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Steam Dev Days - Bunch of devs on one spot, sharing ideas "privately"

This is a discussion on Steam Dev Days - Bunch of devs on one spot, sharing ideas "privately" within the PC forum, part of the Multiplatform Talk; You can find a list of sessions here , and a schedule over here . Videos of the sessions will ...

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    Steam Dev Days - Bunch of devs on one spot, sharing ideas "privately"

    You can find a list of sessions here, and a schedule over here.

    Videos of the sessions will be available to the public in "the coming weeks".


    Day 1 summary:

    Steam Dev Days: Day One · Blog · Steam Database

    Session highlights

    Welcome address by Gabe

    Gabe wants developers to take control of the Store and how they promote their games

    Gabe: "Our goal is to make Greenlight go away. Not because it's not useful, but because we're evolving."

    Steam Machines in 2014

    Alienware's Steam Machine will be launching in September. Intel Haswell and NVIDIA hardware

    As of today, there are about 75 million active users on Steam

    "They said there will certainly be experiences on Steam Machines that won't be available anywhere else." (Source)

    Steam Controllers will be sold through Steam and retail


    Valve wants to focus not only on gaming, but all things people want to do on a Steam Machine in the living room (Music, TV etc)

    Every Steam Dev Days attendee gets a free Gigabyte Steam Machine (and a Steam Controller is in the goodie bag)

    The Steam Controller

    The retail controller will no longer have a touchscreen. It'll have a DPAD and ABXY buttons for backwards compatiblity

    Pictures of the new work in progress controller design:







    The retail controller will use AA batteries, this means the user can also use rechargable batteries

    Biometrics are important, but the hands are not the best place to capture them

    The controllers have gyroscopes, but these are not implemented in the firmware yet

    Core implementation of Steam Controller API is already available in the current Steamworks SDK

    The Steam Controller API supports up to 16 controllers at once

    Valve is keeping VR in mind while developing the controller

    More changes to the controller are coming, they have just started processing beta feedback

    Steam Business session

    Valve wants to add these new currencies to Steam in 2014

    Currencies for: Australian, Thai, Canuck, Norwegian, Mexican, New Zealand, Philippines, Malaysian, Indonisian, Singapore, Ukraine, Japan and possibly Turkey which is only highlighted on the map.

    Steam has been growing pretty rapidly

    The number of game releases/year has also been growing steadily

    Valve wants to remove itself from the process, and for devs to be closer to the community

    The Steam for Mobile apps have over 7 million users

    Over 10% of games released to Steam in 2013 are Early Access titles

    During the 2013 Holiday Sale, 1.7m in-game items were given out, 2m Snow Globe trades and 2m daily market transactions

    Valve plans to allow money transfer between Steam wallets in 2014

    Other highlights

    Mike Morasky (Composer at Valve) confirmed Kelly Bailey is back to doing work for Valve.

    Valve is showing off their take on what VR could be like in 2 years (Vortex?), there's a panel about it tomorrow but initial impressions are already coming in.

    @TheDavidHensley's tweets on Valve's VR prototype:

    (Source) "Valve’s VR demo felt like being in a lucid dream state and very much like a holodeck"

    (Source) The Valve's VR prototype felt like playing an XBOX compared to the Oculus's "8bit Nintendo".

    (Source) Resolution is higher compared to the Oculus Rift. Accurate positional/rotation tracking. Able to walk around.


    Source 2 was mentioned during the OpenGL talk. It's no surprise that Source 2 will support OpenGL at a low level.

    Steam In-Home Streaming currently does not utilize hardware encoding/decoding, but will in the future.

    Not so much SteamDevDays related, but Gabe decided to join Reddit today to raise funds for a charity Valve is involved in.



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    What's that with the what what now?!? Valve VR headset

    The only negative angle I can take on this is the loss of the touchscreen on the Steam Controller. I guess that's counteracted by the inclusion of the D-Pad and face buttons so no major complaints, but it would have been a nice inclusion moving forward. A quick swipe on the touchpad could have been useful for traversing maps or scanning battlefields, quick turns etc.

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    Quote Originally Posted by ant1th3s1s View Post
    What's that with the what what now?!? Valve VR headset
    Valve isn't making one.

    they are just showing off a concept of what VR can acheive.


    Valve and Oculus are butt buddies right now, i wouldn't be surprised if valve bought them at some point.



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    Quote Originally Posted by Ps360 View Post
    Valve isn't making one.

    they are just showing off a concept of what VR can acheive.


    Valve and Oculus are butt buddies right now, i wouldn't be surprised if valve bought them at some point.
    These quotes seem to tell a different story...

    (Source) The Valve's VR prototype felt like playing an XBOX compared to the Oculus's "8bit Nintendo".

    (Source) Resolution is higher compared to the Oculus Rift. Accurate positional/rotation tracking. Able to walk around.


    ...though with zero knowledge on the subject of whether or not Valve is making a headset or not, I guess I'll have to take your word for it

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    Day 2, final day.


    http://steamdb.info/blog/43/


    In-game economies in TF2 and Dota 2

    Many current micro transaction systems create unhappy customers. This trains them to not spend money (bad).

    Valve wants users to make value for each other, and rewards players that make the most

    It's not a problem if players pay to win, but it is a problem if this makes it less fun for others

    Valve recommends all items in a game to be tradable

    Valve has a "Regret test", if a user regrets using a feature/system it failed

    (Image via @galyonkin) Valve's recommendations on how to do economy in your game

    13% of TF2 players have bought at least one key, 75% of the players have at least one thing from a crate

    Trading in a game is a way to monetize free players, they don't pay but they still generate value

    Over 90% of TF2 content is from the community

    In the first week of 2014, $400K was paid out to content creators

    484,768 compendiums were sold during The International, which added an additional $1.2M to the prize pool

    (Image via @Arminposts) TF2 stats: 17M accounts own items, 500M total items, 4B actions performed on items

    (Image via @Rotondo) TF2 stats: 1,067,399 accounts have sent gifts, 1,841,051 accounts received gifts

    Valve: "Making players happy == we make more money"

    Valve rejects the premise that micro transactions come at the cost of user happiness


    Embracing User-Generated Content (UGC)

    UGC improves gaming experience, gives players a way to express themselves and opens up new opportunities for your game

    UGC is what differentiates games from books and movies

    A good example of UGC is DayZ, from which Arma gained a lot of sales

    TF2 is the first game to use the workshop in 2011

    You upload TF2 content, users rate it and top rated content gets reviewed by the TF2 team

    (Image via @Arminposts) Skyrim Workshop stats: 19.5K pieces of UGC, 1.9M votes cast, 2.4M unique users, 81.8M downloads

    CSGO Workshop stats: 4.7K community created maps, 20K weapon skins

    Portal 2 Workshop stats: Over 381K maps created (mostly because of the easy to use map editor)

    GMOD Workshops stats: Total of 250k UGC items

    "User generated content is a vision of the game not restricted by the developer's resources."

    "People are going to mod a successful game anyway, so it's best to help them out and improve it for everyone."

    Dota 2 workshop launch did not decrease activity on the TF2 workshop, it actually increased the size of the modding community.


    What VR could, should, and almost certainly will be within 2 years

    Real consumer Virtual Reality will happen within probably 2 years

    "VR will have a big impact sooner than you think."

    (Image via @DaveOshry) Valve is working together with Oculus to drive PC VR forward. Valve and Oculus collaborated on tracking.

    Valve currently has no plans to release their own VR hardware, but this could change

    (Image via @DaFox) Slide showing the requirements for having a good VR experience

    (Image via @DaFox) Valve thinks the HMD described on this slide is feasible by 2015

    (Slide #1 Slide #2 via @DaFox) Slides describing what's left to be done

    (Image via @DaFox) VR software slide

    (Image via @DaveOshry) Why Valve thinks PC is the "hotbed" for VR

    (Image via @MimimiProd) Takeaway


    Porting Games to Virtual Reality

    Oculus founder Palmer Luckey on stage, doing this session

    Palmer says Valve's VR experience is the best VR tech demo in the world right now

    Porting games to VR usually doesn't work

    (Image via @DaveOshry) "Stop thinking about porting existing games. Maybe we can reuse assets + core engine tech."

    (Image via @DaveOshry) "Experiment. Prototype. Iterate."

    (Image via @DaveOshry) "Oculus is targeting a 'seated' experience."

    (Image via @DaveOshry) "Everything we build requires head tracking." "Fixed in space, not stuck to your face."

    (Image via @DaveOshry) "Players should have avatars. Not just arms and legs."

    Palmer thinks experiences such as "Hearthstone VR", "Fifa VR" and "Sims VR"will be crazy succesful.



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    As suspected, Valve has created their own VR headset prototype, though it won't see a public release -

    Valve-produced virtual reality headset not likely to see release - GameSpot

    Killing Floor developer Tripwire Interactive game designer David Hensley said he received a demonstration of Valve's own virtual reality headset and remarked, "It's going to be hard to go back to my Oculus Rift dev kit after experiencing Valve's VR demo. Kinda like playing an xbox then 8bit Nintendo."
    In a nutshell, the Oculus Rift is a poor man's VR headset in comparison to Valve's kit. Just like the Steam Machines, they'll let third-parties spend their money on R&D to test the market for them.

    If Oculus and third-party Steam Machines make any sort of dent in the market, expect Valve to blow them out of the water with first-party gear.

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    Quote Originally Posted by ant1th3s1s View Post
    As suspected, Valve has created their own VR headset prototype, though it won't see a public release -

    Valve-produced virtual reality headset not likely to see release - GameSpot



    In a nutshell, the Oculus Rift is a poor man's VR headset in comparison to Valve's kit. Just like the Steam Machines, they'll let third-parties spend their money on R&D to test the market for them.

    If Oculus and third-party Steam Machines make any sort of dent in the market, expect Valve to blow them out of the water with first-party gear.
    Valve Has no VR Headset, Supporting Oculus Rift Instead - IGN
    Valve has no VR headset, it's backing Oculus Rift • News • PC • Eurogamer.net
    Report: Valve has ‚€œno current plans‚€Ě to release its own VR headset | Ars Technica
    UPDATE: Valve Has No Plans to Ship its Own VR Tech | Game Front


    valves giving the tech to oculus.



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    Quote Originally Posted by Ps360 View Post
    Damn straight! (Still waiting to get my first unusual)
    Sig made by xEl_Cidx.





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    Quote Originally Posted by stefanovich777 View Post
    Damn straight! (Still waiting to get my first unusual)
    i have two unboxed unusuals

    i keep them rather than sell them for a quick 40-100 bucks



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