Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone with no article paywalls. Just good, fresh content! Alternatively, you can donate through PayPal, Liberapay or Buy us a Coffee. You can also buy games using our partner links for GOG and Humble Store.

At the recent Google for Games Developer Summit it seems that Google actually still has quite a clear focus on Stadia and they're trying to entice more developers to bring their games over.

For starters, the optional Stadia Pro subscription will (starting this month) have new titles that enter Stadia Pro give back 70% of the revenue to developers. This will be based upon "engagement", meaning it's depending on how much time players spend with each title which according to Google it's an "industry leading" amount to give back.

The revenue share that developers get from normal Stadia purchases is also improving. Developers will get 85% of the revenue for the first $3 million, however they mentioned this is for titles launching between October 1, 2021 to the end of 2023. After that, it goes back to the "normal" cut which they didn't say but a Google spokesperson mentioned it's aligned with other stores (so likely back to Google taking around 30%).

Stadia will also give developers a special click-to-play link, expanding upon their current implementation that lets users click a link and jump into a game with a new affiliate program. So developers will get their own links, and earn bonus revenue ($10 per user) from users using their links who end up signing up for Stadia Pro.

Developing for Stadia is about to get easier too. Stadia is based on Debian Linux with games needing to use the cross-platform Vulkan API, which has caused getting ports to Stadia to be slower than other cloud gaming services since developers actually need to build it for Stadia (whereas GeForce NOW for example just uses the existing Windows builds). They've announced new testing and development tools for developers, they've simplified getting games certified and approved for Stadia and there's going to be a whole new Stadia Porting Toolkit.

The Stadia Porting Toolkit is a very interesting one, as they're saying developers won't need to manually port from DirectX to Vulkan. One part of it mentioned was a set of translation libraries for DirectX to Vulkan, which sounded very much like what DXVK and VKD3D-Proton do right now for Steam Play Proton.

You can see a short round-up of some announcements below:

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

Stadia is now closing in on 200 titles too, with quite a lot more planned to be releasing across this year. Perhaps with these new revenue models we might see a sudden surge towards the end of this year / early next year.

Additionally, it was just announced that FIFA 22 will release on October 1 for Stadia too. There's been a bit of an uproar about this, as it's getting a new "HyperMotion" next-gen tech for consoles and Stadia but the Windows version will not be getting all the special new tech and yet Stadia is. Streets of Rage 4 is also releasing for Stadia on July 15, and your last chance to claim Orcs Must Die! 3 on Stadia Pro will be today so be sure to claim it if you haven't already.

Play Stadia on Linux on Stadia.com with a Chromium browser.

Article taken from GamingOnLinux.com.
9 Likes
We do often include affiliate links to earn us some pennies. We are currently affiliated with GOG and Humble Store. See more here.
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
19 comments
Page: «2/2
  Go to:

kellerkindt 14 Jul
View PC info
  • Supporter Plus
I think this is where valve should step in an help out and/or push game studios to also update & publish the Linux/Stadia version onto Steam for Linux desktop... which seems to me like low hanging fruits...?


Last edited by kellerkindt on 14 July 2021 at 3:27 pm UTC
mirv 14 Jul
View PC info
  • Supporter Plus
Quoting: kellerkindtI think this is where valve should step in an help out and/or push game studios to also update & publish the Linux/Stadia version onto Steam for Linux desktop... which seems to me like low hanging fruits...?

Why would Valve do that?

Leaving aside that Google probably has terms in place precisely to prevent such a thing, especially if they're directly helping game studios to create that version, there's really nothing in it for Valve, no incentive for them to do so.
Quoting: mirv
Quoting: kellerkindtI think this is where valve should step in an help out and/or push game studios to also update & publish the Linux/Stadia version onto Steam for Linux desktop... which seems to me like low hanging fruits...?

Why would Valve do that?

Leaving aside that Google probably has terms in place precisely to prevent such a thing, especially if they're directly helping game studios to create that version, there's really nothing in it for Valve, no incentive for them to do so.
Well . . . probably no incentive. If they are actually trying to make a Switch-like, Linux-based gaming platform thingie and are serious about it, they have an incentive to boost the number of titles which will work reliably on that platform when it comes out.
If. So far our speculations on that issue have rather thin foundations.


Last edited by Purple Library Guy on 14 July 2021 at 11:58 pm UTC
Liam Dawe 15 Jul
Quoting: Purple Library GuyWell . . . probably no incentive. If they are actually trying to make a Switch-like, Linux-based gaming platform thingie and are serious about it, they have an incentive to boost the number of titles which will work reliably on that platform when it comes out.
Which is why Valve cares primarily about Proton.
furaxhornyx 15 Jul
View PC info
  • Supporter
Quoting: elmapul[...]
i mean, if we didnt got more marketshare, what will be the result of that then? simple, the ultimate drm, and as soon as they start making more cloud exclusive games , we can kiss goodby to preservation, say hello to region locking and regional censorship will be impossible to avoid.

"...but that's without our <insert well-known brand> VPN solution !"
Quoting: Purple Library GuyWell . . . probably no incentive. If they are actually trying to make a Switch-like, Linux-based gaming platform thingie and are serious about it, they have an incentive to boost the number of titles which will work reliably on that platform when it comes out.
If. So far our speculations on that issue have rather thin foundations.
Well. Reality seems to have bypassed me a tad. The foundations just thickened rather.
elmapul 16 Jul
Quoting: furaxhornyx
Quoting: elmapul[...]
i mean, if we didnt got more marketshare, what will be the result of that then? simple, the ultimate drm, and as soon as they start making more cloud exclusive games , we can kiss goodby to preservation, say hello to region locking and regional censorship will be impossible to avoid.

"...but that's without our <insert well-known brand> VPN solution !"

W.R.O.N.G.

we cant rely on VPN forever because cloud gaming has an magic thing called "input lag", the light speed has an limit, you cant send an signal for an server in the other side of the world and receive the result in less than 1/7 second, even in an straight line without any processing involved.
now add the detour to the vpn servers, and other detour from an straight line+the time to process, encode and decode the image and we quickly see the limits of this tech.
its not an big deal if you live close to the servers, but as i said, what if the game is exclusive to another country and to the cloud?

and what if they decide to stop distributing/selling the game because the rights to an character expired or something like that?


Last edited by elmapul on 16 July 2021 at 8:14 am UTC
furaxhornyx 16 Jul
View PC info
  • Supporter
Quoting: elmapul
Quoting: furaxhornyx
Quoting: elmapul[...]
i mean, if we didnt got more marketshare, what will be the result of that then? simple, the ultimate drm, and as soon as they start making more cloud exclusive games , we can kiss goodby to preservation, say hello to region locking and regional censorship will be impossible to avoid.

"...but that's without our <insert well-known brand> VPN solution !"

W.R.O.N.G.

we cant rely on VPN forever because cloud gaming has an magic thing called "input lag", the light speed has an limit, you cant send an signal for an server in the other side of the world and receive the result in less than 1/7 second, even in an straight line without any processing involved.
now add the detour to the vpn servers, and other detour from an straight line+the time to process, encode and decode the image and we quickly see the limits of this tech.
its not an big deal if you live close to the servers, but as i said, what if the game is exclusive to another country and to the cloud?

and what if they decide to stop distributing/selling the game because the rights to an character expired or something like that?

I know, but most VPN sellers will market you otherwise (I think I have even seen the argument of "going through our servers will in fact reduce your lag")

I was just replying in a sarcastic way to the argument of region locking / unavailable content.
elmapul 16 Jul
Quoting: furaxhornyx
Quoting: elmapul
Quoting: furaxhornyx
Quoting: elmapul[...]
i mean, if we didnt got more marketshare, what will be the result of that then? simple, the ultimate drm, and as soon as they start making more cloud exclusive games , we can kiss goodby to preservation, say hello to region locking and regional censorship will be impossible to avoid.

"...but that's without our <insert well-known brand> VPN solution !"

W.R.O.N.G.

we cant rely on VPN forever because cloud gaming has an magic thing called "input lag", the light speed has an limit, you cant send an signal for an server in the other side of the world and receive the result in less than 1/7 second, even in an straight line without any processing involved.
now add the detour to the vpn servers, and other detour from an straight line+the time to process, encode and decode the image and we quickly see the limits of this tech.
its not an big deal if you live close to the servers, but as i said, what if the game is exclusive to another country and to the cloud?

and what if they decide to stop distributing/selling the game because the rights to an character expired or something like that?

I know, but most VPN sellers will market you otherwise (I think I have even seen the argument of "going through our servers will in fact reduce your lag")

I was just replying in a sarcastic way to the argument of region locking / unavailable content.



oh sorry, i'm really slow with sarcasm
While you're here, please consider supporting GamingOnLinux on:

Patreon, Liberapay or PayPal Donation.

This ensures all of our main content remains totally free for everyone with no article paywalls. We also don't have tons of adverts, there's also no tracking and we respect your privacy. Just good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register

Or login with...
Sign in with Steam Sign in with Twitter Sign in with Google
Social logins require cookies to stay logged in.