@NathieVR@SadlyItsBradley It isn’t just Nintendo’s legal department making these decisions; they come directly from the company’s leadership. The idea that there’s a benevolent internal faction of developers who secretly oppose these actions is very naive.
@bozoid The excitement isn’t about graphics, it’s about BOTW in VR. What BOTW lacks technically, it makes up for with its beautiful art style. PC gaming has always been about diverse experiences, from Minecraft, VR to mods, not just AAA graphics.
@bozoid@tygeezy Steam Deck simplified emulator and plugin installation with EmuDeck and DeckyLoader, and Steam Frame could do the same for VR mods. While it can't handle native UEVR, having native Linux desktop access, means VR modding older PC games will be far more frictionless than on Quest.
@honnosbondor@SadlyItsBradley It’s a brilliantly efficient logo. It's minimal but functional, and instantly readable. Nothing decorative, nothing wasted. It explains the product without saying a word.
@honnosbondor@SadlyItsBradley The white square represents the cube shape of the console. The circular hole shows that, at its core, it’s open like a PC. The blue dot represents Steam as the central source of power, and power button itself. And like the Deck logo, it’s basically cropped from the Steam logo.
@SadlyItsBradley Now that there's a standalone Steam VR platform, buying VR games from Steam is simply better value than buying them from Meta's store. You have more options: you can either play standalone on a SteamOS headset or stream from your own PC to whatever headset you have.
@SadlyItsBradley I hate the fact that's it's forced on everyone and there's no way to uninstall it, without modding the headset or something. It's a waste of my Quest 3's small amount of 128GB storage.
@AntonHand@Student877@SadlyItsBradley Why? Most VR developers never symmetrically map the A,B buttons to the X,Y buttons on Quest. Regardless, the sticks, triggers, bumpers and grips are all symmetrical and Steam Input will give you lots of ways to customise them with layers, sets, holds, etc.
@reborn_exe @RyanCheeses @SadlyItsBradley That's the idea with Fex. Valve could make a Steam client for Android, which you download and sideload from Steam's website, which avoids having to use Google Play, then it uses Fex for the x86 translation. Or, you could install Steam OS for Arm, which might have less overhead.
@KJovian@SadlyItsBradley Steam + R1 for screenshot, Steam + A to start/stop recording video.
You simply just start holding the Steam button, and then press another button.
You don't have to perfectly press them at the same time; that is what's causing you to have accidental inputs.
@KnightMD1@SadlyItsBradley I use the left one a lot for 'Mouse Regions', but the devs need to make the setup easier.
Instead of having to guess the X and Y coordinates of the region, they need to visually show you, on-screen, where you're assigning the region to.
@Cart1416RR@SadlyItsBradley@SuperSkypper Same. I have Kodi installed on mine and use Waydroid to run Android TV apps like SmartTube.
One concern for a potential "Steam TV" / "Steam Stick" running on Arm is whether Valve would get the DRM rights for Netflix, Prime, Disney, etc. On Android, those use Google's Widevine.
@SadlyItsBradley@SuperSkypper Sounds like an Arm powered Steam Phone could become a reality one day...?
Steam could have a section dedicated to Android / portrait mode apps, or something to that effect.
Maybe we could even see a true Shield TV competitor, that runs Android TV apps.
@SadlyItsBradley Will it have a USB C port that supports DisplayPort Alternate Mode, allowing it to be docked to a TV and used like a console?
Also, how does its graphics performance compare to the Steam Deck?
@SadlyItsBradley Capacitive grip buttons, which detect when your fingers are resting on them? So, like the Steam Decks analog sticks, you can activate gyro (or other functions) while your fingers touch them?