• Valve giving developers free DDoS Protection and access to their network
    22 replies, posted
https://steamcommunity.com/groups/steamworks#announcements/detail/1791775741704351698 Today we are releasing APIs that make this service available to all Steam partners. This gives you: Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity. Tools for instantly estimating the ping between two arbitrary hosts without sending any packets. A high quality end-to-end encrypted reliable-over-UDP protocol.
I honestly can't wait to see PC Gamer's take on this, which will be as negative as possible and then followed up within an hour by some positive article about Epic. On a serious note, it is always good to see Valve opening up more of the API to developers who want to use it.
well now is the time for Valve to stack the cards (heh) in Steam's favor by increasing the appeal of their platform to devs in a fair and competitive way to pull the rug from under Epic the Epic Launcher needs to either stop being anti-consumer or it needs to die, there's no other options
They didn't bother to write an article about it, just shoved it into this article (while not at all mentioning it in the title): https://www.pcgamer.com/steam-link-anywhere-stream-from-home/ and had this well informed statement top the paragraph talking about it: Steam Networking Sockets APIs isn't as flashy (and that "flash" is definitely relative) but is aimed squarely at developers, and could be even more significant to Steam's fortunes given the pressure it's facing from the Epic Games Store: ... About as expected.
Oh hey look steam's getting competitive and offering better value to developers, nobody could have predicted this.
Steams doing what it always has done.
The one good thing about the Epic game store is that it finally gives Steam to get off their asses and actually compete and push themselves.
I doubt they developped this overnight, it's not like them giving devs tools like this isn't how they operate...
Are you being paid by Epic? They are throwing a lot of money around.
Do you really think valve just pulled this out of their ass in a couple months because epic set up shop?
Metro Exodus (and the title wave of piracy) should have at least got their attention. While they're no doubt still on top with things like PUBG, Dota and CS (and Halo incoming) they're getting pressure from multiple sources now. I believe the upcoming and long-awaited Steam client rewrite will help up their game a bit.
Valve has done stuff like this ever since steam became what it is today. Say what you will about valve in terms of making games, but steam is the most consumer/developer friendly game library out there.
This is an extension of an existing open sourced library: https://github.com/ValveSoftware/GameNetworkingSockets The readme even points out the use of the name "SteamNetworkingSockets". This release just lets you use the same tech over their existing API.
Actually, no. In that readme, it states that GameNetworkingSockets is essentially a standalone release of some of the functionality found in SteamNetworkingSockets. SteamNetworkingSockets is more powerful than GameNetworkingSockets, and this update also lets developers route traffic through Valve's servers, which was not previously available. Valve has been working on for years. Do you think they're prescient or something?
GameNetworkingSockets is a subset of SteamNetworkingSockets, extracted from their internal codebase. Making it available for use through their API is part of their efforts to make this available to all devs.
So, I was mainly contesting this: This really isn't true. This release does a lot more than just expose the same code in a new API. It provides access to routing traffic through Steam's servers. That's huge.
https://www.youtube.com/watch?v=2CQ1sxPppV4 A GDC talk from last year. It has been in development since their DDoS attack problems back in 2015.
Id think even just getting the system up and running to reliably and feasably let possibly millions of clients push packets through their network without it all going down every 2 minutes would take longer than the time epic has been "putting pressure on valve" (which they really didnt. Most of the pressure valve has is internally. Steam is so embedded into gaming culture at this point and epics store is lacking in so many ways that id even consider origin as a more competitive alternative if they let others publish games there for the same amount of money epic is letting people publish there). Not to mention that this all has probably been set up by the rather small steam team and also has proven to be in the works for atleast a year, possibly a lot longer (check this thread). Its kinda sad that people assume that a lot of pro-sumer & pro-developer stuff valve does, and have always done, is "just cause epik is doing the big mey mey". Realistically, because the steam team is so small, they couldnt pull something this complex out of their collective asses even if they wanted to. This is a huge thing for developers and I dont think epics smaller paycut is gonna outweigh steams benefits for much longer. I give it a year tops. Also can I just say this: Epic taking less money from developers really only helps AAA-Studios/big indie studios who already provide most of their services themselves. I doubt that its gonna be better for a really small dev team to self-host drop-in replacements for some services epic is just plain missing, especially when they need to expand to accomodate a larger than expected playercount. This might not be as big of a deal and I might be wrong on this but I just dont see the appeal outside of needing to pay less royalty on a store where youll have less potential customers to begin with.
My feelings for Valve flip flop around so much. What kind of company are you Valve!? https://i.ytimg.com/vi/iHYEmFQk64w/maxresdefault.jpg
Valves basically a lot of different "companies" -> teams that try to work autonomous from eachother with there being no real "managers" or people who usually can veto something. Gaben rarely vetos anything. They got a peer-review system that sucks ass and makes a lot of people feel a lot of pressure, because its not transparent at all. However, people who do work there longer get used to it and usually like working there. Point being that "valve" usually doesnt decide on something like this as a whole. The steam team does (in this case). So this is probably why on one end (artifact) they act very differently than on the other end (steam team/csgo team/idkf*ckingtf2iftheyeverupdatethebastard).
I was wondering, are you even physically able to admit that you're objectively dead wrong?
It's much easier to spout bullshit and then run away when challenged.
i don't read facepunch enough, so maybe this guy has been spouting shite about this for a while, but i do think there's the slightest puff of truth in the sentiment here so, let me cover my ass here and say that the epic store is incredibly shit to use, epic's strategy of buying exclusivity is divisive and awful, there are several huge concerns about their customer service, and having yet another launcher is frustrating but, that having been said, do I think that there are serious, long term advantages to having an actual competitor to steam? yeah absolutely in the short term, it's shite because we're losing out on games due to exclusivity deals, and epic doesn't seem interested in making a good platform so much as they are interested in forcing it to be popular but if the long term includes the possibility that we end up with a more communicative, more focused valve, i'm willing to take the short term hit
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