Valve / Steam / Steam Machines, General Discussion v2.0- "Is Steam Down again?"
5,004 replies, posted
[QUOTE=ashrobhoy;48407916][img]http://i.imgur.com/3zgBZnl.png[/img]
anybody else got these centered comment boxes on profiles?[/QUOTE]
yeah
[t]http://sharex.moe/i/2015/08/15-08-08_22-54-15.png[/t]
and
[t]http://sharex.moe/i/2015/08/15-08-08_22-57-23.png[/t]
:goodjob:
[url]https://github.com/SteamDatabase/SteamTracking/commit/f710e268313ac86a9dc2f9f81179d078d1f3fe69[/url]
[img]http://sharex.moe/i/2015/08/15-08-08_23-00-24.png[/img]
:ok:
[img]http://i.imgur.com/K6kJKoU.png[/img]
its even worse when you actually make a comment
[QUOTE=ashrobhoy;48408053][img]http://i.imgur.com/K6kJKoU.png[/img]
its even worse when you actually make a comment[/QUOTE]
[img]http://sharex.moe/i/2015/08/15-08-08_23-56-09.png[/img]
Getting some weird errors on steam all day, anyone else?
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Sorry to be that guy, but are there people who [I]seriously[/I] hate Steam and [I]truly[/I] believe it's going to bring the downfall of PC gaming?
Or is this an old fad?
[QUOTE=Americant;48415425]Sorry to be that guy, but are there people who [I]seriously[/I] hate Steam and [I]truly[/I] believe it's going to bring the downfall of PC gaming?
Or is this an old fad?[/QUOTE]
Why not? People basically making a monopoly out of Steam could be very well a downfall if Valve would take a few wrong steps (See: paid mods)
[QUOTE=VintageCat;48415460]Why not? People basically making a monopoly out of Steam could be very well a downfall if Valve would take a few wrong steps (See: paid mods)[/QUOTE]
But at least they had balls to admit that they screwed up big time, when they could hide behind "You're just holding it wrong"-type of excuses.
Here's a steam controller video in Italian from gamescom (there's some gameplay in it too)
[video=youtube;emnZtJxaruQ]http://www.youtube.com/watch?v=emnZtJxaruQ[/video]
and here's an English one
[video=youtube;c51U1eNjDe4]http://www.youtube.com/watch?v=c51U1eNjDe4[/video]
[QUOTE=VintageCat;48415460]Why not? People basically making a monopoly out of Steam could be very well a downfall if Valve would take a few wrong steps (See: paid mods)[/QUOTE]
People should really drop the paid mods thing. Valve thought it was a good idea to generate some revenue, saw it was a massive failure, back pedaled and said sorry.
They could have just removed it without a word.
Did some digging, I've always been interested in why Valve decided to make their own in-house physics engine, considering that there are more supported, and more mature open source platforms out there.
Intrestingly Rubikon isn't going to have any GPU Acceleration, since they feel it should stay bound to the CPU, they've also gone out of their way to do fantastic tools integration, allowing them to bake animations inside Maya (using Rubikon for non-realtime simulation) and play them back in-engine. This is used specifically for the crusher scene in the Aperture VR demo:
[media]https://youtu.be/m97ryg88saA?t=279[/media]
@ Time 4:39
Though I'm also confident it was used for atlas falling apart at 3:08
Wouldn't that just be their "cinematic physics" at a much smaller scale?
[QUOTE=Cows Rule;48419527]Wouldn't that just be their "cinematic physics" at a much smaller scale?[/QUOTE]
Cinematic physics was a specific technology implementation in Source, and it filled the role of offline (pre-calculated) physics. So while Rubikon can fill the same role, it's very different technology.
So it sounds like they're achieving the same goal, what actually makes them different?
[QUOTE=Cows Rule;48420127]So it sounds like they're achieving the same goal, what actually makes them different?[/QUOTE]
As I said, technology. Cinematic physics in Source was a pain to set up, and used an external physics solver. Valve used Blastcode and then baked that animation into one that could be done with bones, there's also a lot of dealing with tools there so it isn't really straight forward. Rubikon has the benefit of not requiring the purchase of middlware, and an all around better pipeline.
Here's a group that lists Vive compatible games
[URL="http://steamcommunity.com/groups/ViveCompatible/"]http://steamcommunity.com/groups/ViveCompatible#curation[/URL]
and one for Oculus
[url]http://steamcommunity.com/groups/OculusCompatible#curation[/url]
[URL="http://store.steampowered.com/tag/en/Memes"]http://store.steampowered.com/tag/en/Memes[/URL]
Guys why is this an actual tag
[QUOTE=Pyraax;48424765][URL="http://store.steampowered.com/tag/en/Memes"]http://store.steampowered.com/tag/en/Memes[/URL]
Guys why is this an actual tag[/QUOTE]
Because memes are soon to become the next "epic" word.
[QUOTE=glitchvid;48419372]Did some digging, I've always been interested in why Valve decided to make their own in-house physics engine, considering that there are more supported, and more mature open source platforms out there.
Intrestingly Rubikon isn't going to have any GPU Acceleration, since they feel it should stay bound to the CPU, they've also gone out of their way to do fantastic tools integration, allowing them to bake animations inside Maya (using Rubikon for non-realtime simulation) and play them back in-engine.[/QUOTE] Good question. I can hazard a guess at why they're not still using proprietary third-party stuff like Havok; the licensing terms are a legal pain in the backside, especially if you want to let third-parties use the engine.
I'm sure they have a good reason otherwise; I've been following stuff from the guys working on Rubikon; Sergiy Migdalskiy really seems to know his stuff, his video on optimisation is really worth watching: [url]https://www.youtube.com/watch?v=Nsf2_Au6KxU[/url] I doubt it's (just) a case of NIH; could be other stuff had different perf characteristics than what they're looking for. Game physics programming is a very different kettle of fish from general-purpose physics simulation, because, for example, you don't actually care about physical accuracy, so you can take shortcuts and approximations you wouldn't use in a "proper" physics sim.
Looks like Steam for Android's been updated again.
[IMG]https://lh3.googleusercontent.com/1HAErW7Jc-lxxlM4zCjH-mvsvZz1MGnXQbZpwGuGdCM=w543-h965-no[/IMG]
[QUOTE=benbb;48425410]Looks like Steam for Android's been updated again.
[IMG]https://lh3.googleusercontent.com/1HAErW7Jc-lxxlM4zCjH-mvsvZz1MGnXQbZpwGuGdCM=w543-h965-no[/IMG][/QUOTE]
That version came out on Play Store a month ago.
Dunno why "Updated On" text says it was today.
[QUOTE=Sini;48425441]That version came out on Play Store a month ago.
Dunno why "Updated On" text says it was today.[/QUOTE]
It seems to have actually updated today, version 2.0.25
[QUOTE=Google]
WHAT'S NEW
Keyboard closes if navigation drawer is opened
Faster when navigating back to friends list
Crash fix for some Samsung Android 4.4 devices
Deleting chat removes it from the recent chat list
Updated Chat UI including updated preferences and faster chat
Fix for push notifications
Additional device specific fixes
[/QUOTE]
MESSAGES ARE SENT INSTANTLY :excited:
[quote][media]https://www.youtube.com/watch?v=fHzqoxHrT70[/media][/quote]
[QUOTE=Scratch.;48425920]MESSAGES ARE SENT INSTANTLY :excited:[/QUOTE]
Now the only thing I don't like is no ongoing notification. I would like to know when my battery is being massively drained.
[QUOTE=Scratch.;48425920]MESSAGES ARE SENT INSTANTLY :excited:[/QUOTE]
They never arrive now for me if desktop client is also logged in.
[editline]11th August 2015[/editline]
I waited for 3 minutes
[editline]11th August 2015[/editline]
I have to go to friends menu and open chat again for it to fetch new messages.
[editline]11th August 2015[/editline]
Fucking Valve.
[QUOTE=Sini;48426011]They never arrive now for me if desktop client is also logged in.
[editline]11th August 2015[/editline]
I waited for 3 minutes
[editline]11th August 2015[/editline]
I have to go to friends menu and open chat again for it to fetch new messages.[/QUOTE]
I've brought this up before, but my network here is fucked
I can log into another steam client that's on my hosted network, and everything runs fine,
Login to web/mobile chat on any device in my subnet, and desktop clients are booted, requiring a steam restart.
However, since I have steam running always on my phone, I get the push notifications without being booted, a different story if I open them
[QUOTE=Sini;48426011]They never arrive now for me if desktop client is also logged in.[/QUOTE]
Same here. This is basically only thing I want from Steam mobile app, to work like a FB Messenger. So I can read the same messages on phone and on pc. It seemed like it might work with the new version, few messages popped on pc at the same time I sent them on mobile but then nothing. Same the other way around. Wrote like 2 messages, they showed on phone instantly but then the app skipped like 2 other ones and so on.
[QUOTE=GladoSC;48426724]Same here. This is basically only thing I want from Steam mobile app, to work like a FB Messenger. So I can read the same messages on phone and on pc. It seemed like it might work with the new version, few messages popped on pc at the same time I sent them on mobile but then nothing. Same the other way around. Wrote like 2 messages, they showed on phone instantly but then the app skipped like 2 other ones and so on.[/QUOTE]
FB messenger receives all the messages without draining battery. If that's possible then what is stopping Valve from achieving same thing?
Pretty sure the steam app keeps getting killed because it does not have a notification to keep it alive.
It seems to drop messages when you leave it idle too.
[url]http://i.imgur.com/oP3qkRA.jpg[/url]
I really want this old option back
[QUOTE=ashrobhoy;48432804]Pretty sure the steam app keeps getting killed because it does not have a notification to keep it alive.
It seems to drop messages when you leave it idle too.
[url]http://i.imgur.com/oP3qkRA.jpg[/url]
I really want this old option back[/QUOTE]
I'm getting all my push notifications
really seems to fluctuate per model, contact [del]suppot[/del] steam mobile community?
[t]http://sharex.moe/i/2015/08/15-08-13_05-50-13.png[/t]
Do I press it? :pudge:
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