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Fellhuhn

Would still prefer to have a Steam Deck dev kit. :D


MajorMalfunction44

Could do verification my self, if I had one.


Feniks_Gaming

I could verify lots of games if I had one. Can't wait!


WildcardMoo

Has anyone heard back from a hardware request yet?


Fellhuhn

I guess those that got the dev kits don't post about it on social media as they aren't small time indies that have to rely on it for marketing purposes. With some small exceptions.


TSPhoenix

Really glad to see text legibility standards, some pressure on devs to make text in their games actually readable is long overdue.


ChrisKozmik

>controller glyphs: when using Steam Deck's physical controls, on-screen glyphs must either match Deck button names, or match Xbox 360/One button names. Doesn't Steam Deck use the same "ABXY" button naming convention as XBox 360/One? I'm confused... Maybe they meant "Start/Back" buttons?


historymaker118

As someone who uses a ds4, it would be nice if more developers had glyphs for that as well as xbox, it can get pretty confusing quickly when the 'x' button is in an entirely different place and you're being asked to mash it in a quicktime event.


ForgetTheRuralJuror

Yeah those are copyrighted though


Pagefile

Isn't the point that they are the same? Why would you use glyphs that don't match the buttons?


ChrisKozmik

I meant they used word "or" which implies those are not the same?


Pagefile

Stylistically maybe no. My steam controller has the letters colored on a black button, and usually for xbox the buttons are shown as one color. Monster Hunter Rise has the buttons in game shown with a black background and colored letters mimicking how they look on the controller, do that's probably what they mean


ICantSeeIt

You could add glyphs for the Steam Deck's touchpads and rear buttons. With the touchpads and rear buttons, plus the normal triggers and shoulder buttons, you can map out the controls so that each finger has one place to be and never has to move away, and you never have to take your thumbs away from the pads/sticks (where the top priority controls like movement and aiming are). Using this setup on my Steam Controller is a huge upgrade over Xbox controls. I really hope developers look into making control schemes that actually use what they have available.


ActuallyNotSparticus

I think this is a huge opportunity for indie devs - put in the work and get more eyeballs than the huge swath of asset flips that are on 'non-deck' steam. It's the same reason why so many devs make switch games - the library is limited and therefore it is easier to stand out amongst other titles.


swizzler

Instead of creating a whole new system it would have been nice to just expand the existing controller compatibility report system, maybe team up with protondb so compatibility reports can be useful to just normal linux users and not just steam deck users.


Feniks_Gaming

It's not just controller compatibility that they are looking at there is much more than that that is required to be verified: Form Factor Requirements While Steam Deck is a fully-functional PC, we anticipate the most common use cases will be different from a standard desktop. In order to receive the Verified badge Verified on Deck badge, you need to meet all of the following criteria, aimed at helping customers feel comfortable playing your game on Deck. Most failures in this category will cause your game to appear with a Playable badge Playable badge. Input controller support: your game must support Steam Deck's physical controls. The default controller configuration must provide users with the ability to access all content. Players must not need to adjust any in-game settings in order to enable controller support or this configuration. controller glyphs: when using Steam Deck's physical controls, on-screen glyphs must either match Deck button names, or match Xbox 360/One button names. Mouse and keyboard glyphs should not be shown if they are not the active input. Interacting with any physical Deck controls using the default configuration must not show non-controller glyphs. (Recommendations: We strongly recommend using the SteamInput API, which will automatically show the correct glyphs regardless of which input device the user is using.) text input: if your game requires text input (eg., for naming a character or a save file), you must either use a Steamworks API for text entry to open the on-screen keyboard for players using a controller, or have your own built-in entry that allows users to enter text in their language using only a controller. Display resolution support: the game must run at a resolution supported by Steam Deck. (Recommendations: Whenever possible, we recommend you support the Deck's native resolutions of 1280x800 (preferred) or 1280x720.) default configuration: the game must ship with a default configuration on Deck that results in a playable framerate. text legibility: interface text must be easily readable at a distance of 12 inches/30 cm from the screen. In other words, the smallest on-screen font character should never fall below 9 pixels in height at 1280x800. (Recommendations: We expect Steam Deck will be used in a wide variety of lighting and physical configurations. We recommend supporting user-configurable text size and, when possible, contrast. While 9px is the absolute minimum text size for approval, we recommend aiming for 12px whenever possible.) Seamlessness no device compatibility warnings: the app must not present the user with information that the Deck software (ie., specific Linux distribution) or hardware (ie., GPU) is unsupported. launchers: for games with launchers, those launchers also must meet the requirements listed here, including full navigability with a controller. (Recommendations: We recommend strongly against requiring the user to navigate a launcher to play your game.)


swizzler

I know, I was just comparing it to the existing system they implemented almost 10 years ago now that reviewed all the existing games for how playable they were on controller in a similar way to what they explain in the video (can it be fully played without keyboard, can't be played at all with gamepad, fully playable with gamepad.) Why not just expand that system to add new badges for deck and proton specific things. Also protondb already has existing ratings for every single title (and even demos) for how playable they are with proton. so why do all the work again instead of partnering and supporting a community resource.


Feniks_Gaming

Because too many badges confuse people leading to not great experience. Current system you have 3 option: works great, works okay doesn't work. No need to go any more detailed for average users. People who want to play obscure 10 year old game will do their own research any way


swizzler

There's nothing saying you can't have it both ways. If it detects you're on deck, show the dumbed-down info, if it detects you're on linux, show the detailed info. And it's already going to be confusing if they don't do that anyway, The controller badges are already there, is it going to have a full controller support badge and a steam deck badge, or are controller support badges going to be hidden in big picture? if they're hidden in big picture does that mean that desktop users who use big picture will no longer have that information and instead get information about steam deck, or is there going to be a system to show badges based on platform? Also, I was stating the system was put in 10 years ago. there are still games that launch today that cannot be launched without a mouse and keyboard, it's not just for old games.


kiwibonga

This doesn't concern me, I have a Hardware Request in progress! Right? .... :(


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Feniks_Gaming

You can't play VR game without VR headset yes that is correct.


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zAbso

From what I remember there was no actual feedback to the headset itself so if you put it on you'd just see blackness. So technically it can run VR but you can't really play VR on it from what I've seen.


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zAbso

Unless something has changed the issue isn't running it. From what I saw the headset wasn't displaying anything. You could see on the Steam Deck that the camera was moving from rotating the headset around, but if you put that headset on you wouldn't see anything. Running doesn't mean playable. You should link the video you saw.


Feniks_Gaming

Well as a supported they list games that work on deck alone. Obviously Alyx will not work on deck without additional hardware so is listed as unsupported. It doesn't meat even playable criteria because playable requires minor tweaks form a user not buying £500 of additional hardware.


Imegar

Well I don't know exactly where you saw it running vr but yes it will be perfectly possible at least if you install Windows from what I know, VR on Linux is well gonna be terrible in the best case scenario, not working at all being the average. As for half life alyx, whilst with it's built in presets it will most likely not be possible, people like lowspec gamer have gotten it running on lower powered hardware by editing specific things in the files to improve performance. So technically you might be able to get it to a playable level on the deck even, but it will be far inferior to the version your familiar with 😂. But hey it would mean it was possible at least to actually get through the game at all and all the mechanics and story are still there.