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Du coup, avec une moyenne à 0.9%, ça fait environ du 1 million de personnes actives par mois sous Linux.
C'est pas si mal que ça pour une niche.
C'est pas si mal que ça pour une niche.
Ça aussi je plussoie, c'est assez pénible quand tu veux uploader une image sur le tchat
EDIT : Ah mais l'absence de drag & drop sur le tchat Steam c'est un bug spécifique à Linux ?
https://github.com/ValveSoftware/steam-for-linux/issues/6324
EDIT : Ah mais l'absence de drag & drop sur le tchat Steam c'est un bug spécifique à Linux ?
https://github.com/ValveSoftware/steam-for-linux/issues/6324
Je plussoie. C'est arrivé plusieurs fois qu'on me demande comment savoir si un jeu sur Steam était dispo nativement sur Linux. L'icône SteamOS (le logo Steam en gros) à côté des icônes macOS et Windows est super confuse.
« Dark Souls changed everything. »
Ouais j'aime bien l'idée aussi. J'y passais dessus de temps en temps quand c'était encore dans leur Steam Labs, et j'attendais qu'une chose c'est qu'ils rendent ça plus accessible depuis la bibliothèque (qui est forcément l'endroit le plus adapté)
« But even as the number of successes on Steam has increased, the number of failures has increased even more, both on an absolute and relative basis. For developers, that means just getting a game on Steam isn't anything close to a guarantee of being able to find a significant audience these days. For players, that means sifting through Steam storefront listings full of a lot of crap that apparently very few people want to buy. »
Tiens, le calculateur de steamdb montre le temps passé par OS.
Apparemment ça a été ajouté assez récemment dans l'api : « Valve has added per-OS playtime counting around September 2019, so the counts may be lower than expected. »
Et effectivement, pour 2271.8h au total, j'ai que 482h sur Linux (et 0 sur les 2 autres OS)
(et je pense que sur ces 2271h, je dois bien avoir plus de 2000h sur Linux et le reste sur Windows, c'est relativement récent que je joue *bcp* sur Steam (un peu plus de 3 ans je dirais, avant c'était plus occasionnel et bcp plus de DRM-free, et du mmo aussi (Lotro, Guild Wars 2))).
Apparemment ça a été ajouté assez récemment dans l'api : « Valve has added per-OS playtime counting around September 2019, so the counts may be lower than expected. »
Et effectivement, pour 2271.8h au total, j'ai que 482h sur Linux (et 0 sur les 2 autres OS)
(et je pense que sur ces 2271h, je dois bien avoir plus de 2000h sur Linux et le reste sur Windows, c'est relativement récent que je joue *bcp* sur Steam (un peu plus de 3 ans je dirais, avant c'était plus occasionnel et bcp plus de DRM-free, et du mmo aussi (Lotro, Guild Wars 2))).
« En décembre 2018, Valve avait alors établi le barème suivant : tout développeur dont le jeu atteint un chiffre d'affaires de 10 millions de dollars voit sa part des revenus augmenter à 75%, puis à 80% si le chiffre d'affaires atteint les 50 millions de dollars. »
Décision qui avait d'ailleurs été critiquée (à raison) par les indés qui pour la très très grosse majorité d'entre eux n'atteindront jamais à ces chiffres.
En gros Valve continue à se gaver sur les petits avec sa dîme de 30% (gaver pck la masse de pognon généré par l'ensemble des indés qui n'atteindront jamais ces chiffres ne doit pas être négligeable), et les plus gros se voit octroyer quelques privilèges. Sympa :/
Décision qui avait d'ailleurs été critiquée (à raison) par les indés qui pour la très très grosse majorité d'entre eux n'atteindront jamais à ces chiffres.
En gros Valve continue à se gaver sur les petits avec sa dîme de 30% (gaver pck la masse de pognon généré par l'ensemble des indés qui n'atteindront jamais ces chiffres ne doit pas être négligeable), et les plus gros se voit octroyer quelques privilèges. Sympa :/
Bon, c'est de la comm, mais j'apprécie quand même de voir que ça parle de Linux et qu'ils sont enthousiastes des évolutions de Proton. Même si je suis à peu près sûr qu'aucun journaliste qui relaiera le truc ne l'évoquera. :/
« anyway happy to be generating $1,000 they don't need for valve this december even though me and @NjordGamedev haven't had a car in over a year because we're too poor to get a new junker
my whole life would be so much better if valve matched EGS' 12% cut, or hell even if they dropped their cut to 20%, not to mention the lives of people working on stuff like lore finder
reminder that the difference between the 12% and 30% cuts would've meant that we would've made as much extra off midboss as lore finder got from its kickstarter campaign
you know who really makes money off of indie games?
- platform holders
- publishers
- marketing and PR firms
forgot porting companies but they often double up as publishers so eh ¯\_(ツ)_/¯
and of course valve reduces the cut, but only for games that are turning over 8 figures, giving a break to the wealthiest that gets passed on not to the developers who made those games, but in fat bonuses to CEOs
"For all sales between $10 million and $50 million, the split goes to 25 percent. And for every sale after the initial $50 million, Steam will take just a 20 percent cut."
love to see that corporate welfare and economic rent while small creators struggle
so anyway, that's it, that's my 2019 retrospective. it's been a shit year for lots of indie devs because valve screwed them with several bad algorithm changes and yet we're still giving them 30% while the rich fuckers get a sweetheart deal
check out my patreon or whatever https://www.patreon.com/sharkhugseniko
you can say there's too many indies or the games aren't good enough or whatever but fact of the matter is there's plenty of money to go around and devs are only getting the short end of the stick because of greed »
my whole life would be so much better if valve matched EGS' 12% cut, or hell even if they dropped their cut to 20%, not to mention the lives of people working on stuff like lore finder
reminder that the difference between the 12% and 30% cuts would've meant that we would've made as much extra off midboss as lore finder got from its kickstarter campaign
you know who really makes money off of indie games?
- platform holders
- publishers
- marketing and PR firms
forgot porting companies but they often double up as publishers so eh ¯\_(ツ)_/¯
and of course valve reduces the cut, but only for games that are turning over 8 figures, giving a break to the wealthiest that gets passed on not to the developers who made those games, but in fat bonuses to CEOs
"For all sales between $10 million and $50 million, the split goes to 25 percent. And for every sale after the initial $50 million, Steam will take just a 20 percent cut."
love to see that corporate welfare and economic rent while small creators struggle
so anyway, that's it, that's my 2019 retrospective. it's been a shit year for lots of indie devs because valve screwed them with several bad algorithm changes and yet we're still giving them 30% while the rich fuckers get a sweetheart deal
check out my patreon or whatever https://www.patreon.com/sharkhugseniko
you can say there's too many indies or the games aren't good enough or whatever but fact of the matter is there's plenty of money to go around and devs are only getting the short end of the stick because of greed »
« I was convinced after this meeting that the entire concept of a "Steambox" wasn't something all of Valve supported.
This was one of the key issues I had working at Valve. The culture was utterly paralyzing. Even something obvious like adding CSM shadows to CS:GO was a controversial decision that another group didn't support. You were damned if you did, damned if you didn't sometimes.
Ultimately either Gabe or a key external event had to catalyze or force the company into committing to do *something* and ship it. If Atman/Abrash/etc. hadn't quit (right before me) to go to Oculus/Facebook, they wouldn't have done Vive.
Most of the senior employees optimized for lowest anxiety and lowest career risk, because they wanted to not be fired on the next bonus/review cycle. If you scale this up to hundreds of devs, it leads to stagnation and indecision/deadlock across the entire company.
They key event that convinced me to personally quit ASAP was around the time they did a massive random purge (including Jeri Ellsworth and Rick Johnson). They piled the entirety of the Linux test lab's computers - all of them - into a corner in a room. Just a huge mess.
This was done while we were still trying to test on multiple Linux desktops, and while we were still trying to work out how to port various Source1 games to AMD/Intel GPU's. It caused a huge amount of stress to us on the Linux effort. It was like a tornado came through.
I decided that any company that would do this to its employees wasn't a healthy place to work at. Something was deeply wrong there. A lot more than this went into my decision to leave, but this was a key event.
By the way, every single Valve employee who used to text me and tell me "oh Valve has changed - your perspectives aren't relevant now - everything's awesome now!" has been fired. Every single one. LOL.
So please, stop texting me. You will be fired eventually. »
This was one of the key issues I had working at Valve. The culture was utterly paralyzing. Even something obvious like adding CSM shadows to CS:GO was a controversial decision that another group didn't support. You were damned if you did, damned if you didn't sometimes.
Ultimately either Gabe or a key external event had to catalyze or force the company into committing to do *something* and ship it. If Atman/Abrash/etc. hadn't quit (right before me) to go to Oculus/Facebook, they wouldn't have done Vive.
Most of the senior employees optimized for lowest anxiety and lowest career risk, because they wanted to not be fired on the next bonus/review cycle. If you scale this up to hundreds of devs, it leads to stagnation and indecision/deadlock across the entire company.
They key event that convinced me to personally quit ASAP was around the time they did a massive random purge (including Jeri Ellsworth and Rick Johnson). They piled the entirety of the Linux test lab's computers - all of them - into a corner in a room. Just a huge mess.
This was done while we were still trying to test on multiple Linux desktops, and while we were still trying to work out how to port various Source1 games to AMD/Intel GPU's. It caused a huge amount of stress to us on the Linux effort. It was like a tornado came through.
I decided that any company that would do this to its employees wasn't a healthy place to work at. Something was deeply wrong there. A lot more than this went into my decision to leave, but this was a key event.
By the way, every single Valve employee who used to text me and tell me "oh Valve has changed - your perspectives aren't relevant now - everything's awesome now!" has been fired. Every single one. LOL.
So please, stop texting me. You will be fired eventually. »
Pas besoin de leur sdk, mais je garde de côté pour l'accès ssh :
« You may need to enable ssh access to the Steam Link for advanced debugging. You can do this by putting a file called enable_ssh.txt on a FAT32 USB drive under \steamlink\config\system, inserting it into the Steam Link and power cycle the device.
The root password is steamlink123 and should be changed using the passwd command the first time you log in.
SSH access will remain enabled until a factory reset. »
« You may need to enable ssh access to the Steam Link for advanced debugging. You can do this by putting a file called enable_ssh.txt on a FAT32 USB drive under \steamlink\config\system, inserting it into the Steam Link and power cycle the device.
The root password is steamlink123 and should be changed using the passwd command the first time you log in.
SSH access will remain enabled until a factory reset. »