Hands On With Steam Machine (The Verge)

daze23

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http://www.theverge.com/2013/11/4/5...chine-valves-video-game-console-of-the-future

the articles kinda long, so I'll just drop some select quotes

Valve will ship 300 prototype Steam Machines to beta testers this year, and there's nothing particularly special about their specs. That’s kind of the point, though: the first Steam Machine is a computer that can fit bog standard parts just like a full-size gaming rig, and yet fit into your entertainment center. Valve's steel and aluminum chassis measures just over 12 inches on a side and is 2.9 inches tall, making it a little bigger than an Xbox 360 and smaller than any gaming PC of its ilk. And yet the box manages to fit a giant Nvidia GeForce GTX Titan graphics card and a full desktop CPU — and keep those parts quiet and cool — without cramming them in like a jigsaw puzzle.

The secret is actually quite simple, it turns out: Valve designed the case so the parts can breathe individually. The CPU blows air out the top, the power supply out the side, and the graphics card exhaust out back, and none share any airspace within the case.

That might sound like common sense, but it’s remarkably hard to find a case that does so while still making it easy to drop components in. Here, the key component responsible for dividing those three zones is a simple plastic shroud which unscrews in a jiffy. The box we touched was already surprisingly cool and quiet, but Valve's still tweaking the design: we saw Valve printing a couple of the shrouds as we walked through its rapid prototyping lab.

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I tried Portal 2, Trine 2, and Metro: Last Light using the controller, and I must admit the controls weren't immediately intuitive. Pressing buttons on the back of the controller to jump, for instance, felt pretty unnatural after spending decades using my thumbs. It was also rather disorienting to have my character move as soon as I moved my left thumb the slightest amount, since I've become accustomed to resting them on an analog stick or the WASD keys of a keyboard. It also felt pretty weird to have my thumbs pulsate with haptic feedback as they moved around.

(hopefully they got the Linux version of Metro: Last Light up and running. I know they've been working on it, and one thing Linux and the Steam Machine needs for testing is a high-spec game)

But it wasn't that the controls didn't work well, they were simply unfamiliar. The touchpads are surprisingly accurate, and they make first-person shooters and other mouse-friendly games far more accessible than any analog stick can afford. You can sweep your thumb across the pad to turn on your heel, then move it a tiny bit more to line up a headshot without having to compensate for a joystick's return motion. You can push a thumb to the very edge of the pad to keep moving continuously. You can even use both touchpads simultaneously in cursor-driven games to move the mouse cursor faster than with either alone.

And importantly, you won't have to settle for default generic controls or painstakingly figure out which keys should bind to which buttons by yourself. Valve is crowdsourcing controller profiles for every Steam game, allowing players to vote up the best sets of controls, and it's simple to tweak them afterwards as well. When I found that the left trackpad was too sensitive in Portal 2, I simply turned it down.

As far as performance is concerned, Valve's Steam Machine with SteamOS certainly seemed up to snuff, at least with these high-end components. The team switched between a Windows and SteamOS box halfway through our demo, and I couldn't tell the difference.

After a short demo, I got an opportunity to ask my burning questions about where all of this is going.

First, circle January on your calendar. That's when the other shoe will drop; Valve's hardware and software partners will reveal the actual Steam Machines that will ship to consumers, and the games that will come to the Linux platform, at the 2014 Consumer Electronics Show.

There will be a number of different Steam Machine boxes on sale in 2014, and Valve expects them to arrive mid-year. Some of those boxes will be far smaller and / or cheaper than Valve's own prototype unit. "You can get far smaller, and that's what many OEMs are doing… I think it's safe to say less than a quarter of the size," the team told me.

Of course, when they get to that size, they won’t be using full-size graphics cards any more. Intel's integrated graphics are a possibility there: "We're super interested in Iris Pro." When I ask whether Intel or AMD might make special chips to bring down the price of truly powerful integrated graphics, the room goes quiet for a moment. "We don’t have an answer that we can give you before January," the team answers.

The Steam Controller has a gyroscope, it turns out, one which Valve plans to enable in a software update to add motion control. The company will be shipping an API for games that uses the controller's touchpads and touchscreen natively when it rolls out the prototype units, and all of Valve's own game development teams are already integrating support into their games.

Last but not least, SteamOS won't just be about games: the company plans to add other services for video and music playback. "However, we are not planning support for spreadsheets," quips Lombardi.

Wrap-up


We left Valve's headquarters with the biggest, most important questions unanswered — questions that will determine whether the Steam Machine could legitimately challenge game consoles from Sony and Microsoft. Valve wouldn't tell me who the company's hardware and software partners are, what Steam Machines or the Steam Controller will cost, or which killer games might make the Linux-based SteamOS an attractive Windows alternative.

But over the course of my visit, Valve made it clear that's not the point quite yet. The team is focused on serving its existing PC customers above all else, and doing it in a relaxed fashion. "We've been speaking as if it's a foregone conclusion that everyone wants to be in the living room. That's not true, and it's great that that's not true," says Coomer. "There's a little bit of consternation around our most dedicated customers that we might try to shuttle them into a different room in the house. That's not what we're trying to do at all."

Speaking as one of those dedicated customers, I can say that what Valve has built is fairly intriguing even right now: one of the most attractive and customizable miniature computer cases ever built, and a controller with the precision — if not the feel — of a mouse. Valve admits that it has "a lot to accomplish over the next year or two" to prove that its efforts have been worthwhile, but I'm already excited for the Steam Controller. I can hardly wait till January to see what Valve’s partners have been cooking
 

RJY33

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I haven't read much about this yet. So basically I can play any game from my Steam account on my TV? For the right price I'm really interested now.
 

Khalil's_Black_Excellence

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So when they say it's customizable, that means like all ya'll 'leet geek' "master race":steviej:touting gaming rigs, it'll be upgradeable and resolution-toggleable shyt and all that jazz? If so and it's affordable...hmm....:leostare:

"I'm interested in this" - Alucard
 
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STAN JONES

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What OS will this have and will I be able to use it as a htpc also?

If I can install xbmc im definitely copping
 

daze23

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What OS will this have and will I be able to use it as a htpc also?

If I can install xbmc im definitely copping

it will use the Steam OS, which is based on Linux. I'm pretty sure xbmc works with Linux. they may have their own similar streaming software as well

plus you're free to install Windows on it
 

daze23

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more from Wired

http://www.wired.com/gamelife/2013/11/valve-steam-machines/all/

For a while, Valve produced prototype controllers that had a trackball replacing the right analog stick, eventually landing on an iteration with a giant ball that could be spun from the top (with a thumb) or the bottom (with your fingers). The ball, Coomer said, had “built-in haptics” — you didn’t need to simulate haptic feedback because you were spinning a large, heavy ball with its own momentum. It worked well. Simultaneously, Valve was playing around with touch interfaces, from simple circular trackpads for your thumbs to more complicated ideas. One abandoned idea looked like a smartphone that sat in a controller-shaped dock, and every game could have its own customized control display on the screen. Another concept was a modular controller; you could swap out the left and right inputs for a joystick, a touch pad or a trackball depending on the game.

“The physicality of buttons combined with touch and trackpad-style input was really where the sweet spot was,” Coomer said, “actually serving the needs of Steam customers and the Steam catalog.” Valve decided to go with two touch pads, and give game developers the ability to control, with their software, how those touch pads reacted to player input. It also designed the form factor of the controller around them. Just replacing a joystick on an Xbox 360 controller with a flat touch pad would not be a very good input method: Your thumb would lay flat against the whole pad and the game would have a very hard time figuring out what direction you were trying to push.

When Coomer handed me the Steam controller to hold, I immediately understood what was different. The handles are curved upwards, so they keep your thumbs spaced apart from the pads. And the pads themselves are recessed and tilted inward, so only the dead center of the tip of your thumb actually makes contact.

But I didn’t really get it until I tried it. As I sat down in front of the TV screen on the other side of the room, another Valve employee loaded up the strategy game Civilization V and handed me the controller. I passed my right thumb over the trackpad, expecting to see the mouse cursor move. And I did. But what I didn’t expect is that I’d feel and hear it, too. As I swiped the pad, the system of electromagnets under the pad whirred into action, firing under my thumb and making a noise like a ball rolling to a stop: cliklikliklik-click—click—–click———click. If I didn’t know better I’d have thought I was actually rolling a trackball.

The second piece of the puzzle: buttons. They’re everywhere. There are shoulder buttons for you to hit with your index fingers, of course, but there are also “back paddles” that you can easily press with the fingers that go unused on traditional controllers. Each trackpad can be clicked, too, and there are an array of buttons on the face that you can access if you remove your fingers from the pads (although Valve says these are for secondary functions). Finally — although it wasn’t on the prototype I was using — a small screen in the center of the controller will allow users to create their own virtual buttons to take care of any keyboard commands they can’t assign to the physical controller inputs.

“There’s been, I don’t know how many custom peripheral controller type things for gamers on PCs over the years,” Coomer says. “An issue they have all faced, which is giant, and impeditive to their success, is the lack of a mediator like Steam between the controller and the games, so that mediator could universally make sure the controller worked well with all the games.”

At this, Coomer brings up a menu screen that will look familiar to any gamer: a controller-configuration screen where you can assign actions to each input. “This is the kind of thing that is the nightmare for most PC controllers,” he says, “because you start a game and then you’re in this screen for half an hour before you ever get going. We believe we’ve designed a way around that.” When the controller launches, he says, players will be able to create, then share, their custom controller layouts.

“Steam users [will be] the ones driving the proliferation of configurations for all the games,” he says. “We think that as we start our beta, immediately the entire Steam catalog is going to fill up with very high-quality binding sets for all the games that were never meant for use with a controller.” Steam will have a system that lets players rate those bindings, and bubble the best ones to the top of the list, with the intent that most players will never have to configure their own setup.

Sitting underneath the television across from me is the Steam Machine — not one of the models that Valve’s heretofore unnamed hardware partners will announce at CES, but a prototype built by Valve that it will be sending out to 300 lucky beta participants, hand-selected from the Steam community’s most engaged users. It looks like a console, not a PC, about the shape and size of an Xbox One with a big glowing power button on the face. “These are the components that someone would put into a traditional tower PC,” Coomer says, including an Nvidia 780 graphics card that, as an open model of the machine on a table next to me shows, takes up fully half the space inside.

“We did a bunch of work to put it into this package,” he says. “You have to be really careful of heat.” Valve has separated this prototype into three different zones, he says, each thermally isolated from the others. Each zone has its own intake and outtake to handle the heat. I put my face next to the one running on the entertainment center; it is cool and quiet.

This prototype, were it for sale, would cost about as much as a high-end gaming PC, Coomer says. “The video card in there is hundreds of dollars. But in 2014, there’s going to be a whole array of prices,” he says. “Most people don’t want a box that matches this description.”

“We think it’ll be valuable to customers to have an open ecosystem on the hardware side,” says Anna Sweet, who does business development for Valve, “being able to pick the box that’s the right size and the right performance … but still have that consistency of experience and content and community with Steam.”

And because these machines will run SteamOS, a specialized operating system just for game playing, Valve says it can dole out more bang for the buck. “We’re able to get more performance out of graphics hardware … by running on Linux and having worked so hard on the graphics drivers, not just for compatibility and bug fixing but for optimizing performance,” Coomer says. “For our own games, we’re seeing significant speed-up in terms of framerate at the same graphics settings.” Valve has also made progress in the areas of input and audio latency, he said. “Going to the driver level and having access to the full operating system lets us tune things specifically for gaming.”
 

daze23

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those controller prototypes are crazy. you can see they tried every combination of analog sticks, trackball, and trackpads
 
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