Valve Confirms Hardware Development

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destrekor

Lifer
Nov 18, 2005
28,799
359
126
Seems to me valve is using a contradiction of terms.

Valve says hardware developers lack innovation, but valve is not porting its games to use the latest hardware or software.

Why would vale want to develop hardware, when the company does not use advantages the current hardware offers?

They haven't made a new engine yet. In fact, they've been utilizing an old engine for cheap development and maximizing how much they can rake in these past few years.

I suspect they are actively working on a new engine. Said new engine will also debut with Half Life 3.
But, I doubt they will use DX11.1 or whatever is most current at the time. It would be nice, but I almost expect a Blizzard-like approach - step it down a bit and max out as much as you can, but make it so it can be scaled easily across a ton of computer configurations.

Oh, and they have DX10 (DX11?) features available in the engine for those that can enable them, but it is indeed mainly a DX9-based engine.
 

wuliheron

Diamond Member
Feb 8, 2011
3,536
0
0
Sure, the future will bring some crazy shit our way... but racing sims are still going to require a wheel, pedals, and something to shift with. ;)
Which was the topic of my conversation: the Oculus Rift will block sight of such peripherals, which may or may not cause problems.

You can pry a wheel and pedals out of my hands, only at such time that cars no longer feature such input methods. Arcade race games, sure I'll flap around with my hands and arms with some strange toys, but actual simulation racing? I'm sticking to semi-real-looking-peripherals.

If you want realistic physical controls it's possible to use augmented reality to add them into the game with the Oculus so you never loose track of where they are and they actually look like part of the car.
 

dagamer34

Platinum Member
Aug 15, 2005
2,591
0
71
The real question is can they make a cheap box that makes it easier to play games that simply sticking in a disk? Because while the PC gaming market is big, it pales in comparison to the console market simply because of ease of use. And developers focus on it because people are willing to buy $60 games on day one.

Valve is going to have to have a pretty damn good idea and implementation to bust up the licensing model that has been working for consoles for the last 28 years since Nintendo pretty much created it in 84/85.
 

Texashiker

Lifer
Dec 18, 2010
18,811
197
106
Valve is going to have to have a pretty damn good idea and implementation to bust up the licensing model that has been working for consoles for the last 28 years since Nintendo pretty much created it in 84/85.

Console + steam integration = win
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
The real question is can they make a cheap box that makes it easier to play games that simply sticking in a disk? Because while the PC gaming market is big, it pales in comparison to the console market simply because of ease of use.

Perhaps several years ago, but ease of use is back in the PC's favor. I just click "Play" and I'm gaming. Good riddance to physical media.
 

wuliheron

Diamond Member
Feb 8, 2011
3,536
0
0
Even the consoles are increasingly downloading games from the internet so I have no clue what you are talking about insisting "disks" are easier to use.
 

Texashiker

Lifer
Dec 18, 2010
18,811
197
106
One thing that consoles have failed to do is offer sales like what Steam does.

How many times does a console title go on sale for $9?

How many console developers have seasonal sales like what Seam does?

I figure valve is looking at making a linux based console. Port the games to linux, then you will have most of the major operating systems covered - mac, windows and linux.

If valve can release a console where people can shop from home, get great prices, allow players to move across multiple platforms with steam-snc,,, I look for valve to dominant to the gaming market.

How many platforms allow you to go from the living room on a console, to the bed room on the PC and allow you to pick up from your saved games, or allow you to join your friends games?

You are in the living room on the steam console playing some TF2 or left 4 dead 2. Turn off the console, go to the bed room, pick up the game right from where you left off.
 
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PrincessFrosty

Platinum Member
Feb 13, 2008
2,300
68
91
www.frostyhacks.blogspot.com
How many platforms allow you to go from the living room on a console, to the bed room on the PC and allow you to pick up from your saved games, or allow you to join your friends games?

Just 1, the PC.

The PC is a viable gaming platform for the living room, people just tend not to have their PC configured in that way, it's usually down to ignorance or lack of experience.

I have my PC hooked up to my projector, it's just DVI out from the video card with a converter to HDMI plugged in a 10m cable run to the projector, then coaxial out from the sound card to my AV receiver, piped into the living room 5.1 surround sound.

Small USB bluetooth dongle plugged in the back of my PC and the MotionJoy drivers for the PS3 controller and boom...all done.

Essentially it's just like "console gaming" on a 122" screen from my sofa with a genuine wireless PS3 controller, only the system can run any game at true 1080p with 4xaa/16xaf all maxed out and it both looks awesome and runs smoothly.

If valve can put that sort of connectivity into some kind of wireless dummy box which is just plug and play they could probably make a fortune. Think about it for a second, consoles are just a specific subset of feature from the PC, you can replicate that experience fairly easily if you know what you're doing but it takes time and effort to get right.
 
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Kalmah

Diamond Member
Oct 2, 2003
3,692
1
76
http://www.nytimes.com/2012/09/09/technology/valve-a-video-game-maker-with-few-rules.html?_r=2&pagewanted=3&hp&pagewanted=all

THIS is no Xbox 360 or PlayStation 3.

Every way I look, the scene shifts, the battle unfolds. I have a crazy contraption strapped to my head: a boxy set of goggles that looks like a 22nd-century version of a View-Master. It immerses me in a virtual world. I whirl one way and see zombies preparing to snack on my flesh. I turn another and wonder what fresh hell awaits.

Behold the future of video games. Or at least the future as envisioned by a bunch of gamers, programmers, tinkers and dreamers at the Valve Corporation here. This is the uncorporate company that brought us the Half-Life series, the hugely influential first-person shooter game.

The Valve guys aren’t done yet. Founded 16 years ago by a couple of refugees from Microsoft, Valve makes games that wild-eyed fans play until their thumbs hurt and dawn jabs through the curtains. But what really makes Valve stand out is its foresight on technology.

A decade ago, long before every media executive figured out that downloading was the future, Valve started an online service, Steam. It has since become for games what iTunes is to music — a huge online distributor, in its case one with more than 40 million active users and that, by some estimates, accounts for about 70 percent of the PC games bought and downloaded from the Web. Through Steam, Valve effectively collects a toll on other companies’ online game sales, in addition to making money from selling its own products.

On Monday, the company will begin a public test of a new television-friendly interface, Big Picture, for buying Steam games and playing them on computers in the living room.

“They’re on the cutting edge of the future of this industry,” says Peter Moore, the chief operating officer of Electronic Arts, a big games publisher that is both a Valve competitor and partner.

Now Valve executives think they may be onto the next big thing in games: wearable computing. The goggles I’m wearing — reminiscent of the ones Google recently unveiled to much hoopla — could unlock new game-playing opportunities. This technology could let players lose themselves inside a virtual reality and, eventually, blend games with their views of the physical world.

It’s one thing if a bottomless money well like Google wants to sink its profits into Project Glass, its own wearable-computing initiative. But for a 300-person software company like Valve, developing eyeball computers seems an absurdly ambitious — some say foolish — enterprise.

Valve’s exploration of new forms of game hardware comes as the PC, the device on which it has depended for much of its history, is changing in ways that could undermine its business. With a new PC operating system, Windows 8, coming out in October, Microsoft will start its own online marketplace for distributing software, including games. The move could take some of the, well, steam out of Steam.

Valve fosters unorthodox thinking through a corporate culture unusual even by the quirky standards of technology companies. While many start-ups pay lip service to flat organizational structures, Valve emphasizes that its workplace is truly “boss-less.”

“We don’t have any management, and nobody ‘reports to’ anybody else,” reads Valve’s handbook for new employees, which generated buzz this year when it leaked onto the Web.

Forget silly-sounding Silicon Valley job titles like code jedi or chief listener. Valve has no formal titles. The few employees who’ve put titles on business cards do so to satisfy outsiders apprehensive about working with people without labels. The same applies to Gabe Newell, one of Valve’s founders.

“I think he’s technically the C.E.O., but it’s funny that I’m not even sure of that,” says Greg Coomer, a designer and artist who was one of Valve’s first employees. (For the record, Mr. Newell is technically Valve’s chief executive.)

To spur creativity, Google management created the concept of “20 percent time,” the portion of employees’ schedules that they could commit to entirely self-directed projects. At Valve, it’s more like 100 percent time. New employees aren’t even told where to work in the company. Instead, they are expected to decide on their own where they can contribute most. Many desks at Valve are on wheels. After figuring out what they want to do, workers simply push their desks over to the group they want to join.

A few years ago, a Valve hire who had worked in special effects in Hollywood balked at wheeling his desk. The news reached Mr. Newell, who promptly picked up the desk himself and carried it to the new location, to the new employee’s embarrassment.

The man, whom Valve declined to name, is no longer with the company.

In an interview in a conference room at Valve’s headquarters, Mr. Newell says that relatively few people have left Valve over the years. When they do, it’s often because a sick parent needs help. In one case, Valve moved an employee’s parents to the Seattle area, where one of them was also able to receive better cancer treatment.

“I get freaked out any time one person leaves,” says Mr. Newell, a bearded bear of a man with John Lennon-style glasses. “It seems like a bug in the system.”

THE company has been among its industry’s leaders in engaging its audience. Valve won credibility early on with gamers by not merely tolerating the modification, or “modding,” of its games with players’ own creations but encouraging it.

The consistent originality of its games, too, has resonated with players. Portal 2 is a brainteaser that hinges on a mysterious weapon called a portal gun that a player can use to open entrances through walls, floors and ceilings, along with corresponding exits somewhere else. Players can use the gun to propel themselves across a chasm by jumping vertically into a hole and out a portal position on a wall.

The game has inspired an amusing string of fan videos in which gamers use homemade portal guns, and a dose of special effects, to cross a busy street and jump through walls of their homes.

Valve’s teams, dedicated to games and other projects, are clustered in open spaces around the five floors of the skyscraper the company occupies in this city, across Lake Washington from Seattle. Vintage pinball machines are arrayed around its corridors, and doors throughout its offices are etched with tributes to Team Fortress, a Valve game that features an evil virtual corporation that hates its customers and sells them inferior products.

“Mann Co. We sell products and get in fights,” reads the sign on the door in Valve’s lobby.

Valve has an eclectic work force. The company became interested in hiring one artist only after learning that his pastime was spray-painting graffiti art in Britain. It recently hired Leslie Redd, a school administrator, to lead an effort to use “Portal” to teach physics and other subjects in schools by offering a more engaging way to present ideas like escape velocity. Ms. Redd said that more than 2,000 teachers worldwide had registered to use the game in classes.

This year, Mr. Newell hired Yanis Varoufakis, a Greek economist, after being impressed with Mr. Varoufakis’s personal blog, which he fills with commentary on the European financial crisis. Mr. Varoufakis, who had never heard of Valve and is not a gamer, is studying the workings of the virtual economies of Valve games, in which players can barter and sell items like hats and armor. He said he was drawn to the job partly by Valve’s “completely anti-authoritarian” culture that, to his surprise, seemed to be working.

“What does Valve have to add to our perception of the evolution of corporate structures in the future?” he said in a Skype interview from the Greek island of Aegina. “Let’s face it, the current state of that culture leaves a lot to be desired.”

Valve’s most striking recruiting campaign is a recent move to establish a hardware group to develop technologies that can enhance the playing of games. The company posted a job listing for an industrial designer, hinting that it planned to get into the computer business itself. “We’re frustrated by the lack of innovation in the computer hardware space, though, so we’re jumping in,” the listing read. “Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years.”

Valve also recruited Jeri Ellsworth, an inventor and self-taught chip designer, whose pinball machines decorate Valve’s offices. Ms. Ellsworth recently gave a tour of Valve’s hardware laboratory, proudly showing off 3-D printers, a laser cutter and other industrial tools used to cobble together hardware prototypes. While interviewing for the job, she said, she was dubious about Valve’s interest in hardware.

“At one point, I said a hardware lab could be very expensive, it could be like a million dollars,” she recalled. “Gabe said, ‘That’s it?’ ”

A DRIVING force behind Valve’s most far-out hardware project, wearable computing, is being led by Michael Abrash, a veteran of technology and game companies who helped Valve get off the ground in the 1990s by licensing its important game software from his employer at the time, Id Software. To Mr. Abrash, glasses that project games in front of players’ eyes are an obvious next step from today’s versions of wearable computers, smartphones and tablets.

While Google’s glasses will display texts and video conferences, Valve has greater technical challenges to overcome with augmented-reality games. It has to figure out how to keep stable an image of a virtual object (say, a billboard) that is meant to be attached to a real-world object (the side of a building) while a player moves around. Otherwise, the illusion would be shattered.

Mr. Abrash said glasses capable of credible augmented-reality games could be three to five years away, though he said virtual reality glasses would arrive sooner. He said Valve hadn’t decided whether it would make glasses itself. But its ultimate goal is to share its designs freely so other hardware companies can make glasses, too.

“Gabe has a saying, which is, ‘We will do what we need to do,’ ” Mr. Abrash says. “We don’t particularly want to be a company that makes hardware in large quantities. It’s not what we do.”

Mr. Moore of Electronic Arts doubts that wearable-computing projects championed by the likes of Mr. Newell and Sergey Brin of Google will connect with the mainstream. “It’s appealing to them because they live in that outer fringe of I.Q. and money,” he says.

Mr. Newell’s technology vision is one reason that his comments this summer about Windows 8, which he called a “catastrophe for everyone in the PC space,” caused such an industry stir. He elaborated on some of his concerns more recently, saying he was troubled by a trend in computing toward devices that are less open to developers like Valve than they used to be. Apple kicked off the shift with its App Store for iOS devices, through which Apple controls the distribution of software that people can install on their iPhones and iPads, and takes a cut of the proceeds as well.

Mr. Newell concedes that this approach has been successful for Apple. He says, however, that he is concerned that Microsoft is taking a similar approach for Windows 8 applications, which will need to be distributed through a Microsoft app store if they take advantage of the most modern features in the operating system. Valve worries that Microsoft’s control will undermine Steam on Windows 8 by creating a bottleneck for updates to games.

“We would say to Microsoft, we understand all these frustrations about the challenges to your business,” he said. “But trying to copy Apple will accelerate, not slow, Microsoft’s decline.”

Mark Martin, a spokesman for Microsoft, declined to comment.

SOME game executives say it’s ironic that such concerns come from Valve, which has become a gatekeeper with Steam. Last year, the company had a dust-up with Electronic Arts over Steam’s policy of taking a cut of all revenue generated from a game, like the sale of virtual goods, even after a player has bought the game. As a result, E.A. is not selling a number of its latest games through Steam.

Valve says that without such a policy, developers could easily game the Steam system by making all their software free and charging consumers for additional content later. It is worth pointing out, too, that E.A. last year began competing directly against Steam by starting its own online game store, Origin.

Valve can do without many formalities of a traditional company because it’s privately held and controlled by Mr. Newell. He and Mike Harrington, who is no longer with the company, founded Valve in 1996 with the wealth they accumulated in Microsoft’s early days. The company has never raised money from outside investors, so it is under no external pressure to sell itself or go public.

Not that Mr. Newell hasn’t had opportunities to sell out. Valve has been pursued over the years by Electronic Arts, which would very likely have valued Valve at well over $1 billion had the talks progressed that far, said two people with knowledge of the discussion who spoke on condition of anonymity because the talks were private.

Although Valve’s finances are private, Michael Pachter, an analyst at Wedbush Securities, estimates that the company could be worth around $2.5 billion today.

Mr. Newell said that there was a better chance that Valve would “disintegrate,” its independent-minded workers scattering, than that it would ever be sold.

“It’s way more likely we would head in that direction than say, ‘Let’s find some giant company that wants to cash us out and wait two or three years to have our employment agreements terminate,’ ” he says.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
Valve can do without many formalities of a traditional company because it’s privately held and controlled by Mr. Newell. He and Mike Harrington, who is no longer with the company, founded Valve in 1996 with the wealth they accumulated in Microsoft’s early days. The company has never raised money from outside investors, so it is under no external pressure to sell itself or go public.

That right there sums up the difference between Valve and EA. Public companies are nothing more than slaves to money.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
It is my belief that we are nearing a gaming crash of sorts. Not like the 80s but a point where things go nowhere. Microsoft with Kinect seems to be pushing a direction that does not drive the industry forward enough, then publishers like EA and Activision milk the same franchise yearly and it gets really stale. The developer behind Dishonored has stated that a lot of gamers are probably tired of playing the sequel #5,6, or7. Nintendo is trying to keep their image but is not competing well in the hardware space in terms of raw capability. Then you have Sony, willing to take risks on games like Journey but are hurting overall as a company. They have a good PlayStation brand but Sony corp is bleeding money.

Then you have the pc. Companies like CD projekt are not afraid to make edgy games for mature audiences. You have companies like crytek who on their best days can make a game seem almost alive on screen in terms of visuals. You have valve who offers simply the best way to obtain games and has a community to back it up. It is my opinion and I know nvidia has stated something similar, that the pc will be the lone survivor or ultimately come out on top. Valve will likely be the ones leading the way into our gaming future.

Today they released a beta for their big screen version of steam complete with support for controller interface and typing without the need for a keyboard. Hook your pc to your tv and get the new interface. I think this is the future.

Assuming we get reasonably priced 4k resolution TVs (with appropriate GPU power to display that image)or this gaming with a VR headset takes off, I think Valve is in the position to guide us into the next wave of gaming. Their software is setup to have future support for Facebook, Netflix, YouTube etc so you can only imagine the community that can be put together (like an enhanced version of Xbox Live). They might not directly build the box but I bet they will have a hand in designing the tools (interface devices) that allow us to immerse in gaming better than ever. I can see a day in the future when people don't buy a console. They buy a PC, but this PC has a simple interface integrated right into steam and a huge HDD and you can browse the web and do pretty much everything a basic PC is designed to do(email, share video, word processor) except this PC is not a glorified netbook or set top box for streaming video, it's also a pretty high end gaming system complete with all the features we expect of a PC. AA and AF options etc etc. Not to replace the PC as we know it, but to replace the standard console that we know today. No need to worry about that game being only on a PS3 and you have an Xbox or your friend only has an Xbox and you wanted to play Uncharted so you bought a PS3. That disappears. You will have companies offering boxes that run steam and Valve has various peripherals designed for gaming that you can use in addition to or in place of the keyboard and mouse.

With the resources Microsoft has and the brand loyalty Nintendo enjoys it would be hard to break in, but if there is some type of crash in the console market it might just be the right time for something like this to come to fruition.
 
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Lonyo

Lifer
Aug 10, 2002
21,938
6
81
So they are going to "invent" wearable screens.
Like that's never been done before.
 

Kalmah

Diamond Member
Oct 2, 2003
3,692
1
76
So they are going to "invent" wearable screens.
Like that's never been done before.

I think taking it a step further and making them affordable is the key point here... as well as making games designed for their use possibly?
 

Regs

Lifer
Aug 9, 2002
16,665
21
81
From what I hear they will be making a cloud server system that streams games to your TV or their very own console.
 

Kalmah

Diamond Member
Oct 2, 2003
3,692
1
76
It is my belief that we are nearing a gaming crash of sorts. Not like the 80s but a point where things go nowhere. Microsoft with Kinect seems to be pushing a direction that does not drive the industry forward enough, then publishers like ES and Activision milk the same franchise yearly and it gets really stale. The developer behind Dishonored has stated that a lot of gamers are probably tired of playing the sequel #5,6, or7. Nintendo is trying to keep their image but is not competing well in the hardware space in terms of raw capability. Then you have Sony, willing to take risks on games like Journey but are hurting overall as a company. They have a good PlayStation brand but Sony corp is bleeding money.

Then you have the pc. Companies like CD projekt are not afraid to make edgy games for mature audiences. You have companies like crytek who on their besy days can make a game seem almost alive on screen in terms of visuals. You have valve who offers simply the best wsy to obtain games and has a community to back it up. It is my opinion and I know nvidia has stated sometjing similar, that the pc will be the lone survivor or ultimately come out on top. Valve will likely be the ones leading the way into our gaming future.

Today they released a beta for their big screen version of steam complete with support for controller interface and typing without the need for a keyboard. Hook your pc to your tv and get the new interface. I think this is the future.

I can't wait to see what comes out of the pot after all this. If Microsoft does back everyone into a corner then companies like Valve have every right to make a backlash. I mean, Windows has been an open platform since the beginning, if they suddenly lock out all the third parties it's a shit move. One could argue that Apple does it, but they were in this model from the start. People don't have to worry about being cast aside that already have a foothold of some sort.
 

wuliheron

Diamond Member
Feb 8, 2011
3,536
0
0
So they are going to "invent" wearable screens.
Like that's never been done before.

There are VR goggles available right now with the kind of holodeck immersion people want, but they cost anywhere from 20k to 100k. The difference now is that technology like motion tracking and small ultra definition displays are becoming cheap. Instead of 3 monitors or an 80" TV you can buy a cheap portable headset.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
I can't wait to see what comes out of the pot after all this. If Microsoft does back everyone into a corner then companies like Valve have every right to make a backlash. I mean, Windows has been an open platform since the beginning, if they suddenly lock out all the third parties it's a shit move. One could argue that Apple does it, but they were in this model from the start. People don't have to worry about being cast aside that already have a foothold of some sort.

Perhaps, but I don't see it this way. I see a time when there are no consoles. Meaning you don't have to own a Wii to play Mario and you don't buy a PS3 for Uncharted. You have one box (or a PC running steam or similar software) that gives you access to everything in one place. Companies can build them to different specs too. Asus might offer a luxury model with high end SLI GPUs and all while someone else could offer one with more mid-range specs and the price to go with it. This is all assuming the technology gets cheap enough to market at console prices. If we could get say a GPU with the power of a 7850 with i5 2500k into a box for $500 setup and ready to go loaded up with steam that someone can just plug into their TV and download any game they want(exclusives die), it would sell like crazy. You could even let users swap out the GPU. The whole compatibility issue with different hardware would be the only drawback. However, I could see them updating your video drivers automatically just like they keep your games up to date with the latest bug fixes.

I'm thinking way into the future though. Something like this would take years to get right. The future is full of possibilities but my main thing is Consoles are reaching a point where they are becoming less about gaming and more about doing what you have a PC for. At some point the lines will cross and something will have to give.

I can totally see everyone becoming software and peripheral developers and give up building specialized boxes. One unified OS will run the software and you simply choose what controller you like and plug it in. Sony can offer their DS3 style, MS can offer the Xbox360 controller and a kinect peripheral, Nintendo can offer their motion controllers and tablet style controllers or whatever devices the devs come up with. Then you use their specialized controller for their games. No need for a whole box, you just grab the right controller and fire up the game. I think the ways to interact with games will really get innovative because now that's how they will get recognized.
 
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