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00:00Our intent is that if you're using the Steam Machine and the controller together,
00:03you have essentially the same experience as a Steam Deck.
00:10Our ultimate goal is to make the process of playing your games as easy as possible.
00:17You know, there's a lot of ways we did that.
00:18So obviously the first thing is just make it faster to get back into your games.
00:22We heard a lot of good feedback on the fast to spend resume from Steam Deck.
00:26Steam Machine has that as well.
00:27So you're able to pause your games and kind of come back even days later
00:31and basically jump right back exactly where you were.
00:34But we also added something where the software bits like the OS and the games
00:39and the Cloud Sync updates in the background for you.
00:42So the game is always ready to play whenever you come back to it.
00:46That's something that we want to do with Steam Deck as well.
00:49It's just with Steam Deck, giving it being a battery-powered device.
00:53It's a little bit more challenging because, you know,
00:55we don't want it to be burning a lot of power in suspend mode.
00:58It's a little bit easier on machine as it's always plugged in.
01:01And, you know, the thing like Steam Deck Verified,
01:03it looks like a great example of that, right?
01:05So people can sort of know whether the game is going to run
01:09without having to do a bunch of research, et cetera.
01:12Your carousel is always showing you the last game you played.
01:15So really, there's a theme here of how do we get you playing as fast as possible?
01:22And we kind of just go through the whole process
01:24and eliminate all those friction points.
01:27Another one actually is the CEC support, right?
01:29So Steam Machine also can wake up your TV and your soundbar
01:34and set all those channels for you just by a single button press,
01:37again, to kind of get you playing.
01:40Now waste any precious time you have for gaming
01:42and just get you there playing as fast as possible.
01:44Of course, all the elements from Steam Deck
01:46and the general SteamOS experience are there.
01:49So you don't have to update drivers.
01:51You know, everything's always ready for you to play.
01:54There's no third-party software required.
01:56You can just get directly into your games.
01:58One thing that we're doing as well is
02:00you have tools from outside the game to control performance.
02:03You can control the internal resolution
02:05and the external resolution of the games
02:07from the operating system.
02:08So, you know, if you want to change the performance level,
02:11you can easily do that from convenient knobs
02:14inside the Steam UI settings
02:16and also the same quick access menu
02:18with all the performance settings,
02:21frame rate limit, and all that stuff
02:22exists in SteamOS just in the same way.
02:25Something that happened shortly after Steam Deck released
02:28was that a lot of games started detecting
02:31that they were running on Steam Deck
02:32to pick exactly the right default settings, right?
02:35For an experience that the game developer considered balanced,
02:38which is a pretty small amount of work for a game developer.
02:40We expect the same thing will happen with Steam Machine
02:42and we'll be providing APIs and Steamworks
02:44so that game developers can detect
02:46what platform they're running on
02:47to be able to have the right amount of, you know,
02:51detail settings and that corresponds
02:52to the balanced experience that they have in mind.
02:54We definitely want the default experience
02:56to be as easy and friction-free as possible.
03:00But we also love tinkering.
03:02You know, we're tinkers ourselves.
03:04We definitely made sure that the Steam Machine
03:07is designed with that in mind.
03:08You absolutely do not have to.
03:10You don't have to do anything.
03:11You can just play your games.
03:13But if you would like to mod and tinker
03:15and do all that kind of stuff,
03:17we definitely want to support you
03:19and make sure you also have a good experience that way too.
03:22You know, between having shipped a Steam Deck
03:24and having made a lot of progress
03:26on game catalog compatibility
03:28with developing Proton and all that,
03:30it felt like it was the right time.
03:32You know, we had done a bunch of different
03:35shaped PCs back in the day
03:36and we worked with third parties.
03:38It told us a lot about what was working well,
03:42you know, the experience of getting into your game
03:45and getting the PC experience into the living room.
03:48We were pretty happy with how that went.
03:50But the process by which game developers
03:53had to do some work to port their games over,
03:57we looked back at that
03:58and it didn't seem like the right model, right?
04:00So we started working on Proton
04:01and made a lot of improvements there
04:04to try and get to the point
04:06where games would just run
04:07without needing any of that extra work.
04:10Or if any work was needed,
04:12we wanted that work to be additive to the experience.
04:15So when folks do any work
04:18to get to the Steam Deck verified stage,
04:21it's usually work that, you know,
04:23either improves text legibility on smaller displays
04:27or is going to make the game run better
04:28on lower end PCs.
04:30Stuff that helps everyone, right?
04:32We think we came far enough along
04:34with our work on the, you know,
04:36the OS and the compatibility layer.
04:38And there has been enough of that work
04:39on the game developer side
04:41to get all those games working well
04:42that it just felt like the right time.
04:44In a lot of ways,
04:45the Steam Deck kind of proved that to us,
04:47like the reception that we got from Steam Deck.
04:49People obviously love the portability
04:51and the handheld form factor.
04:53But one of the big pieces of feedback we got
04:54was that they also just love Steam OS
04:56and the convenience of Steam OS.
04:58And just getting that feedback
04:59essentially proved to us
05:01that we finally have the pieces needed
05:04to make the original vision of Steam OS a reality.
05:07Yeah.
05:08In fact, to some extent,
05:10that's already the case today.
05:11And we've seen enthusiasts in the community,
05:14both folks with existing products,
05:17like other handhelds,
05:18but also people bringing their own PCs
05:21actually get some measure of success
05:23installing Steam OS from, you know,
05:25the Steam Deck recovery image
05:27because we've been continually expanding
05:29hardware support so that, you know,
05:32you would have a better chance of success.
05:34So I think to some extent that's already happening,
05:36but definitely just like Steam Deck paved the way
05:40for Steam OS on a variety of third-party handhelds,
05:42we expect that Steam Machine will pave the way
05:45for Steam OS on a bunch of different machines
05:48in either similar form factors,
05:51different perf envelopes,
05:52different segments of the market,
05:53and get to a good outcome there.
05:56We definitely want to encourage people
05:58to try it out on their own hardware,
06:00and we'll be working on expanding
06:02hardware availability over time as well,
06:04or hardware support for the drivers
06:06and the base operating system.
06:09I mean, just last week,
06:10we fixed something that was preventing us
06:12from booting on the very latest AMD CPU platforms.
06:16Last month, we added support
06:17for the Intel Lunar-like platforms.
06:20You know, we're constantly just adding support
06:23and improving performance,
06:26and we want it to, you know,
06:29be at the point where at some point
06:30you can install it on any PC,
06:32but there's still a ton of work to do there.
06:34The mandate that we had was
06:36you need to be able to play every game on Steam
06:38or at least have enough performance
06:40to play every game on Steam
06:42at 4K 60Hz when using upscaling.
06:46And so that was kind of like the important thing
06:49because we didn't want people to worry about
06:51whether their Steam machine supports
06:53whatever game they're playing.
06:53We just wanted it to be a pretty simple message
06:55that yes, if it's on Steam,
06:57this device will have enough performance
06:58to play it at these settings.
06:59But we obviously also wanted
07:00to make the device affordable, right?
07:02Like, we understand that affordability
07:04is really important,
07:06so we kind of kept that in mind
07:08and made sure that it's a device
07:09that's going to be reachable
07:10for a lot of people.
07:12And another piece of information
07:14that we always had available
07:15is the Steam hardware survey.
07:17You know, we can essentially look
07:18at everybody's, you know,
07:19everybody's devices.
07:20We understand what the median performance
07:23looks like for people.
07:24We understand where the Steam machine
07:25is going to be positioned relative to those.
07:28Essentially, we think it's going to be
07:29a great upgrade path for a lot of people,
07:32especially people who are on older machines.
07:35You know, a really easy, simple way
07:38to kind of get more performance
07:39and get back into PC gaming.
07:41It's really the same idea as the Steam Deck.
07:45I think it was really important to us
07:47that the level of performance
07:49and experience that you get
07:50is the same across the board,
07:52so that it's simple for developers to target,
07:55and it's simple for users
07:58to pick what platform they want to use.
08:01We think it'd be not a goal
08:02for a lot of different performance options
08:05to exist and for the first step
08:07to be for a user to have to figure out
08:11what can run on what, right?
08:13And so just like Steam Deck,
08:15every single Steam Deck
08:16has the same level of performance
08:17and can run all the games on Steam
08:19and all the games that are Steam Deck verified.
08:22It was really important to us
08:23that, you know, even just the initial process
08:27of figuring out a Steam Machine
08:28as a product for you
08:29wasn't already laced
08:31in a bunch of different choices
08:33based on what games you have to leave behind
08:35or other choices like that.
08:37So I think the unified performance spec
08:38is actually a strength
08:40of the product offering there.
08:42Obviously, Steam Machine
08:44is something we've been thinking about
08:45for a while.
08:46We've been at it for quite a bit longer
08:47than the Steam Deck.
08:49It's been on the back of our minds, right?
08:50But in terms of the Steam Deck docked experience,
08:54we get a lot of feedback
08:56just organically from users
08:57talking between themselves
08:59on discussion forums
09:00or just, you know,
09:01doing game reviews
09:02that are happening on Steam Deck
09:04and other things.
09:05And we've seen a lot of feedback
09:07saying that the experience
09:09around getting in and out of game
09:10and what they, you know,
09:12how it's connecting to the TV, CC,
09:14all that was working really good.
09:15They just wish that they had,
09:17you know, a little bit more crispness
09:18and graphics horsepower to work with.
09:20And so that definitely helped us
09:22dial the right level of performance
09:24to get there.
09:26But it also informed, you know,
09:29things like the Steam Controller
09:30because we got the feedback
09:32that folks that were working,
09:35you know, back from a docked deck,
09:38we were sometimes missing
09:39some of the inputs they needed
09:40to play the same games
09:41that they could play in handheld mode
09:42and which informed, you know,
09:44development of the Steam Controller as well.
09:46We don't have a ton of detailed data
09:48on, like, what's happening
09:49with the Steam Deck in real time,
09:51but we have things like
09:52the Steam Hardware Survey.
09:53And when we look at that,
09:55you know, it's between 10% and 15%
09:57of Steam Decks at a given time
09:58are connected to an external display.
10:01So that's about what we're looking at
10:03in terms of docked use,
10:05which for us is encouraging enough
10:06that, you know, we think a product
10:08like the Steam Machine
10:09makes sense as well.
10:10The fact that so many people
10:12are opting for that experience
10:13is just proof that the software experience
10:17is already good enough
10:19that people are opting into it.
10:20So it's really more about, like,
10:22proving to ourselves that,
10:24yes, the experience
10:25is already really good.
10:26We just had to kind of
10:27make it even better,
10:28push over the line
10:29and deliver it to those people.
10:30That's kind of what is so important
10:32to us about the Steam Decked experience.
10:35It's just kind of a proof of existence
10:36of Steam OS being ready
10:38to be played on a big screen, basically.
10:40You know, we're basically using
10:41a 2.4 gigahertz protocol.
10:43It's a proprietary protocol.
10:45What we did is to kind of simplify it
10:47and remove as much of the overhead
10:49as we can, right?
10:50Like, you know, the closest
10:52and analogous thing
10:54would probably be Bluetooth, right?
10:56Which is also 2.4.
10:57But for us, because we control
11:00both the transmitter side
11:02and the receiver side,
11:04and we basically have a single use
11:06or single profile, right?
11:08We can just kind of make it as lean
11:10and as simple as possible
11:12or remove as much overhead as we can
11:13so that, you know,
11:15you're transmitting the minimum number
11:17of packets possible
11:18as fast as possible,
11:19and we are able to get
11:22to a 4 millisecond polling rate,
11:24I remember?
11:25Yeah, the polling rate internally
11:26is low,
11:26but I think our actual
11:28real-world latency numbers
11:31that we're showing
11:32is like 80 millisecond,
11:33which we consider best in class.
11:35I think it's really high performance there.
11:39But more importantly,
11:40compared to Bluetooth,
11:41where the latency gets doubled
11:43every time you add a controller,
11:45our performance remains consistent
11:47even with up to 4 controllers per puck,
11:49and then you can add more pucks
11:50if you want.
11:52So we're really proud
11:53of being able to maintain
11:54that 8 millisecond effective latency
11:56even with multiple controllers,
11:58and so that's what
11:59the wireless puck protocol
12:00is all about.
12:01Say you buy the Steam Machine
12:03plus Steam Controller bundle,
12:04you're going to have a puck
12:06in that bundle, right?
12:07And the Steam Machine
12:08already includes
12:09the receiver in it.
12:10So then it opens
12:12some interesting options,
12:13like the one we're demoing here,
12:14where you have the puck
12:16by the couch,
12:16and you can just use it
12:17like a charging station
12:18while the controller
12:19is connected wirelessly.
12:20But what I expect
12:21a bunch of people will do
12:23is they'll connect the puck
12:24to their desktop computer,
12:26and the pairing information
12:27will be on both,
12:28and you'll just be able
12:29to seamlessly switch
12:30the controller
12:31between your Steam Machine
12:31and, you know,
12:33the desktop PC you might have
12:34without needing to go
12:35into any UI
12:36or reprogram anything.
12:38The Steam Machine
12:38is also going to have
12:39a verified program.
12:41Our intent is that
12:41if you're using
12:42the Steam Machine
12:43and the controller together,
12:44you have essentially
12:45the same experience
12:46as the Steam Deck,
12:48where the Steam Store
12:48guides you to games
12:50that we know
12:51from testing
12:52that every part of the game
12:54will be playable
12:55with correct,
12:55acceptable performance,
12:57but also every dialogue,
12:58every feature of the game
12:59will be accessible
13:00with the controls
13:01that you have
13:01at your disposal.
13:02In fact,
13:02a lot of those testing,
13:03those test criterias
13:05will be common
13:06between Steam Deck
13:07and Steam Machine
13:07because things like
13:09Steamwise compatibility,
13:10you know,
13:10any sort of proton bugs,
13:13you know,
13:13that could be causing
13:14issues in the experience
13:16will be common
13:17across those platforms.
13:18But things like performance
13:19will be tested
13:20individually per product,
13:22and so we'll be able
13:22to tell you,
13:24you know,
13:24if a new game
13:25that comes out on Steam
13:26that might not necessarily
13:27be a great experience
13:28on Steam Deck
13:29is going to be playable
13:30on Steam Machine.
13:31Just clarify,
13:32like,
13:32there'll be separate badges
13:33so be clear
13:34whether this is
13:35a Steam Deck verified
13:36or Steam Machine verified,
13:38etc.
13:38Definitely,
13:39the pairing
13:40with Steam Machine aspect
13:41is,
13:42you know,
13:43as you could observe,
13:44it's a strong pairing,
13:46right?
13:46The experience is nice
13:47when you have
13:48all the controls
13:49that you need
13:49to play
13:50all the games on PC
13:51and you can,
13:52you know,
13:53navigate through
13:54launcher screens
13:55and you can easily
13:56do everything
13:57that you need to do
13:58just like you could
13:58on, say,
13:59the Deck touchscreen
14:00or with the trackpads
14:01and so on.
14:02For sure,
14:02we think it's part
14:03of that experience,
14:04but for us,
14:05the Steam Controller
14:06is,
14:07like,
14:07the scope of it
14:08is a little bit
14:08larger than that
14:09because just like
14:10the first Steam Controller
14:11was a great peripheral
14:13if you're just sitting
14:14at your desk
14:14and just wanted
14:15to lean back
14:15and, you know,
14:17play games that were made
14:17for mouse and keyboard,
14:19I think there's a lot
14:19of people on a desktop PC
14:21that will get great use
14:22from the new Steam Controller
14:23as well
14:24because you might be
14:25playing games
14:25that are control-enabled
14:26but now you're able
14:28to, you know,
14:29all tap to your desktop
14:30and interact with it
14:31in ways that you
14:31couldn't really,
14:32at least not as comfortably
14:34with other controllers,
14:35right?
14:36And similarly,
14:37there's a lot of
14:37remote play use cases
14:38where you might enjoy
14:39the extra inputs
14:40or just being able
14:42to just have
14:42higher performance aiming,
14:44you know,
14:45and responsiveness.
14:45So I think for us,
14:47a next generation
14:47Steam Controller
14:48that not only was able
14:50to play all the games
14:51on PC
14:51but also had
14:52the approachability
14:53of a regular controller
14:54is something
14:55we had been thinking about
14:56and I was like,
14:58we did it in a deck
14:59and for us
15:00that really showed
15:01that it was possible
15:02just the same
15:03as, you know,
15:03a lot of these
15:04other things
15:04that we've discussed
15:05around Steam Machine
15:06and all that.
15:07It was the right time
15:08to make it standalone
15:09but definitely
15:11the controller,
15:12great pairing
15:13with Steam Machine
15:13but also with
15:14a docked deck,
15:15desktop PC
15:16and really anything
15:17that runs Steam
15:18we expect that
15:19there might be a reason
15:20that someone would want
15:21to use the new Steam Controller
15:22with it.
15:23For someone that's
15:24really used to gamepad,
15:26right,
15:26and has a lot of experience
15:28with a traditional gamepad,
15:30the Steam Controller
15:31has all of the same controls
15:33at all of the same
15:34familiar places
15:35but in addition
15:37it has high quality
15:39next generation
15:40magnetic thumbsticks
15:41that offer
15:42superior feel
15:43and good performance
15:45over time
15:46and small dead zones,
15:47right?
15:48In addition to that
15:49it has four grip buttons
15:51that you can use
15:52to use, for example,
15:54ABXY
15:55while you're still aiming
15:56with a stick
15:56so you can reload
15:57while sprinting
15:58and you can do,
15:58you know,
15:59you don't have to use
15:59claw grip
16:00if you're playing
16:00as Souls-like.
16:02There's a lot of advantages
16:03that are immediately there
16:04even if you're just using it
16:05like a normal,
16:06like a traditional controller
16:07but then in addition to that
16:09we have things like
16:10our new Haptics Feedback
16:13that is now able
16:14to also do rumble
16:16and very high definition
16:17so we're pretty excited
16:19about that.
16:20We think it's an advancement
16:21in, you know,
16:22in feedback and rumble.
16:23We have the trackpads
16:24that are able
16:25to augment
16:26your aiming experience,
16:29right,
16:29and be more comparable
16:29to keyboard and mouse.
16:31You can,
16:32you have the full power
16:32of Steam inputs,
16:33you have a lot of macro buttons,
16:34you can have,
16:36you know,
16:36a 16-way menu
16:37on the left trackpad
16:39that displays on screen
16:40that lets you play
16:41a PC game
16:42that has lots of hotkeys
16:43for example.
16:44So there's a lot
16:45of extra things there
16:46and of course
16:46motion controls
16:47is something
16:48that we've been exploring
16:49and developing
16:50since the early days
16:51of the first Steam controller
16:52and we have a lot
16:53of features
16:54in the new Steam controller.
16:56Not only are
16:57the thumbsticks
16:58capacitive
16:59so they detect
17:00when they're touched,
17:01so are the trackpads
17:02and so are the new grip sensors
17:03on the back
17:04of the controller.
17:05All of those
17:05can be used
17:06to seamlessly toggle
17:07motion controls
17:08on and off
17:09which lets you,
17:10you know,
17:10do ratcheting
17:11and aim correcting
17:12in a way
17:13that isn't really there
17:14when you only have
17:15the gyro
17:16but no easy way
17:17to toggle it
17:18or if you have to use
17:19one of the main buttons
17:20on your controller
17:20to toggle it,
17:21it's quite a bit
17:22of a different experience.
17:23So I think
17:24all of these things together,
17:26you know,
17:26there's a lot of
17:27different reasons
17:27like everything on PC,
17:28it's a,
17:30I think every user
17:31will have one
17:32of these reasons
17:32that maybe
17:33they're using
17:33a controller for
17:34or they will find
17:35new ones
17:35we haven't even thought of
17:36but I think
17:37that's it at a glance.
17:39I actually do
17:39want to add one thing
17:40which is
17:41the wireless connectivity
17:42on Steam Controller
17:43when used
17:44with the puck
17:44is probably
17:46best in class,
17:47it was really good,
17:48super low latency,
17:49really fast,
17:50really responsive
17:50and pretty robust
17:52through a variety
17:53of wireless experiences
17:55and you can use
17:56this for charging
17:57magnetically really easy
17:58so that's another
18:00thing that we think
18:01is really cool
18:01about the Steam Controller.
18:03Yeah,
18:03the battery life
18:04was always
18:04a very important part
18:05even on Steam
18:06for the first Steam Controller.
18:07I think just like
18:09Izan was talking about
18:10with, you know,
18:11budget and pricing
18:11for Steam Machine,
18:13power usage
18:13is very much something
18:14that you have to keep
18:15in mind
18:16throughout the development cycle
18:17so every time
18:18we're thinking about
18:19firmware,
18:19new features,
18:20what kind of sensors
18:21are on,
18:22we're always thinking
18:22about power usage.
18:23It's actually one of the,
18:25that was one of the factors
18:26that made us select
18:27this particular
18:28magnetic stick
18:29because the power usage
18:31was also very conducive
18:33to having high
18:33battery life.
18:34I think we're saying
18:3535 hours?
18:36Yeah.
18:37Yeah,
18:37it's obviously
18:38going to depend
18:38significantly
18:39on what you're doing,
18:40right,
18:40like the haptic motors
18:41do consume a lot of power
18:43but we think
18:44the 35 hours
18:45would represent
18:45a pretty
18:46conservative estimate
18:48like that would
18:48probably include
18:49a lot of haptic
18:49and trackpad use
18:52if you don't use those
18:53you'll probably get
18:54significantly more
18:54than that as well
18:55which we think
18:5635 hours
18:57is a pretty great
18:58place to be
18:58and we think
18:59most people
19:00get more than that.
19:01You know,
19:01it's as easy
19:02as you want it to be
19:03so by default
19:04we expect
19:05that people
19:06will just have
19:07a good experience
19:08out of the box
19:08because of
19:09all the work
19:10we've done
19:10on Steam Input
19:11the developers
19:12can set
19:13a Steam Input template
19:14the community
19:15can contribute
19:16to a lot
19:17of configurations
19:18a lot of folks
19:19will never have
19:20to go deep
19:21in the menus
19:22and change anything
19:23and the template
19:24that will be
19:25selected by default
19:26or in other
19:26base configurations
19:27that they select
19:28will do what
19:29they want
19:29out of the box
19:30but for folks
19:31that want to
19:32customize that
19:32there's
19:33a lot of menus
19:34you can get into
19:35to customize
19:36every aspect
19:37of the experience
19:37every binding slot
19:39could be remapped
19:40to any keyboard
19:41or mouse
19:41or controller binding
19:42every sensitivity
19:44response curves
19:45haptic feedback
19:47setting
19:47can be configured
19:48on pretty much
19:49every single aspect
19:50of the controller
19:50so if you're trying
19:52to customize things
19:53reverse things
19:54left to right
19:55if you're trying
19:56to use Southpaw
19:57if you're trying
19:58to have a multi-step
19:59trigger with different
20:00bindings
20:00with different levels
20:01of haptic feedback
20:02if you're trying
20:03to be programmable
20:04and have the controller
20:05switch modes
20:05based on what mode
20:07the game is in
20:08you can do all that
20:09and that whole ecosystem
20:11has existed for
20:12you know
20:1210 plus years
20:13at this point
20:14so there's
20:15a vast array
20:16of features
20:17that are being used
20:18by enthusiasts
20:19to create configurations
20:21that folks
20:22that are not
20:23enthusiasts
20:23can just consume
20:24and then they're good
20:25to go out of the box
20:26so we're pretty excited
20:28this is all
20:28Steam input
20:29and the Steam controller
20:30will just be
20:31the latest addition
20:32in what's supported
20:33by Steam input
20:33that configuration
20:35though is
20:36you know
20:37larger scope
20:37than it
20:38it affects any
20:39third-party controller
20:39and is available
20:40right now on Steam
20:41Steam newer
20:42on Steam
20:46Steam
20:46basically
20:47that's all
20:47and
20:48in what I'll see
20:49in build
20:50that's
20:50in
20:51in
20:52Newcastle
20:54and
20:55this is
20:55in
20:56the
21:04classic
21:06channel
21:06is
21:07the
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