Latest Comments by ShabbyX
Looks like Valve are adding a feedback system for Steam Deck Verified (update: it's live)
26 Mar 2022 at 6:30 pm UTC Likes: 1
26 Mar 2022 at 6:30 pm UTC Likes: 1
Quoting: Purple Library GuyYes, but! The crashes are part of the heuristic, but not all of if. If you paid attention, I also mentioned the amount of time users play. Obviously they can't exactly infer the class the game belongs to, but as an *indication* that valve should look into it, I think that's pretty sufficient (i.e. no need for the users to spell it out)Quoting: ShabbyXWell, no it doesn't. The distinction between "verified", "playable", and "unsupported" doesn't actually have anything to do with crashes. Something can be "unsupported" even though it plays smoothly and fairly satisfyingly with never a crash--if there's a cutscene that doesn't play, it's "unsupported". And technically, a game can be "Verified" even if it crashes quite a bit--as long as every single bit of the game plays correctly, and it works well with the screen size and the Deck controls. So no, that heuristic wouldn't tell a thing about the categories as Valve draws them.Quoting: Purple Library GuyThey don't really need you to tell them the game is playable or verified. They know when and where and how long you play a game, they know when the game crashes etc:Quoting: Liam DaweWell, perhaps not Unknown then, although I think there's some grey area to "Crowdsourcing"--if they have a pool of "Unknowns" that people say are pretty playable, they wouldn't want to just trust that and designate, but it would be a good way to have an idea what games are good candidates to look at next, both because they have a good chance of going into at least "Playable" and because they know Deck users are playing them.Quoting: Purple Library GuySo just Verified? Might be good if they could figure something to ask about the other categories including Unsupported and Unknown.The point isn't to crowdsource but to verify what's done.
But both "Playable" and "Unsupported" are also the results of Valve doing an evaluation, and they could also be mistaken (or change), so would also be worth verifying.
- If you play a game for many hours without a crash on a steam deck: it's an indication of "verified"
- If you play a game for many hours with some crashes on a steam deck: it's an indication of "playable"
- If the gam crashes within minutes, or if rarely anyone plays it on deck for long: it's an indication of "unsupported"
Of course that's just heuristics, but it exactly serves the purpose you are talking about it.
Looks like Valve are adding a feedback system for Steam Deck Verified (update: it's live)
26 Mar 2022 at 1:28 am UTC Likes: 1
- If you play a game for many hours without a crash on a steam deck: it's an indication of "verified"
- If you play a game for many hours with some crashes on a steam deck: it's an indication of "playable"
- If the gam crashes within minutes, or if rarely anyone plays it on deck for long: it's an indication of "unsupported"
Of course that's just heuristics, but it exactly serves the purpose you are talking about it.
26 Mar 2022 at 1:28 am UTC Likes: 1
Quoting: Purple Library GuyThey don't really need you to tell them the game is playable or verified. They know when and where and how long you play a game, they know when the game crashes etc:Quoting: Liam DaweWell, perhaps not Unknown then, although I think there's some grey area to "Crowdsourcing"--if they have a pool of "Unknowns" that people say are pretty playable, they wouldn't want to just trust that and designate, but it would be a good way to have an idea what games are good candidates to look at next, both because they have a good chance of going into at least "Playable" and because they know Deck users are playing them.Quoting: Purple Library GuySo just Verified? Might be good if they could figure something to ask about the other categories including Unsupported and Unknown.The point isn't to crowdsource but to verify what's done.
But both "Playable" and "Unsupported" are also the results of Valve doing an evaluation, and they could also be mistaken (or change), so would also be worth verifying.
- If you play a game for many hours without a crash on a steam deck: it's an indication of "verified"
- If you play a game for many hours with some crashes on a steam deck: it's an indication of "playable"
- If the gam crashes within minutes, or if rarely anyone plays it on deck for long: it's an indication of "unsupported"
Of course that's just heuristics, but it exactly serves the purpose you are talking about it.
NVIDIA working with Valve to get Gamescope working on their drivers
25 Mar 2022 at 1:45 pm UTC Likes: 2
25 Mar 2022 at 1:45 pm UTC Likes: 2
Quoting: EikeIf only they had the option to force windows to use the Linux kernel instead of NT...Quoting: pleasereadthemanualWith any luck, this will solve most of the visual novels I play not being able to be fullscreened.KDE has lots of options to force windows to what you want.
GOG update their stance on DRM-free, Galaxy as 'optional' for single-player
20 Mar 2022 at 11:22 pm UTC Likes: 1
* A people buy the game regardless
* B people buy only if they can't pirate
* C people only play if they can pirate
* D people *can't* buy the game due to price or embargo, so can only play if they can pirate (I was one of those when I was small)
* E people buy the game after trying the demo (that they may have to pirate)
* F people buy the game on recommendation of a pirate
* G people become gamers due to piracy (e.g. myself) and then buy other games years later when they grow up
I'm gonna go ahead and claim that the effect of DRM on the above variables has not seen enough research, so everyone is just speculating about whether it helps, doesn't do anything, or it's harmful (to devs' income, no debate here on its harm to users)
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And on your conjecture, I think we can all agree that windows and ms office would definitely not have been ubiquitous if it weren't for piracy. As for gaming itself, I know I wouldn't have been a gamer if it weren't for piracy, and I'm sure that applies to many others. Can't really say if gaming wouldn't have thrived without it though, it clearly thrives on consoles without piracy.
20 Mar 2022 at 11:22 pm UTC Likes: 1
Quoting: Marlocki tgink the last point ShabbyX was trying to make is that those 90% that pirated the game wouldn't necessarily have bought the game instead...Yes. More formally:
it's one thing to get it for free, another to have to pay for it (and yet another to have to pay a lot, like for AAA games, and for gamers in poorer regions) if you're not that strongly interested
there are gamers who pirate a game to test it, then end up buying it later, or the sequels, etc... I'm not claiming to know if that's proportionally big or small, just that it exists and that we don't know how it affects the "with vs. without DRM" scenarios for a single game
there are also clever f...cks like Blizzard (I have to curse them given the current news), who used CD-key and CD-detection DRM on games like Starcraft, then years later released an official patch removing the DRM features from it (~ 1 decade after the initial sales, iirc?)
mother of all conjectures: would PC gaming even have become such a big thing in so many countries if there was no way to pirate software back when it started?! or would it have been just prohibitively expensive for too long?
ps: from personal experience, demos and a couple pirated games got me into it, now I have several hundred games just on steam, all legally purchased
pps: migrating to linux got me into not risking shady software sources on my PC, and that got me out of viruses and into steam for games
* A people buy the game regardless
* B people buy only if they can't pirate
* C people only play if they can pirate
* D people *can't* buy the game due to price or embargo, so can only play if they can pirate (I was one of those when I was small)
* E people buy the game after trying the demo (that they may have to pirate)
* F people buy the game on recommendation of a pirate
* G people become gamers due to piracy (e.g. myself) and then buy other games years later when they grow up
I'm gonna go ahead and claim that the effect of DRM on the above variables has not seen enough research, so everyone is just speculating about whether it helps, doesn't do anything, or it's harmful (to devs' income, no debate here on its harm to users)
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And on your conjecture, I think we can all agree that windows and ms office would definitely not have been ubiquitous if it weren't for piracy. As for gaming itself, I know I wouldn't have been a gamer if it weren't for piracy, and I'm sure that applies to many others. Can't really say if gaming wouldn't have thrived without it though, it clearly thrives on consoles without piracy.
GOG update their stance on DRM-free, Galaxy as 'optional' for single-player
20 Mar 2022 at 7:39 am UTC
But there is no data about what those numbers could have been with DRM; 100k sales and fewer pirates? 50k sales and fewer pirates? 40k sales and whatever pirates? Or did I misunderstand your comment?
20 Mar 2022 at 7:39 am UTC
Quoting: pleasereadthemanualSo 50k people bought the game and 450k pirated. Your example shows that piracy exists, ok.Quoting: ShabbyXI'm certainly speculating, but if you want a biased source:Quoting: pleasereadthemanualI think we simply don't have data on this, so both of you are really just speculating. Unless some AAA publishers start publishing DRM-free and sales could be compared with those with DRM, and if enough of them do so to get statistical confidence in the results, best we can say is that we don't know if and how much DRM increases sales.Quoting: areamanplaysgameThe reason publishers pay top dollar for Denuvo is to increase their early sales, which tend to make up the most significant portion of their profits. Denuvo doesn't think that it's possible to prevent a game's copy prevention mechanisms from being circumvented forever, but that they can frustrate reverse engineers long enough to convince more people to buy the game.Quoting: Mountain ManThere's just too much pressure on the industry to keep games locked down despite the fact that DRM has done nothing to curb piracy in the slightest and only serves to inconvenience the honest paying customer.I don't think the data actually bear this out, at least in absolute terms. I think there is *some* deterrent effect to DRM on games, if only for the very brief period before it gets cracked, and that might amount to a relatively small but nonzero number of additional sales. On the whole I still think it is philosophically a shitty way to treat customers, but there is almost certainly a marginally legitimate reason it exists.
It would certainly be effective at convincing people who don't buy because they can get it for free to buy the game, but as for people who want a game unencumbered by Denuvo's anti-tamper software or people who simply don't have the money, I don't think it would have much effect. Perhaps the truth is that the second and third groups of people make up such an insignificant portion of the publisher's target market that it isn't worth attempting to appeal to them. The question might be: "how do we convince more people to buy our game without noticeably degrading the experience for our current customers?"
Unfortunately, it seems to me that AAA companies are also mostly speculating, since no one is releasing DRM free to compare, so this has merely become "standard practice" really rather than something that's properly evaluated.
For example, most AAA games make most of their money from console sales where piracy is not possible (right?), PC itself is a niche in gaming FYI. So that does hint that DRM cannot be *that* important.
Also, DRM-free _could_ theoretically increase sales too. If N% of people pirate the game, but recommend it to others and that leads to M% more sales, there is nothing forcing N>M. If nothing, at least word of mouth from pirates does mean that the actual loss is less than N%.
90% of visual novel players don't buy the game (the game was bought 50,000 times, but the patch was downloaded 500,000 times) [External Link]
Most visual novels today are released without DRM. I can think of only one visual novel localizer today that releases the game encumbered with DRM. MangaGamer previously used Soft-Denchi for its DL releases about a decade ago, but didn't include it in physical releases. Their audience helped change their mind, and many other localization companies also followed suit and now only release DRM-Free editions. Even in Japan, most physical releases are unencumbered by DRM today, with some exceptions.
Johren, on the other hand, also localizes games into English but only releases them with always-online DRM for which you only get 3 activations, after which they tell you to purchase another license. They haven't released any numbers, and I doubt they will, but they're a much larger company than most localizers as a DMM operation. Many people openly express distaste for Johren for how badly they feel they're treated as a customer, however. Limited activation, always-online DRM is something that will incense most-everyone, I suppose.
These sources are clearly biased, but do with this information what you will. I think the only thing you can conclude is that it depends on the game. I've always thought the games that don't end up having their DRM circumvented are games that few people are interested in playing.
For what it's worth, visual novels are mostly released on Windows, but there are some console and mobile releases, so PC sales make up most of the overall sales.
But there is no data about what those numbers could have been with DRM; 100k sales and fewer pirates? 50k sales and fewer pirates? 40k sales and whatever pirates? Or did I misunderstand your comment?
GOG update their stance on DRM-free, Galaxy as 'optional' for single-player
19 Mar 2022 at 4:30 am UTC
Unfortunately, it seems to me that AAA companies are also mostly speculating, since no one is releasing DRM free to compare, so this has merely become "standard practice" really rather than something that's properly evaluated.
For example, most AAA games make most of their money from console sales where piracy is not possible (right?), PC itself is a niche in gaming FYI. So that does hint that DRM cannot be *that* important.
Also, DRM-free _could_ theoretically increase sales too. If N% of people pirate the game, but recommend it to others and that leads to M% more sales, there is nothing forcing N>M. If nothing, at least word of mouth from pirates does mean that the actual loss is less than N%.
19 Mar 2022 at 4:30 am UTC
Quoting: pleasereadthemanualI think we simply don't have data on this, so both of you are really just speculating. Unless some AAA publishers start publishing DRM-free and sales could be compared with those with DRM, and if enough of them do so to get statistical confidence in the results, best we can say is that we don't know if and how much DRM increases sales.Quoting: areamanplaysgameThe reason publishers pay top dollar for Denuvo is to increase their early sales, which tend to make up the most significant portion of their profits. Denuvo doesn't think that it's possible to prevent a game's copy prevention mechanisms from being circumvented forever, but that they can frustrate reverse engineers long enough to convince more people to buy the game.Quoting: Mountain ManThere's just too much pressure on the industry to keep games locked down despite the fact that DRM has done nothing to curb piracy in the slightest and only serves to inconvenience the honest paying customer.I don't think the data actually bear this out, at least in absolute terms. I think there is *some* deterrent effect to DRM on games, if only for the very brief period before it gets cracked, and that might amount to a relatively small but nonzero number of additional sales. On the whole I still think it is philosophically a shitty way to treat customers, but there is almost certainly a marginally legitimate reason it exists.
It would certainly be effective at convincing people who don't buy because they can get it for free to buy the game, but as for people who want a game unencumbered by Denuvo's anti-tamper software or people who simply don't have the money, I don't think it would have much effect. Perhaps the truth is that the second and third groups of people make up such an insignificant portion of the publisher's target market that it isn't worth attempting to appeal to them. The question might be: "how do we convince more people to buy our game without noticeably degrading the experience for our current customers?"
Unfortunately, it seems to me that AAA companies are also mostly speculating, since no one is releasing DRM free to compare, so this has merely become "standard practice" really rather than something that's properly evaluated.
For example, most AAA games make most of their money from console sales where piracy is not possible (right?), PC itself is a niche in gaming FYI. So that does hint that DRM cannot be *that* important.
Also, DRM-free _could_ theoretically increase sales too. If N% of people pirate the game, but recommend it to others and that leads to M% more sales, there is nothing forcing N>M. If nothing, at least word of mouth from pirates does mean that the actual loss is less than N%.
GOG update their stance on DRM-free, Galaxy as 'optional' for single-player
18 Mar 2022 at 12:06 pm UTC Likes: 3
18 Mar 2022 at 12:06 pm UTC Likes: 3
Quoting: dpanterGood news everyone! We will continue to make games compatible with future OSs and available for you for years to come.*Obviously Linux is not a *future* OS :D
*Spoiler, click me
Unless the OS is Linux of course, then we will continue to ignore you, fart in your general direction and revel in the tears of the several Linux gamers on the planet lolololoLLOLOLOL!!!!!11one
How Valve Can Make the Deck Verified Program Better
13 Mar 2022 at 4:22 pm UTC
13 Mar 2022 at 4:22 pm UTC
Quoting: LestibournesNo arguments there. I was just pointing out that's not a universal solution.Quoting: ShabbyXOlder games are more likely to work anyway, but Valve is likely focused on games that are popular or highly anticipated right now. They should be working with developers to have the games be tested like they are proper ports to a new console platform, even if that platform is Proton.Quoting: LestibournesI haven't read the article yet, but before reading it this is what my opinion is:To be fair, the majority of the games on Steam are too old for the developer to want to or even exist to do anything about it.
The big steps in verification should be:
1. The developer tests the game internally.
2. The developer submits the game for review.
3. Valve tests the game.
4. Valve either certifies the game or sends the developer back to step 1, with notes on why the game failed.
Steps 1 and 2 are missing from Valve's process.
Your idea only makes sense for games released in the last O(months) time.
How Valve Can Make the Deck Verified Program Better
13 Mar 2022 at 8:54 am UTC
Your idea only makes sense for games released in the last O(months) time.
13 Mar 2022 at 8:54 am UTC
Quoting: LestibournesI haven't read the article yet, but before reading it this is what my opinion is:To be fair, the majority of the games on Steam are too old for the developer to want to or even exist to do anything about it.
The big steps in verification should be:
1. The developer tests the game internally.
2. The developer submits the game for review.
3. Valve tests the game.
4. Valve either certifies the game or sends the developer back to step 1, with notes on why the game failed.
Steps 1 and 2 are missing from Valve's process.
Your idea only makes sense for games released in the last O(months) time.
Windows drivers roll out for Steam Deck but Valve won't support it
11 Mar 2022 at 8:21 am UTC Likes: 4
It's only Linux that once you install it, everything just works.
11 Mar 2022 at 8:21 am UTC Likes: 4
Quoting: asmoore82Also, exactly like installing windows right now. You install it, then half the hardware doesn't work until you download and install drivers (and wifi is one of them, so you need to boot to Linux to get the wifi drivers first :P).Quoting: gabberInstalling Windows in 2022 on the Steamdeck is like installing Linux 10-15 years ago. Some parts work, some don't.Also, exactly like installing Windows 10-15 years ago. Like 2 or 3 comments above you just said most people have no idea how difficult it can be to do a clean install of Windows especially with a retail disc and not an OEM disc. Especially 15-20 years ago!
It's only Linux that once you install it, everything just works.