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(store.steampowered.com)
1399 points davikr | 1 comments | | HN request time: 0.309s | source
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teroshan ◴[] No.45903562[source]
https://store.steampowered.com/sale/steamframe [1]

> Steam Frame is a PC, and runs SteamOS powered by a Snapdragon® 8 Series Processor. With 16GB of RAM, Steam Frame supports stand-alone play on a growing number of both VR and non-VR games without needing to stream from your PC.

So Steam + Proton works on aarch64? Is this something already available/supported, or is this an announcement?

[1] Steam Frame, which is the VR Headset releasing alongside the Steam Machine. Dedicated discussion here https://news.ycombinator.com/item?id=45903325

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jsheard ◴[] No.45903610[source]
Valve has been quietly working on integrating the FEX x86 emulator into Proton for a while, and it's official now.

https://www.tomshardware.com/peripherals/gaming-headsets/han...

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pdpi ◴[] No.45905754[source]
Have to wonder if there is a world where Proton comes to macOS.
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jsheard ◴[] No.45906101[source]
Pretty unlikely as long as Apple refuses to support Vulkan. Even if they did, the whole Proton project is about Valve controlling their own destiny rather than being chained to someone else's platform, and Apple is just another Microsoft in that regard.
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GeekyBear ◴[] No.45906255[source]
> Pretty unlikely as long as Apple refuses to support Vulkan.

You would only translate into Vulcan when running on an OS that uses Vulcan as the native graphics API.

On a Mac, Wine translates directly into Metal.

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jsheard ◴[] No.45906404[source]
Valve could implement a separate Metal backend for Proton, what I'm saying is they probably wouldn't want to spend their resources on that.
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derefr ◴[] No.45907396[source]
Couldn't Apple spend their resources on that? Proton is open-source, and Apple's the one with the incentive to have more "prestige" AAA game devs to parade around during keynotes.
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1. jsheard ◴[] No.45907459[source]
Apple could but they're not interested in non-native games, they want native ports or nothing. As I discussed a few posts over, Apple went to the trouble of developing a DirectX compatibility layer, but then told game developers they're not allowed to use it for anything besides evaluating whether their game would run well enough on Mac hardware. If they go ahead with a port then Apple still expects them to do it all the hard way.

It's textbook "perfect is the enemy of good" because yeah, compatibility layers have overhead, native is better, but if you insist on native everything but can't get devs on board then you just end up with no games.