@dannyodwyer Execution might not been perfect, but it was still a great idea to motivatie gamers to play more games and not only AAA or service games. Sadly it had to deal with a lot of fanboy campaigning against it and a failing games-media who just went along with it for the clicks/views.
@majornelson@UnraidOfficial@plex That reminds me, I still need to get a USB disc drive.
I'm currently using @OpenMediaVault and @navidrome + Symfonium for my music. To manage all the docker stuff I'm using dockhand
Been looking at Unraid, but I'm actually pretty happy with what I'm using now...
@CompulsionGames South of Midnight was amazing. Great to hear you will still be making games in the future. I'm looking forward to whatever you make next!
#AMS2 V1.6.9.9 & Endurance Pack Pt2 will be released this weekend!
Some details about the new DLC:
GT1:
Lister Storm GTM
Saleen S7-R
GT2:
Panoz Esperante GTLM
Spyker C8 GT2-R
TVR T400R
GTR:
Gillet Vertigo Streiff
Maserati Trofeo Series:
Maserati GrandSport Trofeo
ICYMI: Here's a quick highlight from our Creative Director Tor Frick(@Snefer)'s UE FEST keynote.🎥
Watch the full video on our official YouTube channel.
🔗https://t.co/FUrBkbcX7I
@theyngvarr@Vafudhr@yosp But there is already a PC version that is optimized. Just not specifically for the Steam Machine. It's not a totally different device, it's still just a PC
@ssjgssjgojira4@Vafudhr@yosp Also it's mostly about the out of the box experience. Starting a game and having a good time without going into the settings. You can do that with a preset.
It might not be the best experience possible out of that hardware, but it's still a good console-like experience
@ssjgssjgojira4@Vafudhr@yosp Yeah, but it's also about being practical. You can get a lot out of what is already build for the console and pc version.
Writing C++ for specific hardware might get you a bit more performance, but won't be worth it for most developers. Also since the audience is too small on SM
@ssjgssjgojira4@Vafudhr@yosp No it isn't. Have you've done any coding?
Nowadays most coding is done through high-level languages and frameworks like Unreal. So a lot of the code you need for this is reusable among different platforms.
Yes, a PC port still need work, but for this, a lot is already done.
@ssjgssjgojira4@Vafudhr@yosp I don't know. Gamer that don't know any better, will still probably just go for a console. I think that most people that buy a Steam Machine, probably know what it is. Especially at this price, it isn't an impulse buy.
I rather build my own pc to be honest
@ssjgssjgojira4@Vafudhr@yosp Developers aren't writing assembly code to specific hardware anymore. It's a bit simplified, but most of the work is already done when they optimized for consoles. Since the hardware is similar, they can reuse that. So for the most part is making a good preset with what they got.
@ABsBurner84@mobpengwin@yosp Were did I say that?
The point I made was that I don't see any publisher making the Steam Machine a required target since the audience is too small.
But I do see them reusing the console optimization work, since the hardware is similar and it's relatively cheap to implement
@ABsBurner84@mobpengwin@yosp PS4/Xbox One had a big player base, Steam Machine hasn't and probably won't. So I don't think it will be holding any games back.
Hardware isn't that weak. GPU is about the same as a PS5 or XSX and CPU is actually better. Not a problem with this gen consoles, maybe with next-gen
@ABsBurner84@yosp Optimization work is already done for the consoles (PS5 & XSX). So it's relatively cheap to reuse that optimization work for the Steam Machine. Games can use also it for extra marketing, like I've seen games do for the Steam Deck.