A sheep steals the show in the new ‘Ratchet & Clank’ movie trailer
Look at that sheep. Just look at it. Adorable, confused and fluffy — a trifecta of cute cuddliness. Ratchet and Clank each come close, but it’s really no contest. Sorry, guys.
Ratchet & Clank is set to invade the silver screen on April 29, 2016, and today in a new trailer, we get a closer look at the movie’s sense of humor. Unsurprisingly (or for the cynics among us, very surprisingly), it feels a lot like the Ratchet & Clank games — silly, action-packed and full of wild alien creatures. The film stars series veterans James Arnold Taylor as Ratchet and David Kaye as Clank, alongside Paul Giamatti, Rosario Dawson, John Goodman and Sylvester Stallone. In related news, the remastered and expanded PlayStation 4 version of Ratchet & Clank is due in spring 2016, alongside the film’s release.
http://trailers.apple.com/trailers/embed/ratchetclank/trailer/index.html
#RatchetandClankmovie trailer is here! Be sure to chk it out now exclusively with @iTunesTrailers http://t.co/ujHeN1VeKu
— Ratchet and Clank (@RatchetMovie) October 15, 2015
Source: Apple Trailers
Playdate: Trying out Steam Machines and Valve’s new controller
For years, Valve’s been teasing us with the promise of a new kind of gaming device: a PC that lives in your entertainment center, outperforms traditional consoles and has more games available for it than you can count. Now it’s finally here: I have a Steam Machine in my house, and I’m going to share it with you. Join me and Tim Seppala as we put the Alienware Steam Machine, its Linux-based SteamOS and the Valve Steam Controller through their paces. The fun starts right here in this post, on Twitch.tv/joystiq and on the Engadget gaming homepage at 6PM ET (3PM PT).
http://www.twitch.tv/joystiq/embedWatch live video from Joystiq on www.twitch.tv
YouTube Gaming update lets users livestream gameplay
It seems like Google’s been hard at work behind the scenes, as they today announced an updated version of their YouTube Gaming app. This comes after the initial announcement of the release of YouTube Gaming, an Android and iOS app that allows anyone to record their screen and livestream it to prospective viewers.
The update, released today, highlights the livestreaming capabilities that is now available to users to publicly use. The app is available for download in both the US and UK, and comes with a host of several new options and features:
(Excerpt from Official YouTube Blog)
- More easily see when there are live streams for games in your collection
- Easier video bookmarking with Watch Later
- Improved performance and a redesigned watch page on gaming.youtube.com
- Better search navigation on iOS by remembering your previous searches
- Import existing subscriptions anytime from YouTube via Settings
You can download the Android version here, and the iOS version here.
This may also mean that we at AndroidGuys might have a few videos lined up for you. What suggestions do you have? Let us know in the comments! And stay tuned, of course…
Source: Official YouTube Blog
The post YouTube Gaming update lets users livestream gameplay appeared first on AndroidGuys.
‘Fallout 4’ live-action trailer brings the wasteland to life
With less than a month to go until Fallout 4′s November 10th release, Bethesda has debuted a new live-action trailer to whet your appetite for some post-apcocalyptic wandering. Fallout 4 will feature the series’ most in-depth character creation yet, Bethesda said earlier this year, and it’ll sport a new dynamic dialog system that actually lets you walk away from dull conversations. The blend of real-world environments with Fallout models works really well for the trailer. Really, though, it just makes us long for the days when actual game environments can look that good. We’ll get there, someday.
Valve wants the Steam community to build its own controllers
Valve is all about fan service. And with “over 125 million active users” in its Steam base, that’s a lot of varying expectations to meet. This month, the secretive Bellevue, Washington-based video game developer (Portal, Half-Life) is about to finally bring to market a suite of its Steam Machines, a console-like living room solution for its PC-gaming base. The hardware rollout’s been a long time coming for Valve — the original Steam Machine announcement was made back in September 2013 — but at least one aspect of it has been very public: the evolution of the Steam Controller. And its design is about to, quite literally, be put in the hands of consumers.
“Anytime we’ve let the community get involved in the construction, the creation, the modification of things we’ve created, it always worked out fantastically,” says Valve designer Robin Walker, speaking at the company’s headquarters. “It was always better. It would be utterly bizarre if, for some reason, that wasn’t the case for hardware.” Slideshow-330222
Two years ago, when Valve first unveiled its preliminary design for the Steam Controller, the company arranged for a limited beta, giving out 300 prototype units to the lucky chosen few of its Steam user base. While feedback from that beta no doubt informed the many iterations Valve ushered out over the past couple of years, much of its original vision has been left out of the final design. The current retail version of the Steam Controller includes two clickable trackpads (one with an integrated d-pad “to support backwards compatibility” with the Steam catalogue and one for high-precision aiming); standard A, B, X, Y buttons; left and right shoulder buttons and triggers; two clickable pads on the back; and a left thumbstick. Valve’s ideal, however, would look a bit different. Namely, it’d lose the left thumbstick, something it’s included as a legacy feature. Adds Walker: “The [inclusion of the] thumbstick was another one where a lot of this is about transition and so when people sat down and had no thumbstick … that transition was harder. … We hear from people that’ve used [the controller] a bunch. A lot of times they often hit the point where they say they just prefer to use the pads all the time.”
“Anytime we’ve let the community get involved in the construction, the modification of things we’ve created, it always worked out fantastically”
— Robin Walker, Valve
Valve would also like to bring back the clickable, high-resolution touchscreen introduced in the first prototype. “Active screens on the controller — we think, probably long-term — will be something that’ll be interesting,” says Valve designer Erik Johnson of future Steam Controller iterations. Although, that said, both Johnson and Walker acknowledged the difficulties in directing a player’s attention to and away from that controller-mounted screen.

The good news is that Steam users that aren’t quite pleased with Valve’s final controller design won’t have to grin and bear it when it’s released this month. The company’s aware that there’s no one form factor ideally suited to the hands of its massive Steam base and so it’s looking to crowdsource the design and even provide the components. “We want to empower the community to get to the point where the community starts doing these things,” says Johnson. “So things like creating a workshop for the form factor … we’ll provide all of the CAD files, so if you wanna get in there and start messing with things. Long term, I think we’d like to sell you all of the electronics inside as a separate thing if you wanna do that because you wanna go and build a completely different-looking one, but you don’t wanna have to worry about the electronics.”
It’s an ambitious initiative, no doubt, which is why Valve aims to take it slowly, dealing with the reception of its first batch of Steam Machines and controller before delving into a community-focused hardware push sometime next year. “We have kind of an unusual approach to how our manufacturing with this works, and it’s mainly around flexibility. So if we decide that … the controller is going to evolve in some direction, it’s pretty straightforward for us to change the way that we’re building them,” says Johnson.
The Alienware Steam Machine: finally, a gaming PC for the living room
I laughed when the rumors started back in 2012: “Valve is building a PC-based game console for living rooms.” Sure it is, I thought. Imagine my shock when “Steam Machines” turned out to be real. The project promised a bizarre, revolutionary controller, a Linux-based operating system designed specifically to play PC games and in-home game streaming for titles that required Windows to run properly. The proposal was unbelievable, but it’s finally here; it’s real; and it will ship to customers in early November. As of today, I have an Alienware Steam Machine nestled in my entertainment center that delivers on almost everything those original rumors promised. Let’s talk about that.
Note: Valve says it plans to continue rolling out software updates ahead of the Steam product family’s official launch on November 10th. We plan to update our story as these new features come out. We will also hold off on assigning the Alienware Steam Machine a numerical score until the final hardware goes on sale.
Hardware

If the Alienware Steam Machine looks familiar, it’s probably because it has the exact same chassis as another PC built for the living room: the Alienware Alpha — the unofficial Steam Machine Dell launched without Valve’s support late last year. Dell classifies these PCs as different products, but they’re mostly separated by their operating systems: Windows 10, for the Alpha and SteamOS for the Alienware Steam Machine. Today we’re looking at the latter, Valve-sanctioned Steam Machine, but both rigs have a great chassis: It’s compact, subtle and fits right in with everything else in your entertainment center.
Visually speaking, the Alienware Steam Machine is a simple thing: a glossy black square with a matte black top and a few simple LEDs — one behind the power button and another highlighting a triangle-shaped bisection of the chassis corner. A Steam logo glows out from this triangle-shaped cut, marking the only design tweak that separates the Alienware Alpha from the Valve-sanctioned Steam Machine.
Want connections? You got ’em. The Steam Machine has two USB ports on the front, two more in the rear, HDMI output, optical audio out and an Ethernet port. Just like with the Alpha, there are two other connectors here, as well: an HDMI input for piping a cable box through the Steam Machine interface (no, it won’t capture video or stream your other consoles to Twitch) and a fifth USB port hidden under a panel on the rig’s undercarriage. Don’t get too excited: That extra USB slot is already spoken for. The console ships with the Steam Controller’s dongle pre-installed in the secret compartment (sit tight, we’ll be talking about that very soon).

In general, Steam Machines are a difficult thing to define. Too often, we describe it as a “game console” for PC gaming, but it’s more complicated than that. A Steam Machine isn’t just a simple piece of hardware designed to play games on a TV; it’s an ecosystem of disparate parts that come together to create a versatile platform you can use to play games on your TV.
Put simply, a Steam Machine is made up of three main components: a gaming PC, Valve’s Linux-based SteamOS and the paradigm-defying Steam Controller.

The Alienware Steam Machine earns its name by the simple virtue of having all of this in one package. It presents itself as a consumer game console — which is the idea — but as we move forward, don’t lose sight of that bigger picture. This is a normal, powerful gaming PC loaded up with a special version of Linux and controlled with a bizarre gamepad. It’s not a game console, but that’s what’s amazing about it: It feels, acts and performs almost exactly like one.
The console masquerade

Truth be told, I didn’t expect a lot from the Alienware Steam Machine when I first turned it on. To me, it was just a collection of things I’d seen before. SteamOS’ TV-friendly interface has existed for years as the desktop app’s “Big Picture” mode. Almost every version of the Steam Controller I touched over the years felt like an awkward prototype. Not even the hardware was new to me — the Alpha came close to mimicking the feel of a game console, but the illusion was incomplete. I couldn’t imagine it all coming together into one cohesive whole, but it does. I almost can’t believe it.
The Alienware Steam Machine is everything that Windows-based PC “game consoles” aren’t. It’s easy to set up, easy to use, extremely reliable and practically idiot-proof. Let me invoke the Alienware Alpha one more time to illustrate this: When I booted up Dell’s original media-center gaming PC for the first time, it presented me with a “grab your mouse and keyboard” Windows 8 setup screen. It was awful. The new machine? It showed me a simple outline of Valve’s Steam Controller, asked me to press a single button and then effortlessly led me through signing EULAs, adjusting TV settings, setting up the internet and logging into Steam. It was easy.
The recently redesigned Big Picture mode that makes up the SteamOS interface is a huge improvement over Steam’s previous TV-scaled layout. The core elements of the menu are presented front and center in large buttons: Store, Library and Community, all of which can be selected using the gamepad’s joystick. Diving into any of them brings up a list of deeper options on the screen’s left side, while a dynamic layout of games and content is plastered on the right.

From there, everything is extremely self-explanatory. The Library menu, for instance, shows your games as wide billboards on the right with options like “recent,” “installed” and “favorites” on the left. Pop in into any of those menus, and a filter menu will peek out from the right side of the screen, enticing you to search or sort your library with various attributes: controller, supported, installed locally, etc. When you settle on a game, the menu morphs again, moving the title’s banner to the upper-left corner of the screen and underlining it with more options. These allow you to play or manage your game (another sub menu that offers controller configuration, launch options, and so on). There’s also a list of community content for the title (screenshots, artwork, videos, live broadcasts, etc.).
This feels like a console experience because it is a console experience — it never betrays itself as a Linux desktop PC rigged to run in Steam’s Big Picture mode. Pop-up windows and errors don’t leave me wanting for a mouse and keyboard. Like a game console, it just works — without troubleshooting. For the most part, the interface “just works” too.
SteamOS’ Big Picture mode may be the best version of the TV interface Valve’s made to date, but there are definitely a few areas that still need work. I specifically had problems with the Store. Steam’s online marketplace is enormous, fun to browse and fairly well-organized, but on SteamOS, it’s also incomplete. Valve says there are over 6,000 games available to purchase on Steam, about 1,500 of which are compatible with the Alienware Steam Machine. If you’re using SteamOS at the time of this writing, though, you can only view a few hundred of them.

Right now, SteamOS only lets users browse curated lists of featured and recently released games. These limited lists are organized by “top sellers,” “recently updated” and “popular new releases,” but they only make up a tiny fragment of the available library. The menu has no advanced options for sorting through titles, and will only bring up a non-featured game if you search for it manually. I had to visit Steam’s website via the console’s built-in web browser to add BioShock Infinite, Borderlands: The Pre-Sequel, Left 4 Dead 2 and Spec Ops: The Line to my library. All of these games are natively compatible with the Alienware Steam Machine, but none of them showed up in the store menu. That’s a problem.
SteamOS feels very close to a real console menu, but its interface is still in development. As I was writing this piece, Valve pushed a beta update to my device that changed the layout of the store and introduced a bug that caused it to display Windows-only games that aren’t compatible with the Alienware Steam Machine. Two more updates arrived after that, fixing various UI issues. For now, it’s a waiting game: Valve has told us that the system will be getting several major updates before its official November launch. With any luck, they’ll sort out these issues and deliver a more complete experience before the product ships (we’ll let you know).
A console controller for PC games

I may have had my doubts about Valve’s plan to build a PC platform for the living room, but the company’s Steam Controller had my attention from day one. Valve had designed a prototype gamepad that eschewed every convention we’ve come to expect from modern game controllers. It didn’t have analog sticks; it had clickable touchpads that promised to replace a PC gamer’s mouse. Instead of face buttons, it had a large, high-resolution touchscreen. Valve even put extra buttons on the back of the gamepad’s grip. It was new. It was weird. It was exciting — but it was a little too bold.
Valve spent the next two years trying to make the Steam Controller feel a little less alien. Today, it’s a balanced combination of innovation and familiarity: a single analog stick, four face buttons, standard shoulder and trigger toggles, two rear-facing grip buttons and two big haptic touchpads. It’s probably the biggest deviation in traditional gamepad design since Sony introduced the DualShock Analog Controller in 1997, and I love it.
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Most of the Steam Controller’s components feel exactly as you would expect: It has a top-flight analog stick, responsive face buttons and good triggers — but the flagship feature is definitely those weird touchpads. These slightly concave surfaces allow the controller to work as a surprisingly precise mouse. It’s not just a 1:1 mouse control, either: The Steam Controller cleverly emulates the momentum of a track ball. If you drag a thumb over the surface slowly, the cursor will move with deliberate, precise motion. Flick that same thumb and it will accelerate and gradually slow down. Haptic engines under the touchpads lend a tactile feeling to the entire experience. It feels good. Great, even.

This kind of control opens doors for mouse-only PC titles. Games that rely on cursor control like Shadowrun Returns and Papers Please are suddenly playable without a mouse and keyboard. I found myself playing Civilization: Beyond Earth in my living room. In first-person shooters and action games, the Steam Controller offers me a more sensitive mouselook-style input than I’ve experienced with a traditional gamepad.
It’s exactly what I want in a hand-held PC game controller, but I won’t lie: The learning curve can be brutal. Those touchpads are incredibly sensitive, and using them in first-person gaming feels wildly different than pushing against the consistent pressure of an analog stick. Appropriately, it’s more like using a mouse and keyboard — flicking quickly in one direction or another to look around and picking up and repeatedly moving the “mouse” (or in this case, your thumb) to achieve certain movements. It takes time and patience, and won’t come easy to everyone.
The Steam Controller also relies heavily on Valve’s software. Every game now has a “configure controller” submenu that allows the user to customize the gamepad to their liking. Want to adjust the sensitivity of the trackpad? Looking to disable the requirement to “click” the left pad down to register a directional pad input? Need to remap a button with an obscure keyboard toggle to get the control to feel right? You can do all that here — there are dozens of options to tweak.

You can also select from three default templates — a gamepad-emulation mode, keyboard (WASD) with mouse and a hybrid mode that blends gamepad controls with the higher-precision camera allowed by mouse control. These three profiles were enough to make most of my Steam library playable, but they aren’t perfect: The gamepad mode does a pretty poor job of emulating the right thumbstick, resulting in a control scheme that feels unnatural and slow. The hybrid mode fixes this for most titles, but some simply don’t play nice with simultaneous gamepad and mouse inputs — those will need to be configured using the WASD mode. This usually works, but it means any on-screen prompts you see in the game will be for a mouse and keyboard. Like I said, it’s not perfect.
Many games come with a default or recommended profile, but watch out: Some of them are wrong. If a game requires dual-analog controls and recommends using the gamepad-emulation mode, it’s usually an awful experience. You can adjust the sensitivity curves of the emulated stick, but more often than not there’s a “community” profile made by another user that has already solved the problem. Oh, did I not mention? Any controller profile you make can be shared with the community — and these crowdsourced profiles are usually the best available.

Also, I think it’s a little telling that almost every game I played that recommended “gamepad” mode from the publisher also had a community profile titled “Alienware PAX” that swapped out the right-stick emulation for high-precision mouse control.
When it works, though, it’s phenomenal. Valve has baked native Steam Controller support into some of its own games, and they’re excellent. Portal 2, for instance, has controller profiles that automatically remap certain gamepad buttons to fit your situation. If you’re in a level, the Steam Controller adopts one setting; if you’re in a menu or the game’s puzzle editor mode, it’ll adopt another.

These native profiles are a game changer — replaying Portal 2 with the Steam Controller has been an absolute joy. The sensitivity curves are just right, while the jump and use functions of the rear-facing paddle buttons feel natural. Valve even included an optional motion-control profile that lets you tilt the gamepad to control the camera, similar to the aiming mechanic Nintendo uses for Splatoon. It feels great, like Portal 2 was made for the Steam Controller.
If true native Steam Controller support becomes a PC gaming standard, I’ll never touch my Xbox 360 gamepad ever again… but in the meantime, I’m not getting rid of it. I was perfectly happy to use the Steam Controller for most of the titles in my library, but every now and then one wouldn’t play nice with hybrid gamepad mode and also didn’t feel right in WASD-keyboard-and-mouse mode. In these rare cases, reverting back to the Xbox gamepad worked best. Luckily, the Alienware Steam Machine natively recognized my wireless Xbox controller dongle. With any luck, I won’t need it in the future, but I do right now.

The Steam Controller is pretty handy for text entry and web browsing, too. No, really — pull up a text-entry field in SteamOS’ Store search or web browser, and the system will let you use the dual touchpads to touch-type text. Simply drag your finger across the pad, use the on-screen cursors (one for each pad) to select a button and click down to select it. After years of smartphone text messaging, it feels completely natural, and it’s my new favorite “game console” mechanic for text entry. The right touchpad also works like a real mouse in the web browser and the left works as a scroll bar. For the first time in my life, I’m comfortably browsing the web on my television. It’s nice.
Finally, there’s one killer feature the Steam Controller and the Alienware Steam Machine are missing: The ability to power on the console using just the controller itself. This is a standard feature for every other device in my entertainment center, but the Alienware box just can’t do it. This isn’t a surprise: Most desktop PCs can’t be powered on from a device over USB, but some devices can be put into sleep mode and woken up by a remote controller. As far as I can tell, that’s not an option here, either. If you want to play Steam, you’ll have to get off your couch and turn the machine on yourself. How tedious.
Gameplay and performance

Okay, so the Alienware Steam Machine has the right operating system and the right controller — but does it have the right components? Can it keep up with today’s consumer game consoles and still pass muster as a gaming PC? Most of the time, yes.
My $749 test unit costs a pretty penny more than the highest-priced console on the market, but it has a lot to offer. The flagship Alienware Steam Machine packs in a Core i7-4785T CPU, 8GB DDR3 memory, a 1TB 7,200 rpm hard drive and a customized NVIDIA GTX 860M graphics chip with 2GB of video RAM. That turned out to be enough power to run almost everything in my SteamOS-compatible library on high visual settings at a decent frame rate.
Most games automatically configured themselves to medium visual settings by default, hovering at 45 frames per second or higher, depending on the title, but I found the system could push most of them a little further. Borderlands: The Pre-Sequel happily bounced between 35 and 50 fps (depending on how much action was on screen) on maximum visual settings, and both Shadow Warrior and Spec Ops: The Line eclipsed 50 fps with the dials turned to 11. BioShock Infinite dipped just below 30 fps on Ultra, but maintained a solid 40 average when tuned down to “very high” settings. I had similar results with Serious Sam 3, finding Ultra to be just a tad too much, but High ran just fine. It should be no surprise that Valve’s own games also ran great on the first official Steam Machine: Left 4 Dead 2 and Portal 2 had no problem hitting 60 fps on their highest visual settings.
Even The Witcher 2, one of my library’s heavier hitters, ran moderately well, managing to stay above 30 fps on high settings and comfortably hitting the 40s on medium. Simpler offerings like Civilization: Beyond Earth had no trouble hitting playable frame rates on maximum settings, and the machine also shrugged off the plethora of indie titles available for SteamOS + Linux.

The games that ran poorly surprised me: Shadow of Mordor struggled to hit playable frame rates at my television’s native 1080p resolution until I dialed back its graphics options to their lowest settings. I don’t know if the game is simply more resource-intensive than I realized, if it’s poorly optimized for PCs or if it’s just a bad Linux port.
Installing, running and playing games on the Alienware was usually a seamless experience — jumping directly from the SteamOS menu into a game. Most of the time, this led to a smooth, console-like gaming experience, although there was the occasional hiccup. The Witcher 2 doesn’t launch straight into the game, and requires the user to click “play” in a launcher program before starting in earnest. To navigate this quirk, I had to press the Steam Controller’s “home” button to change profiles multiple times.
A few games also suffered from weird stuttering despite running well at high specifications: BioShock Infinite, Spec Ops: The Line and Borderlands: The Pre-Sequel would all occasionally drop a few frames, causing the game to look like it was “hanging” for a quarter of a second every few minutes. Weird.

Right now, our test unit represents the absolute best Steam Machine that Dell has to offer — if you want more power, you’ll have to upgrade it yourself. Fortunately, that’s pretty easy: Four screws on the bottom of the tiny case are all you need to remove to get access to the Steam Machine’s RAM, HDD slot and LGA 1150 CPU socket (compatible with Haswell and select Broadwell processors. Sorry Skylake fans).
Getting less power is pretty easy too: Dell sells a $649 model identical to our test unit, save for a downgraded Intel Core i5 CPU. Dropping down to the $549 build will saddle you with a Core i3 CPU and one fewer internal wireless antenna. A bottom-dollar $449 unit is available as well, shipping with the Core i3 processor, 4GB of RAM and a smaller 500GB HDD. Fortunately, all configurations share the same NVIDIA GPU.
The library

Knowing that the Alienware Steam Machine can play modern releases (with a few caveats) is great, but that alone isn’t enough to say if it can compete with traditional consoles or other gaming PCs. In an industry where content is king, are there enough Linux games available on Valve’s platform for SteamOS to thrive? It depends on your perspective.
In a strictly numerical sense, SteamOS has tons of games — over 1,500 titles available to download and play right now, today. In a more qualitative sense? Maybe don’t bank on a Linux-based Steam Machine as your only game console. Not yet, at least.
That’s not to say there aren’t lots of great games available for SteamOS and Linux — every single one of the titles I listed above ran natively on the system — but there are definitely fewer multiplatform AAA titles on the Linux section of Steam’s marketplace than you might find on Windows, Xbox or PlayStation. Worse still, some games that were promised to launch on Linux alongside Windows and consoles missed their mark: The Batman: Arkham Knight Linux port failed to surface when the game re-launched on PC and The Witcher III: Wild Hunt is still absent from Steam OS five months after its Windows release.

On the plus side, Valve carries a lot of weight in the gaming industry, and it has a vested interest in convincing developers to port big-name games to Linux. It’s extremely probable that we’ll see an explosion in Linux-compatible releases over the next several years. In the meantime, SteamOS’ Linux library offers one extra advantage: It’s unique. There are literally hundreds of distinct, fun, independent and lesser-known titles lurking in the Steam marketplace that simply aren’t available on Xbox One or PlayStation 4.
Not enough? Okay — Valve has one more trick up its sleeve, but it requires another computer: Steam In-Home Streaming. This feature has been around for a while, but now it’s baked directly into the SteamOS ecosystem. If you have a Windows PC anywhere on your network running Steam, you can pipe its games to the Alienware Steam Machine to fill in the holes in the Linux library. This trick tends to work better over Ethernet, and the whole thing depends on the health of your local network, but it’s a good stopgap for folks with another gaming machine. Already have another gaming PC but don’t want a Linux game console for your entertainment center? You may want to look at the Steam Link — it’s cheap; it comes with a Steam Controller; and it’s designed specifically for users who want to stream their gaming PC to their TV without adding a whole new computer to the network.
Early thoughts

I used to laugh when I saw Linux users scramble to build compatibility layers to play “real” PC games. I chuckled when Valve CEO Gabe Newell lambasted Windows 8 as a “catastrophe for everyone,” proffering Linux and SteamOS as a viable alternative. It seemed so far-fetched, so silly. Truth be told, I’m still laughing — but now it’s because I’m enjoying myself. The Alienware Steam Machine has some growing pains, but it’s fun. Lots of fun.
The first commercial Steam Machine isn’t quite an idiot-proof console just yet, but it’s close. In fact, it’s close enough I’m thinking about recommending it to friends hesitant to step into the world of PC gaming. It’s fun and easy to use. The issues it has are minor and simple to troubleshoot. It still needs some major patches and more games support, but Valve seems dedicated to providing that support. I’m looking forward to seeing how the company updates SteamOS before its official November 10th launch. Be sure to check back between now and then, as we plan to update our story as new features roll out.
Valve’s Steam Link: better than a 50-foot HDMI cable

Steam Machines are finally here — real gaming PCs designed to live in your entertainment center and play the role of hardcore gaming console. There’s just one problem: I’ve never wanted one. Don’t get me wrong: Valve’s quest to drag PC gaming into the living room is awesome, but I already have an incredibly powerful gaming rig in my office. I don’t need a second, redundant machine in front of my couch. On the other hand, I’m an insane person who drilled holes in his wall to run 50 feet of cabling from his gaming PC to the back of his television set.
There’s an easier way, according to Valve, and it’s called the Steam Link. This $50 micro PC was announced at GDC earlier this year with one express purpose in mind — piping high-end PC gaming over a home network on the cheap. That sounds pretty good, but can it outperform my power drill and various lengths of cable?
Note: Valve says it plans to continue rolling out software updates ahead of the Steam product family’s official launch on November 10th. We plan to update our story as these new features come out. We will also hold off on assigning the Link a numerical score until Valve begins shipping final hardware.
Hardware and setup

The Steam Link isn’t much to look at: It’s a simple black box that’s the same size as a US passport and a little thicker than a wallet. Picture a portable hard drive etched with a tiny Steam logo on its top, and you’ve got the look down pat. There isn’t much in the way of connectivity here, either: The Link’s back edge features just two USB ports, Ethernet, HDMI output and a tiny hole for an AC adapter. An extra USB port can be found on the Link’s side, but that’s all there is to it. The device doesn’t even have an LED light to indicate if it’s powered on or off. It’s extremely discreet, and disappears behind my television as easily as a Chromecast or Roku box might.
Setup is pretty simple: All I had to do was plug the Link into the wall, connect it to one of my TV’s spare HDMI ports and snap in an Ethernet cable. That was it — the Link automatically powered on (and turned my TV on via HDMI-CEC), and then connected to the internet and updated its firmware. Nice.
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The Link’s main menu doesn’t offer much, but at least it’s easy to navigate. Only three options appear on the device’s home screen: Start Playing, Settings and Support. There’s not much to the Start Playing and Support sections (one starts Steam’s In-Home Streaming feature and the other simply redirects to a support site), but the Settings menu actually has quite a few options. Here, you can adjust the display for overscan compensation, change your WiFi and network setting, tweak language preferences, check for firmware updates and choose among three streaming quality options: fast, balanced and beautiful. I left the rig to its default “balanced” setting; if this box is going to beat out my absurdly practical wire-through-the-wall approach, it’s going to need to “just work” without a second thought.

I backed out to the main menu, selected “Start Playing” and watched the Link automatically find my gaming PC over the wired network. It found my Windows tablet too, actually — any device on that network that’s logged into Steam locally will show up here. It’s pretty convenient, but my media tablet is kind of a joke when it comes to playing games. I selected my custom-built gaming tower instead.
The first time I connected the Link to my gaming rig, it offered me a one-time passcode to enter on the host computer; after that, it connected automatically, without hesitation. This actually surprised me a little: when I use Steam In-Home-Streaming to push my gaming PC’s content to my tablet, Steam requires me to log into the desktop client on both devices. The Link didn’t need me to log in at all; it just pulled up the Steam Big Picture interface and gave me control of the PC from my couch.
Performance
As I launched my first Steam Link-streamed PC game, something seemed a little off. Visually the game looked okay, with very light artifacting visible on only the brightest colors on screen — but the experience seemed a little slow. I dove into Steam’s In-Home Streaming settings and found an option to display stream performance data in real time. Despite my powerful rig, strong network and hardwired connection, the Link only displayed the video feed at an average rate of 30 frames per second. That’s not good enough. I went back to the Steam’s streaming menu and kicked the stream quality up to “beautiful.” No change. I knocked it back down to “fast.” Nothing. What was I doing wrong?
Eventually, I stumbled across a checkbox labeled “enable hardware encoding,” and everything changed. The Link immediately started to stream video at almost the same frame rate as my PC. The stream was sharper, with less artifacting. Try as I might, I couldn’t find a perceptible difference between when I pressed a button on my gamepad and what happened on screen.
A quick trip to Google taught me that Steam In-Home Streaming has supported hardware encoding from Intel and NVIDIA gear for a while, but it can cause issues for folks without the correct equipment and it’s not usually enabled by default. Still, it’s hard to complain: Even without the encoding feature, my network piped a pretty solid looking frame that bounced between 30 and 45 fps. That wasn’t fast enough to keep up with the racing game I used in my initial tests, but it would be plenty for slower-paced games. It also wasn’t a hard problem to fix.

That said, it dawned on me that my setup may be a little too perfect. My PC is running a CPU with a compatible Intel hardware encoder, with two NVIDIA GTX graphics cards running in SLI on top of that. Worse (or rather, better) still, both my gaming setup and the Steam Link were wired directly into an ASUS RT-N66U router. Of course it was working — my house is the ideal showroom testbed for Steam’s In-Home Streaming service. I decided to try and make things a little more fair. What if my router wasn’t so close to both my television and my gaming rig? I’d have to use WiFi. So I did. I noticed an immediate difference.
Removing the Link from my physical network and connecting over 2.4GHz WiFi didn’t seem to change the frame rate of Steam’s video feed, but it had a definite effect on audio and visual quality. It was still a playable experience, but every now and then the game’s audio would stutter, or the stream would hang for a brief moment. The graphics also seemed to suffer a little color fidelity, like a faded wash of video artifacting was always threatening to pop up. Upgrading to my router’s 5GHz connection helped a little, but the experience still wasn’t on par with what I saw over Ethernet. It wasn’t bad, per se — it just wasn’t as good.
I ran a few additional tests — attempting to stream from one of my Windows-based media tablets and an old ThinkPad — and confirmed the glaringly obvious: Steam in-home stream quality is heavily reliant on the capabilities of your home network and your host computer.
Gameplay

When Steam In-Home Streaming works (and it works perfectly on my network), playing games over the Steam Link is a lot like playing games on Alienware’s Steam Machine or in the desktop app’s Big Picture mode. Most of the time, it just works… but not all the time. Once or twice, my PC gave me an error that either broke the experience, or simply wasn’t present when I performed the same task on a SteamOS-based PC. Early on in my testing, for instance, I encountered a pop-up window asking for administrator privileges, which somehow disabled my Steam Controller’s ability to manipulate the mouse cursor, forcing me to walk to my desk to dismiss the window. It only happened once, but it happened. I guess not even the Link and Steam Controller can overcome the foibles of gaming on Windows.
I also had some inconsistent control issues; the native Steam Controller support Valve baked into Portal 2 refused to work on my Windows PC for some reason, despite working flawlessly on Alienware’s SteamOS console. Non-Steam games were happy to stream through to the Link if I added them to my Steam game library, but I could never get the dual-touchpad controller to play nice with these titles.

These issues were frustrating, but hardly unique to the Steam Link: Almost every issue I had persisted when I reverted back to my extra-long HDMI cable. These aren’t Steam In-Home-Streaming problems; they’re just regular Steam problems. The platform has come a long way in terms of getting Windows on my big-screen TV, but it’s still a work in progress. It probably always will be — Microsoft’s desktop OS has never felt at home in the living room.
At the end of the day, I could only identify two problems I could blame on the Steam Link. Sometimes, after disconnecting from Steam In-Home Streaming, my PC would crank up some internal brightness setting and become unreadable — forcing me to reboot to restore normal visual parameters. I also experienced some odd audio issues while streaming to the Link that I could never sort out: Every now and then, the PC-streamed audio would be significantly quieter than the ambient menu noise the Link played before I started streaming. Hopefully, Valve will be able to patch these kinds of glitches before the Link hits the consumer market.
Early thoughts

At the end of the day, all I really want is an easy, reliable way to put my gaming PC in my living room without actually physically moving the hardware in there. In the past, this meant running excessively long HDMI cables through my home’s walls, under its carpets and behind bookshelves. This worked for me, but the install process was tedious and frustrating — and an absolute nightmare to troubleshoot when a cheap cable shorted out on me.
The Steam Link, on the other hand offers a potentially less crisp image, but the difference is negligible when stacked against how much easier it is to set up. There are still some inherent drawbacks to using your PC as a game console — namely those Windows errors and some inconsistencies with what, when and how Valve’s Steam Controller works. Still — installing my stupid cable took me over an hour. I had Steam’s little streaming box up and running in less than 10 minutes. For $50 (or $100 with a Steam Controller), that’s a tempting proposition.
The next time my HDMI cables give me trouble, I’ll probably abandon them for the Steam Link. It’s just easier for me. If you have a reliable, fast home network, it’ll probably be easier for you, too.
Throw money at YouTube Gaming stars each month with sponsorships
Remember when we said Twitch learned a lot from the recent launch of YouTube Gaming, Google’s own video game-focused live-streaming site? Turns out, YouTube is picking up some tricks from Twitch, a veteran of the live gaming arena. YouTube Gaming is rolling out “sponsorships,” a new option that allows viewers to give money to their favorite streamers monthly in exchange for a few perks, like a special badge for live chat and access to exclusive chat rooms. Sponsorships are $4 a month in the United States and the program is in beta now for a select group of streamers across 40 countries. It’s a lot like Twitch’s own subscription option, which is $5 per month and offers special badges, exclusive chat rooms and usually a live shout-out from the streamer.
YouTube Gaming isn’t stopping at sponsorships, either: Today it launches live mobile streaming capabilities for Android devices, a feature it announced during the Tokyo Game Show in September. Mobile capture allows streamers to record and go live with their Android games, directly from their smartphones. It even supports front-facing Android cameras and microphones so streamers can show off their bright faces and bubbly personalities. YouTube Gaming promises there’s no extra hardware or software required for mobile capture.
Now there’s no reason for YouTube Gaming personalities to ever stop streaming — more time live could mean more sponsors, which means more cash, and they can now even stream while on the bus, in the airport, at a club, in the bathroom, on a date or at their own weddings. Those are just (terrible) suggestions, of course.
Blizzard’s ‘Overwatch’ shooter enters public beta on October 27th
Blizzard is almost ready to put its colorful team-based shooter Overwatch in the hands of the public. An “extremely limited” number of US players will gain access to the closed beta on October 27th, followed by fans in Europe and Asia at a later date. Blizzard says it wants this group of testers to scrutinise every part of the gameplay, including the various heroes, maps and abilities. There’s much to dissect, but in particular we suspect Blizzard will be looking at the individual characters and whether they’re all balanced. If you fail to get into this elite group, fear not. Blizzard will also be running “Beta Test Weekends” from time to time, with the sole purpose of stress-testing its servers. The company will be limiting the modes, maps and heroes available, but it should still give you a flavour of the game and indicate if it’s your cup of tea. Team-based shooters are nothing new, but Blizzard’s pedigree means it’s hard not to be just a little curious about the game. Its first cinematic trailer looked like something out of a Pixar movie, and if it can offer deep, over-the-top shooter mechanics, it could be a welcome break from the ever-proliferating MOBA genre.
Source: Blizzard
Twitch made multitasking a lot easier on iOS9
In case you hadn’t heeded that red flag on the App Store icon and downloaded the latest update for Twitch, you might want to fix that. The latest version of the streaming app favored by gamers adds a pop-out option for the game feed window for multitasking (like Android got months ago) and a couple of features that’re very specific to iOS 9’s new bag of tricks. Specifically, you can have a player window popped out of the app, hit the web browser or app of your choosing and then pop Twitch chat into its own pane. As the official Twitch blog tells it, that’s available on most newer iPad models. However, Split View (where you have two fill apps running at once, only works with the iPad Air 2 and iPad Mini 4.
Oh, and anytime you hit a Twitch link on your iGizmo now, instead of directing to the site’s mobile web version, the Twitch app will open instead. A bit of the old, a bit of the new is the name of the game here. Sadly you still can’t broadcast yourself watching Twitch. Yet.
Source: Twitch













