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Found 18 results

  1. Version 1.0.0

    22 downloads

    This is an enhanced version of the Valve logo seen in portal 2 (Open Your Mind 2012), the version that turns its head. Unlike the the one I made for Half-Life 2, this one has a bit more work into it. The video itself is the version that is found in the 2011 leak of DOTA 2. The file itself was in a USM format that needed to be converted as this is the highest quality version of the logo. The audio was manually recreated with the Valve theme from the Half-Life soundtack. The copyright information was recreated to match the quality. The video was converted several times: Converted from USM to m2v from m2v to mov (for the editing software) rendered into a mov then converted to bik. Quality was effected a small bit due to this, but I did the best I could to maintain it. It still looks much better than Portal 2's. ---------------------------------------------------------------------------- Installation: Simply download the zip file and extract it into Portal 2's directory (Where portal2.exe is located). Any updates will not override the file unless Valve decides to add new content one day. --------------------------------------------------------------------------- Details: No A.I was used. Everything you see and hear is all naturally occurring, even the FPS. The only manual "clean up" I did was recreate the copyright information in the video. Higher resolution: Now 1920x1080 instead of 1280x720 Higher FPS: Now 30 Instead of 24 Higher quality audio (see audio details below) Cleaner looking video Copyright information was recreated using a similar font. InkScape's "Trace Bitmap" feature was used to enhance the Source logo. Audio Details: This is where most of the work took place. I used the flac version of the Valve Theme from Half-Life's OST to manually recreate the audio heard in this version of the logo. It may sound slightly different, but that's because I worked with what I had. It took some doing, but aside from the reverb at the end since I could not get it right, I think it is nearly identical. I used the distortion sound from the audio of the USM file.
  2. Version 1.0.0

    146 downloads

    This is simply a higher quality version of Half-Life 2's valve logo (Open Your Mind from 2007). This version is from the Source SDK Base 2007 but oddly had worse audio quality, but the video was very clean. I used the same method I did for the version I made for Half-Life 1. I took the version from the SDK and mixed it with the FLAC file of the Valve theme from Half-Life's OST and manually trimmed the song to match the logo, giving the logo both higher quality video and audio. The copyright information was used from the original video located in Half-Life 2's directory, so copyright information is consistent with the original. Credits for the video and audio go to valve, I only take credit for merging these two things together. This is not the version that turns its head. Improvements compared to the original: Slightly higher FPS. Now 24.02 instead of 23.98 Somehow slightly smaller file size (again) Much cleaner looking video Higher sound quality Nothing was manually or AI enhanced. What you see and hear is naturally occurring, even the FPS. Installation: Backups do not need to be made. This uses the Source Engine's custom directory, which means nothing gets overwritten and/or gets reset after an update. Extract the zip file to <path-to-game>\hl2 launch the game, and the enhanced logo should play. This can be used for other Valve games also but if you like accuracy, the copyright information may be incorrect as this was made for Half-Life 2.
  3. Version 3.0.0

    137 downloads

    Note: This only plays on the original, non-Steam version of Half-Life (WON version). The Steam version does not have video playback on startup. It was completely removed with no way to reactivate it. For a version that works for the 25th-Anniversary update to Half-life, go here. So here is something a little different, an enhanced version of the classic Valve logo from Half-Life when it first starts up. I know most people probably just skip these, but I wanted to make this anyway. Small little personal project that I decided to make public. Improvements compared to the original: -Higher FPS: Now 30fps instead of 15fps. -Higher Bit-rate maybe?: Now ~2482Kbps, the original may have been lower but don't know the exact bit-rate. -Higher Quality Audio: I replaced the original, VERY noisy unsigned 8-bit PCM audio with signed 16-bit PCM with little endian. -Higher Sample Rate: Now 44100Hz instead of 22050Hz. -Music is now in Stereo instead of Mono. -Somehow slightly smaller file size. -Better, slightly more animated Logo: I did not do the animation, Valve did. The only negative here is that it is still 640x480 resolution, but I had to keep it at that to avoid the video from freezing part way through. The image quality suffers because of this also. ----------------------------------------------------------------------------------------------------------------- More Details: Nothing was manually or AI enhanced/remastered, what you see/hear is all naturally occurring. Even the FPS. Amongst the files of the Source SDK Base 2013 Singleplayer, is a teaser of Half-Life 2: Episode 2 (Which I think also plays at the end of Episode 1). This teaser contains a higher quality version of Valve's classic logo from Half-Life in 30fps and higher visual quality. I took that logo out of the teaser, replaced the audio with the official FLAC file of the Valve Theme from the Half-Life OST, manually trimmed and aligned the audio to match the original, converted it to the necessary codecs with FFmpeg, and here we are. I only take credit for simply mashing these two things together since both the video and audio was made by Valve. ----------------------------------------------------------------------------------------------------------------- ~Installation~ Note: Make sure you backup any already existing files. If you want to see it before installing, open valve.avi with Windows Media Player. 1. Extract the zip file in <path-to-game>/valve/media. 2. Click yes if asked to replace existing files. Personal Changelog: V1.0 Initial creation. V2.0 Adjusted resolution to 640x480 to prevent the video from freezing part way through. V3.0 Resized logo to better match the original size of the original logo.
  4. Version 2.0.1

    239 downloads

    Same as this mod, but converted to WebM with separate WAV file for audio, to work with the 25th Anniversary version of the game, which restored the intro video support, this time WebM instead of AVI. Plus included Open Your Mind version of the intro alongside the original in two resolutions (720p Widescreen and 480p) The audio will remain played in it's lower quality due to the game used separate WAV file played through the Miles Sound System instead of the one from WebM itself. To fix the low quality audio, use MetaAudio with MetaHookSv, see the instructions here. Changelog: V2.0 Added 3 variants of the intro (Open Your Mind (both Portal 2/turning head and non-turning head version), and Open Your Eyes in 720p & Widescreen) V1.0 Initial creation.
  5. Valve appear to be working on a new Steam Controller, as patent document "Handheld Controllers With Touch-Sensitive Controls" appears on the internet. This is surprising considering that Valve discontinued the old Steam Controller in November 2019. The new controller appears to show that the analogue stick can be swapped with different components, such as a d-pad. The patent states, "FIG1 is a front view of an example handheld controller that includes, in part, a receiver that is configured to detachably couple to different controls, such as a joystick, directional pad (D-pad), and the like." It's possible that a v2 version of the Steam Controller may be actively worked on for a future release by Valve.
  6. Hi, my name's Voxarp. I learned of PCGamingWiki from the late TotalBiscuit's videos back in the day and I used to help contribute from time to time but now days I'm mostly just a user. Thanks to everyone involved for providing such a great wiki! Recently Valve has introduced a new feature of SteamPlay called Proton which is a variant of WINE that allows Linux and possibly OSX to run Windows-only games. It's an exciting time! What the community seems to desperately need is a resource to: Report game compatibility, possibly with a WineDB type rating of Bronze/Silver/Gold/Platinum - right now all we have is a spreadsheet on Google Docs. Present fixes and workarounds for games that don't work out of the box. Provide clear delineation between Proton versions, a game might work properly on one Proton version but not another. Possibly provide an overview page with statistics on the percentage of games working, with a table that lets you sort by criteria such as Proton version or compatibility rating. I know this is a lot of effort and not to be taken lightly, but I feel it fits right in with PCGamingWiki's objective of providing fixes and workarounds for every single PC game. Relevant Links Valve's Announcement: https://steamcommunity.com/games/221410/announcements/detail/1696055855739350561 SteamPlay on Reddit: https://www.reddit.com/r/SteamPlay linux_gaming on Reddit: https://www.reddit.com/r/linux_gaming Compatibility Spreadsheet: https://docs.google.com/spreadsheets/d/1DcZZQ4HL_Ol969UbXJmFG8TzOHNnHoj8Q1f8DIFe8-8
  7. A lot of interesting stuff has happened in February starting with the most important one. NVIDIA contributes to Nouveau once more Despite the status update report being published which mentions not only some new features which Nouveau received, it also appears that less and less people work on it but then, out of nowhere NVIDIA has stepped in and provided the following contributions to this project NVIDIA Format Modifiers - Provide better performance in compressed layers. Will be available in the upcoming Linux kernel 5.7 Signed firmwares for GeForce 16 series (1600 and 1650 series) While this is surprising nice approach it still lacks a specific firmware to deal with poor performance from GTX 900 series to newer and we have yet to receive an open source Vulkan driver which Nouveau still lacks. Mesa 20.0 has been released + 20.1 work has begun As stated in the title, Mesa 20.0 has been released which provides the following new features: Owners of Intel's Broadwell line of CPUs or newer will use the new Gallium3D driver codenamed Iris by default, providing better performance and take advantage of Gallium3D features such as the GalliumHUD or even Gallium3D Nine for use with Wine for a native DIrect3D 9 support (Requires Wine Nine Config) compared to the old i965 driver which is still used for older Intel iGPUs. Additionally Mesa 20.0 now supports Intel's Jasper Lake line of CPUs as well. Owners of AMD graphics card based on GCN 1.0/1.1 architecture can take advantage of Valve's shader compiler made specifically for AMD called ACO, reducing the shader compiling time (which in turn minimizes stuttering) and provide more FPS as a bonus. Speaking of ACO, it supports even more shaders and some improvements leaving only Tesselation shaders and OpenGL support for last. AMD's Gallium3D driver, RadeonSI, now supports OpenGL 4.6 due to the NIR being enabled and used by default and now uses the "live shader cache" to reduce the stuttering when compiling shaders in OpenGL games. The recently added Next-Gen Geometry added by AMD for Navi GPUs has been re-enabled. Previously was disabled due to the issues popping up that were difficult to fix. As of this release, the work on 20.1 version has begun and it's expected to receive a stable release in May 2020. So far these are the new features that has been presented: Shader Disk Cache support for Nouveau, to improve loading times in games when using NVIDIA GPUs with the open source driver NIR support + OpenGL 4.6 support for R600 Gallium3D driver used by AMD HD 2000 series to HD 6000 series. Disabling (and perhaps removal) of SISched support, as Valve's ACO already beaten it. Used as a shader compiler for OpenGL and Vulkan games. Performance improvements by Valve for GCN 1.0/1.1 based graphics cards. AMD's GPU Profiler and SQ Thread Trace support for RadV (Open source Vulkan driver for AMDGPU) made possible by Valve. Normally these features were used by AMD in their own drivers, especially in their own open source Vulkan driver codenamed AMDVLK. Smaller size for RadeonSI, but even more performance improvements in combination with two compiling options which are LTO and PGO, as mentioned here. Speculation: OpenGL 3.0 support in Zink, an OpenGL To Vulkan driver. Some oopsies have happenned It seems that Windows games that ran through Proton started to count as Windows sale instead of the Linux one for some time until a game developer noticed this, luckily this has been reported to Valve and turns out that despite the system of it works, the filtering did not. But now time to mention some major issue that is going on. As of the release of Linux kernel 5.5, it turns out that it missed some of the critical patches for Intel Graphics Driver which led to system freezes and other serious issues. Hopefully the point releases included them. Other news: - Besides the release of Godot Engine 4.0 happening in mid 2020, the developers announced that it will include Wayland support along with EGL support, which for latter's case will greatly help for Raspberry Pi devices. - Wine has reached 5.3 release - Proton reached 5.0 release - DXVK received 1.5.5 release which only includes bugfixes. New major release will happen once all the regressions have been fixed.
  8. Ho! Ho! Ho! We have approached the end of 2019 and this month has left some interesting things going on around the Linux Gaming community. Mesa 19.3 release and new features in the upcoming 20.0 version As predicted, Mesa 19.3 has been released in early December which marks the 1st stable release to include Valve's shader compiler for AMD called ACO, however it is not enabled by default and users are required to run with RADV_PERFTEST=aco to take advantage of it, of course on Steam ya need to put RADV_PERFTEST=aco %command% into Launch options. As a reminder, this is meant for AMD only running on GCN architecture or newer which halves the compiling time making the game less suspectible to stuttering and increase the frame rate as a bonus. Besides that it provides a support for Navi 14 based GPUs (Such as RX 5500 XT), Intel Tiger Lake support, Zink driver (OpenGL To Vulkan driver, currently supports OpenGL 2.1) which is currently in experimental state and new Vulkan extensions for both Radeon RadV and Intel ANV. New features have been announced to appear in the upcoming Mesa 20.0 which will be released in February: - Intel GPUs under Mesa will use Iris by default, a Gallium3D driver made by Intel themselves. Allowing you to take advantage of Gallium3D features such as the HUD and perhaps even Gallium3D Nine to run Direct3D 9 games under Wine without any translation to OpenGL, causing a boost to the frame rate. - OpenGL 4.6 support for RadeonSI (Open source OpenGL driver for AMD) and replacing TGS route with NIR, which results in some slight frame rate boost. - OpenGL Tesselation Support in Gallium3D's Software Rasterizer - AMD R600 GPUs will receive NIR support Linux 5.5 performance regression and AMDGPU's experimental GCN 1.0 support may be dropped Currently we are receiving Release Candidates for the upcoming stable 5.5 Linux kernel and it seems that some performance regression has been found, according to the Phoronix article this is cause by the usage of AppArmor feature presented in the kernel and a second unknown issue. If you are using Debian or Ubuntu (including even flavours such as Xubuntu, Kubuntu etc.) then it must be disabled by adding apparmor=0 into the kernel parameter. Luckily other distros such as Fedora and perhaps even ArchLinux have their kernels compiled to not use it by default. Now here's the bad news for any owner of AMD's graphics card that uses GCN 1.0 architecture, AMD might drop the experimental support for it under AMDGPU kernel driver due to the UVD video driver not being included and some occasional bugs due to lack of testing and any output from AMD themselves. Enabling the usage of AMDGPU kernel driver for GCN 1.0 required a manual change in the kernel parameter with radeon.si_support=0 radeon.cik_support=0 amdgpu.si_support=1 amdgpu.cik_support=1 (Not required for GCN 3 and newer, as it's enabled by default) but it provided not only a frame rate boost but also a Vulkan support for GPUs which uses this architecture, the worst part is that they are unlikely to release a firmware which provides UVD video driver, but may also drop SI support from AMDGPU entirely. Valve may not like that as in their Future Work list for ACO, GFX6 lists Radeon HD 7000 series along with Radeon 200 series (Specifically 240 and 250) to have it's support added. Proton 4.11-11 release, D9VK merged with DXVK, Wine 5.0 reached into freeze mode Speaking of Valve, they have recently released a 10th and 11th revision of Proton 4.11 which not only includes some fixes but also: - Halo: Master Chief Collection is supported from the single player side, multiplayer mode uses Easy AntiCheat which Wine and Proton has yet to provide support for it (Unless EAC hasn't been updated). - Adds a Interger Scaling Mode which can be toggled by running the game with WINE_FULLSCREEN_INTEGER_SCALING=1 - Updated FAudio to 19.12 and DXVK to 1.5 Now the DXVK 1.5 is special one here, as D9VK which is a fork of DXVK that translated Direct3D 9 games to Vulkan has been merged with it, so by default DXVK currently supports D3D9, D3D10 and D3D11. From the Wine side, the Wine 5.0 development has reached into the freezing state, so for now we are getting release candidates (RC3 being the last release in this year!) which only includes bug fixes in order to be prepared for the stable release of it which may happen in February or March. This is rather important as Wine is used by Valve to create Proton, so once 5.0 gets a full stable release, then perhaps we will get Proton 5.0? Life Is Strange 2 Linux release, some NVIDIA updates, leading Vulkan dev at Feral Interactive leaves Folks at Feral Interactive has been busy this month and released the Linux port of Life Is Strange 2 which uses Vulkan by default, now for the bad news, their leading Vulkan dev Alex Smith has left the studio after 3 years and currently works at Sony with the PlayStation, luckily he mentioned that Feral still has some capable Vulkan devs ready to take over. Wonder if PlayStation 5 will use Vulkan? Now time for some NVIDIA news, they have released a new update for their legacy 340 driver series in order to make them work on recent distros for the upcoming 2020 and currently GNOME (one of the big desktop environments) will provide a much easier GPU switch in the 3.36 release, whereas KDE Plasma is soon to follow. The 2010s was a decade which showed some activity in terms of Linux gaming, starting from Valve providing Steam support for it in 2012 with other stores such as GOG, followed by a release of SteamOS and Steam Machine and later on this caused some companies who made only Mac ports to join in such as Feral Interactive, Aspyr Media, Virtual Programming etc. some of them made a huge progress and some of em didn't, but despite the failure of Steam Machines Valve still continues to this day to spend their time and money to make Linux more viable for gaming and even decided to use most of the open source middlewares such as SDL2, OpenAL, libavcodec, Vulkan and OpenGL in their newer games which most likely even reduced to cost of developing the game for specific platforms such as Windows, Mac, Linux, Android, iOS. Other contributions which Valve made for Linux are as follows: - Contributes their codes to SDL2, Vulkan, Mesa, Linux kernel - Working together with Codeweavers on Proton and upstream the codes to Wine - Open sourcing some of their projects such as OpenVR, GameNetworkingSockets, Proton, Fossilize - Giving contracts to specific developers such as DXVK, Feral GameMode etc. to continue their work Now let us remember that Linux Gaming wasn't born with Valve, but with Loki Software in late 90s and early 2000 which were responsible for using SDL and OpenAL which are still being used to this day, even in source ports of your favourite games. The biggest question here is, what will await in 2020? Previous Monthly Linux Gaming News November 2019
  9. Hello and welcome into a Monthly Tux Gaming News which I mention what was going on in this month around the Linux gaming community which you won't find in any mainstream gaming news. Mesa 19.3 stable release delayed, further improvements en-route. Mesa, an open source GPU driver library maintained by the community has it's 19.3 stable version delayed to early December as there are more bugs to fill in. This will be the 1st release which will contain Valve's own shader compiler that is meant to replace LLVM, which is commonly used for this stuff specially when they are complex, with ACO which is specifically made for AMD graphics cards only . The major difference between these two is that ACO takes much less time to compile the shaders and as a bonus provides a frame rate boost, however it currently only works under Vulkan and you must be using Radeon RX 300 series or newer from dedicated GPU whereas in case of APUs it's Bristol Ridge, Raven Ridge or newer. You can learn more information about this feature from their blog post, they have plans to provide support for HD 7000 series and OpenGL along with other shading stages according to this roadmap. But that is not just it, Valve is revising their Secure Compile feature for Mesa's AMD Vulkan driver called RadV which will result in lower resource usage and avoid slower shader compile times reducing the stuttering even more and best of all, this gets backported into 19.3, so by combining that with ACO things will get even more interesting. However, ACO will not be enabled by default as it requires you to run the game with RADV_PERFTEST=aco on Steam you need to use this in launch parameter right at the beginning RADV_PERFTEST=aco %command% Next major release of Mesa will happen in February 2020 which will hit 20.0 and the work has already started. New AAA game Linux port from Feral Interactive + a major update for one of their older Linux ports Feral Interactive was busy this year with porting Shadow Of The Tomb Raider into Linux and Mac. The Linux version uses Vulkan by default and it's based on the DIrect3D 12 version of the game instead of D3D 11, what is the result you ask and how does it compare to Windows? First of all, there's no ray tracing support which can be a bummer, but when it comes to performance compared to Windows version, according to this following benchmark video the difference between them is that the native Linux version is......about 2% slower. That is seriously impressive, however there has been some words that on AMD GPUs in conjunction with ACO the game actually runs faster than NVIDIA but so far no benchmark has been found to confirm this. But this is not the only main thing that has been going on around from Feral, they've also updated their Linux port of Shadow of Modor by providing Vulkan support which currently is in beta and can be opted-in any time by choosing linux_vulkan_beta from Betas tab. As their older port uses OpenGL and was released in 2015 it had a worse performance compared to Windows as they were still new to porting games into Linux, after all, the company was primarily doing Mac ports since 1998 and started with Linux porting in 2014 with X-Com: Enemy Unknown. So, has this helped improving the performance? Considering how since 2016 where they've started playing around with Vulkan by choosing Mad Max i dare to say.... It's jawdropping! The most interesting thing here is that this is not the only thing that got added, Feral also added an option to choose the Vulkan driver of your choice and change the FOV through their launcher. Since Tomb Raider 2013 on Mac got a Metal support, perhaps that game will also receive the Vulkan treatment......or Deux Ex Mankind Divided? Actually, DX:MD seriously needs one. Valve still being busy and awesome with Linux support as usual Besides Mesa stuff, Valve has also been busy with their own stuff. They have activated VKD3D in their Proton 4.11-8 release which is Wine's own Direct3D 12 to Vulkan wrapper allowing you to play games which utilize D3D12, however be aware that this wrapper is still being worked on and speaking of Proton, the recent version that got hit at the end of this month is 4.11-9 which are just mostly bug fixes. One thing thou that received a major change from Valve for Steam is the option to use Steam Linux Runtime as a Compatibility Tool. What does it do? Well basically it forces the game to use the libraries which were included with Steam, including 32 bit ones. This is a very useful option as there is a chance that a native Linux game will not work be it missing a library or 32 bit games not working (Gee, wonder what made them to do it in a 1st place), game developers can also take the advantage of it as well when providing a help for the user that uses a distro not supported by Steam which is Ubuntu LTS or anything based on it or even use it for testing purposes. What else is there? Hmmmm....Oh, streaming option has been enabled on Steam for Linux, wonder what took em so long to do it. What's next in the future? Well after the release of Linux kernel 5.4, the next major version is still in the works and may end up in a freezing state soon, as mentioned previously Mesa 20.0 work has begun and finally perhaps things will get interesting once Ubuntu 20.04 hits in April 2020 which will be a Long Term Support one. "What about Nouveau, the open source NVIDIA driver by the community?" you ask. Still in a poor shape from 900 series and no Vulkan driver of it's own. Hope NVIDIA actually does something about this.
  10. Half-Life: Alyx, the newest entry into the Half-Life universe, has had its latest release information blasted as us today: Official Steam page https://half-life.com/en/alyx https://twitter.com/valvesoftware Infodump: Let's rewatch the trailer several times..
  11. As Valve's Steam Labs launch three new experimental features today, one has caught the interest of many Steam users: its new algorithm for game recommendations based on Valve's machine learning technology. Valve says the Interactive Recommender uses a "neural-network model that is trained to recommend games based on a user's playtime history, along with other salient data." The data is modified by two sliders that users can edit: one ranges from "popular" to "niche," while the other slider ranges from "older" to "newer" games. Rather than base recommendations around genre or category, the Interactive Recommender instead scans through Valve's data sets to find other Steam users with similar tastes. The model then recommends titles the user might enjoy based on other games played by like-minded Steam users. Valve also says they discard most category information about the game when entering it into their model. "We don't explicitly feed our model information about the games. Instead, the model learns about the games for itself during the training process. In fact, the only information about a game that gets explicitly fed into the process is the release date, enabling us to do time-windowing for the release-date slider. It turns out that using release date as part of the model training process yields better quality results than simply applying it as filter on the output," Valve said. They also discard information about review scores and tags, relying only on popularity and age variables. Users worried about this experimental technology replacing their regular Steam recommendations have nothing to fear for the time being. Rather, Valve says users who want to try the Recommender will have to specifically choose it under the Steam Labs experiments section. Regular Steam recommendations will still function as before. Since their algorithm discards the categories most other game recommendation algorithms operate by, Valve also claims that developers won't have to worry about optimizing their game description to make it more likely to be recommended. "The best way for a developer to optimize for this model is to make a game that people enjoy playing. While it's important to supply users with useful information about your game on its store page, you shouldn't agonize about whether tags or other metadata will affect how a recommendations model sees your game," Valve said. If you want to try the Interactive Recommender, head over to the Steams Labs experiments section. (via PC Gamer)
  12. Valve have started a new initiative with PC gaming's flagship application named Steam Labs. As the name might suggest, it is centred around adding experimental new features to Steam for people to test. Steam Labs has started life as three experiments for us to jump into. The first, Micro Trailers, are game trailers limited to just six seconds in length displayed on a single page. The second - and perhaps most eye-catching - experiment is the Interactive Recommender. This is designed to take a look at your Steam preferences determined by your library, wishlist, playtime and other parameters to recommend your next purchases. You can choose to exclude or include releases by popularity or age, as shown below. The final experiment is 'The Automated Show' which, rather than being something straight out of an episode of Black Mirror, is a 30 minute video which showcases all of Steam's latest popular releases, with a link to the store page for each game that interests you. Some have been quick to point out the similarity between Steam Labs and Google's own ill-fated labs experiment. Time will tell as to just how much attention Valve will pay to this new addition. My personal favourite is the Interactive Recommender, although it's not without its initial problems. Its tag-based exclusion system means that games which deliberately mis-tag themselves may still show up in your list despite not being a game that interests you. There also doesn't seem to be a way to exclude any NSFW results. These would be simple fixes though, and with a few iterations the recommender could be the go-to tool for scouting your next purchase. What experiments or features would you like to see added to Steam Labs in its next round of updates?
  13. The controller is unique in employing dual trackpads as opposed to the more traiditional dual analogue sticks: Another innovative feature is the centralised touchscreen: Another feature includes specialised haptics within each touchscreen: Thoughts A bold move from Valve to try and reinvent the controller and make it more accessible for traditional mouse-based games. However I'm a little bit confused about how the controller will function with Xbox/PlayStation titles, especially as the 8 face buttons are effectively gone (4 D-pad buttons, 4 face buttons) and have been replaced by the centralised buttons near the touchscreen. Many games may require extensive remapping for them to work as intended, which defeats many of the plug and play advantages of say, using an Xbox 360 controller.
  14. Valve have released their third and final announcement for the Steam Controller, a new proprietary controller.The controller is unique in employing dual trackpads as opposed to the more traiditional dual analogue sticks: Another innovative feature is the centralised touchscreen: Download attachment: steamcontroller2.jpg Another feature includes specialised haptics within each touchscreen: Thoughts A bold move from Valve to try and reinvent the controller and make it more accessible for traditional mouse-based games. However I'm a little bit confused about how the controller will function with Xbox/PlayStation titles, especially as the 8 face buttons are effectively gone (4 D-pad buttons, 4 face buttons) and have been replaced by the centralised buttons near the touchscreen. Many games may require extensive remapping for them to work as intended, which defeats many of the plug and play advantages of say, using an Xbox 360 controller. Click here to view the article
  15. Valve have announced that they will enter the hardware space in 2014 with their own SteamOS device. Not only are Valve creating their own device, they have also announced a new range made by third parties which they are calling Steam Machines with the choice of "multiple SteamOS machines to choose from, made by different manufacturers". Valve are keeping details of their prototype close to their chest, and we can only speculate as to what kind of specifications it will have. They merely mention that "there will ultimately be several boxes to choose from, with an array of specifications, price, and performance." 300 of the prototypes will be made available to the public for those who wish to participate in a beta test. The deadline for this is October 25th, and requires the completion of an 'Eligibility Quest'. As it stands, it's a lottery as we expect hundreds of thousands, if not millions, to sign up. If the PCGamingWiki community could all try and get on board, we might have a chance of getting first-hand impressions of the device.
  16. Valve have announced that they will enter the hardware space in 2014 with their own SteamOS device. Not only are Valve creating their own device, they have also announced a new range made by third parties which they are calling Steam Machines with the choice of "multiple SteamOS machines to choose from, made by different manufacturers". Valve are keeping details of their prototype close to their chest, and we can only speculate as to what kind of specifications it will have. They merely mention that "there will ultimately be several boxes to choose from, with an array of specifications, price, and performance." 300 of the prototypes will be made available to the public for those who wish to participate in a beta test. The deadline for this is October 25th, and requires the completion of an 'Eligibility Quest'. As it stands, it's a lottery as we expect hundreds of thousands, if not millions, to sign up. If the PCGamingWiki community could all try and get on board, we might have a chance of getting first-hand impressions of the device. Click here to view the article
  17. Full presentation by Gabe Newell at Linux Foundation's 2013 North American Linuxcon available to stream below: Click here to view the article
  18. Full presentation by Gabe Newell at Linux Foundation's 2013 North American Linuxcon available to stream below:
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