our new driver optimizes and improves the experience, and adds support for the latest Virtual Reality-enhancing technology.
Good to see both GPU vendors giving us new drivers for the release of the Oculus Rift...let's hope it pans out well and the response from the first buyers is positive!