... here's how not to do it.
[Sigh.]
OK, first things first.
From UploadVR:
Recent anomalies in the Steam Hardware Survey’s VR section suggest it has become unreliable.
I had missed this change when it happened, and I suspect that a lot of other people were also unaware that the methodology had changed. This isn't the first time that Valve have made changes to the VR section of the Survey, though; the VR Survey results are the only ones which are presented with the detailed breakdown first, and only then states the overall value, "Steam users with VR Headsets."
One of the few obvious weaknesses of Valve's Steam Deck was support for Easy Anti-Cheat titles. Epic, who make EAC, had already announced that Fortnite will not support SteamOS, apparently just to hurt Valve; Bungie, who make Destiny 2, have also refused to support the Steam Deck, although whether they're taking that stance to ingratiate themselves with Sony (who are in the process of acquiring them), or just to be dicks, is not known.
Thankfully, though, not every developer of an EAC-laden title is so short-sighted. As reported by Jason Evangelho at Forbes:
[...]
This is great news for Valve's newly-released handheld PC, because EAC really is the Achilles' heel of the thing. A quick look at ProtonDB's EAC page shows both the problem, and the progress that Valve is making here, but the more momentum that Valve can achieve by convincing developers of EAC titles to support Steam Deck, the better.
In other news, overall progress "Deck Verifying" games is also brisk:
Man, Q2 2022 can't come soon enough...
So, I was watching the Broken Silcon podcast the other day, when Tom and Dan's conversation made its way around to the Steam Deck, and I have to say... I had to stop watching.
For the record, here's the video in question:
Here's the product that they spend ten full minutes trashing as being a waste of time, when a laptop can be had for "the same price":
Here are the actual prices of the really-real-world gaming laptops:
And this is what you'll pay for a gaming laptop that can seriously outclass the Steam Deck:
We're still waiting for full benchmarks and reviews, but so far, it looks like the $499 CAD Steam Deck can easily keep pace with $1100 CAD Lenovo (only 220% of its price), and is only clearly beaten by $2100-plus CAD of Alienware (only 420% of its price).
Tom and Dan acknowledge that they may be coming across as too negative about the Steam Deck, but only after spending ten full minutes delivering the stupidest stupidest of stupid takes that I've heard in a long time about any tech product.
Yes, you can buy a laptop for a similar price... maybe. But you won't be gaming on it:
It only took Epic three years of R&D to add the single most basic ecommerce feature of all to their digital store front. Mazel tov, Tim Sweeney! You did it!
From Rock Paper Shotgun:
There's an eight second video announcing it, beacuse [sic] why not:
"If you’ve shopped online before, the cart works exactly as you’d expect," says the announcement post. You can hit an "Add to cart" button on game pages that, uh, adds it to your cart, and repeat the process until you've got all the items you want and are ready to checkout.
OMG, a wishlist button? Not only a shopping cart, but a wishlist button, too? Be still, my heart! /s
Do you remember when the EGS had a roadmap? Do you remember when Epic removed all the projected deliver-by dates from that roadmap, because they weren't able to meet any of them?
EGS Road Map as of Aug. 7th, 2019 |
Back then, I was roasting Epic for not planning to have a shopping cart added to their Game Store for another six months; that was two and a half years ago.
I don't know what's more mind-blowing:
No, really, who at Epic thought this YouTube video was a good idea? Are really they so out of touch that they think this is some of flex? They even call this a "giant leap" for Epic Games! The shopping cart itself seems to have been a "Friday night news dump" situation, because it wasn't there on Thursday; why drop the feature in the dead of night on a weekend, only to then make a point of drawing attention to its existence?
BTW, the like:dislike ratio on that video is currently sitting at 68:400 -- that won't be visible for too much longer, though, because YouTube, so clearly what Epic should have done is hold this announcement until YouTube removed the dislike count for them, to at least avoid the public humiliation of being so brutally, publicly ratioed. Why drop the video now?
Also, the comment section of the video is amazeballs:
Seriously, though, knowing that I can finally add both free games of the week to a cart, and then "buy" them with one transaction rather than two, is one for the win column, as far as I'm concerned. All I need now is for Epic to release a Linux-native client, complete with (Valve's) Proton compatibility layer, so that I can actually run some of those free games on my Pop!_OS PC, and I'll finally be able to play some of those games that I've payed absolutely nothing for, and didn't care about enough to buy on Steam.
I still have zero intention of paying money for anything on the EGS, incidentally. With Valve releasing their own Linux-based gaming system next year, and Epic only just having barely managed to add a feature to their store that's been standard on web stores since the 1990s (seriously, the 1990s), I somehow don't think that Valve are checking their rear view for EGS.
Sleep easy, GabeN. You're still definitely winning this one.
Among all the languishing and failed VR products, Sony's PlayStation VR stands out as the closest thing VR has to a success story. Sure, Google's Cardboard VR or Samsung's Gear VR may have moved more units, but PSVR has handily outsold all integrated-display VR headsets, combined. The problem is that even those industry-leading sales numbers are far below VR's early projections; worse yet, they were entirely front-loaded, with basically nobody buying in after that first wave of early adopters.
PSVR fans kept showing up for E3, year after year, hoping for a big VR announcement from Sony, only to leave disappointed. The next-gen PS5, which will land in stores only days from today equipped with more than enough grunt for VR, does have a camera module available for sale, but it isn't PSVR-compatible; if you want to use your last-gen PSVR with the next-gen PS5, you'll need an adapter. The only thing that could speak more loudly to VR being low on the priority list for Sony would be some sort of official statement to that effect, from Sony themselves.
And now, as reported by The Washington Post, we have exactly that:
And that, as they say, is that. The most successful player in the VR game has no plans for a next play, anytime in the near-to-foreseeable future. Stick a fork in VR, folks; it's done.
VR apologists will likely look to Ryan's "at some stage"/"in the future" remarks as signs of life, but don't be fooled; that's just the corpse, twitching. Sony has to say something to assure buzzword-sensitive investors that they haven't given up on one of tech's juicier buzzwords, because admitting that VR's years-long campaign is ending in defeat could cause the share price of whoever admits it first to drop sharply, something which Sony would rather avoid.
But their reluctance to flee the VR field first should not be mistaken for a desire to keep fighting the VR fight; Sony is done with VR, unless and until somebody else succeeds in convincing consumers to adopt the technology en masse. With the second-biggest player being Facebook VR née Oculus, who have nailed their VR fortunes to the larger platform's declining user count, that's looking less and less likely to happen.
Of all the companies doing VR business, the only one that might have been making money from VR was Sony. What we've now learned is that even Sony are not making enough money from VR for the tech to be worth any more investment.
Oh, sure, Facebook and Valve have deep enough pockets that they can probably continue to lose money on VR for a while yet, but don't expect that to propel VR into the forefront of the public consciousness; it won't, and neither will the upcoming Ready Player Two (the sequel to VR-advert/movie Ready Player One, which also didn't more the needle on VR).
It's all over save the shouting; how long the likes of Facebook and Valve will keep shouting into the VR void remains to be seen.
I guess that it's time to talk about Epic's war-of-choice against Apple.
For those who haven't been paying attention, here's the Coles Notes version. Epic Games, developers of Fortnite, deliberately breached the terms of the agreements with Apple and Google which allowed them to have Fortnite on both the iOS App Store and Google Play. Apple and Google both acted in accordance with the rules of said agreements, and removed Fortnite from both the App Store and Google Play.
This is when Epic, who very clearly wanted exactly this outcome, launched a well-prepared PR campaign against, primarily, Apple. They clearly intended to mobilize Apple-using Fortnite fans against the Cupertino company, intending to litigate their dissatisfaction with Apple's Apple Store payment terms in the court of public opinion, even as they also filed a lawsuit against Apple seeking an injunction to force their own desired payment terms on them "temporarily," clearly hoping that having those payment terms in place for the years it would take to resolve the lawsuit would essentially make it impossible for Apple to ever go back, whether Epic actually prevailed in court or not.
Apple, naturally, are having none of this. They make billions of US dollars every single year from their 30% cut of App Store transactions, and every incentive to "go to the mattresses" in defense of one of their main sources of revenue. And, as it turned out, banning Fortnite from the App Store was only one way they could express their displeasure with Epic's antics: they revoked Epic's developer license, effectively banning their Unreal Engine, and all games based on that engine, from the App Store as well.
Epic, clearly panicked by this drastic and rapid escalation of a fight that they'd clearly thought would be waged entirely on Epic's terms, filed for another injunction, asking the court to block Apple from killing the Unreal Engine dead. And at the end of yesterday, a federal court judge ruled on both injunctions. The result? Basically, it's a draw. The reasoning behind that draw, however, is quite interesting.
Have I mentioned lately just how crazy it makes me, every single I hear someone describe Microsoft's "Netflix for gaming" Game Pass subscription service as the "best deal in gaming?" Because it really, really does, and it keeps happening.
Just fucking Christ... People, it's real talk time.
For most gamers, Game Pass is not a good value.
That's not just my opinion; quite simply, it's the math. So, let's look at that math. Specifically, let's look at the average attach rate of a videogame console.
THE NAGS are back, and we're not talking about the invasion of the killer horses that we dreamt about after a particularly cheeky late-night cheeseboard.
Microsoft has confirmed that starting next month, Windows 7 users will start to see pop-ups warning them that their beloved operating system is reaching end of life on 14th January 2020.
This will send shudders of resigned recognition to all those who lived through the saga of nag screens that plagued Windows 7 and 8.x users when Windows 10 was rolled out as a free upgrade and made it very difficult to opt out.
The good news is that these "courtesy reminders" contain some learnings gained from that whole debacle, with a promise that this time you'll see far fewer, and that there'll be a definite "don't remind me again" checkbox to get rid of them.And then, from The Verge:
This is just baffling, even for Microsoft. I can see bringing the new Chromium/Edge browser to Windows 7; Microsoft have a significant number of large-volume license-holders to whom they're trying to sell additional years of Windows 7 support ($300 USD per PC for three years, and only if you have a volume license), so adding new functionality to the platform for them makes a certain amount of sense. But WoW players? In a year in which they're trying desperately to convert individual Windows 7 users into Windows 10 Home (or Pro) users, for Microsoft to be giving those same individual W7 users additional reasons not to switch makes no obvious sense.
Click to enlarge. |
Valve is quietly discontinuing Steam Link, the in-home streaming box it first launched in late 2015. A low-key announcement on Valve's Steam Link news page suggests that production of new units has ceased and that Valve is currently selling off the rest of its "almost sold out" inventory in the US, after selling out completely in Europe. Valve says it will continue to offer support for existing Steam Link hardware.
[...]
The discontinuation of Steam Link hardware wasn't a complete surprise, given that Valve was briefly selling the playing-card-deck-sized devices for a closeout price of $2.50 earlier this year. And though Valve insists it's "still working hard" on Linux gaming and bringing Windows game compatibility to SteamOS, Valve's much ballyhooed circa-2015 hardware initiative has not made a huge impact on the marketplace.It remains to be seen whether Valve will continue to sell the Steam Controller, after both Steam Machines and Steam Link failed to make an impact on the market; the Controller is currently 30% off, which might just be a Black Friday special, or might be the start of a sell-off of that inventory, as well.
Images of a prototype VR headset with a Valve logo visible on the circuit board leaked on the image sharing website imgur. Our independent sources tell us these are in fact prototypes for an upcoming Valve HMD.
We’ve also heard the field of view will be 135° with “Vive Pro resolution.” It may also come bundled with ‘Knuckles’ controllers as well as a Half-Life based VR game that could be a prequel rather than the much-anticipated Half-Life 3.Cue the Half-Life 3 jokes in 3... 2... 1...