Yeah, seems to work pretty well on my Steam Deck. It’s probably using more power, but it’s a small enough increase that I couldn’t confirm increased power draw without exporting mangohud values and averaging them.
I dropped the recorded length to 30min (mainly just want time to grab a noteworthy clip if something funny happens).
It seems lacking in features on Linux. I figured out how to record (always on in background), but the other tools either don’t seem to work or aren’t documented. e.g. reviewing clips, any sort of interface, the shortcut keys didn’t work for me, etc.
I don’t know if it’s a problem with my OS but i couldn’t select audio sources. The button was grayed out and set to “all system audio” so I didn’t use it as the quality of clips was worse than GPU Screen Recorder. I just want to watch stuff on the side while playing games without that audio getting recorded but i heard doing it through OBS has a bigger impact on performance.
You can’t set a recording resolution, it seems to max out at 1080p. On my 3440x1440p ultrawide I get 1920x804 as it fits the ultrawide aspect ratio into the horizontal resolution of 1080p.
It only uses h264, new cards support AV1 so would be nice to actually use that.
I was going to ask about resolution as I haven’t tested it myself. Considering my screen is 32:9 (7160x3840) I’d be pretty disappointed with a 1920x540 recording
It’s been plenty useful already for throwing together tiny clips that I’d need to transcode into small resolutions for sharing with friends anyway.
It’s essentially set up to make tiny very shareable files that discord and any other chat apps won’t have trouble with. You can even share them directly in steam chat. In that context it makes sense for it to fit larger resolutions and aspect ratios into a smaller maximum.
It would be nice with some additional options, but it’s quite convenient already. I’ve just left the background recording enabled all the time.
If they add increased resolutions, and bitrates to match, I would still want the option to export into clips at low res for sharing. Until now I’ve had to handbrake my OBS recordings to something I can actually send over to friends.
ATM I’m still firing up OBS for full quality recording, but steam recording has been extremely neat for sharing smaller more spontaneous moments.
It’s for Deadlock playtesters. I’m only kind of joking, but the amount of people who don’t have a good recording software setup or that rely on windows key + alt + R recording is staggering. Game bar recordings are notorious for cutting the beginning or end of clips off.
No, didn’t know about this. My graphics card software has a similar feature that I suspect is slightly better for performance and works on everything, not just steam games.
Yeah, obs also has similar features - not sure if performance would actually differ, assuming it uses hardware acceleration for the encoding. That said, I suspect this is specifically directed at steam deck, Valve probably wants a built-in, easy to use version there.
When they were at their old location in Bellevue I worked just a few floors up. Their offices are tiny, only a couple of floors for the whole company. It really showed that if you have a banger product you don’t need to scale up to hundreds of thousands of employees. They’re employees are dedicated, they know exactly what they’re doing, and their business supports them.
Valve is a master class in how to run a company. It started as a small company and had a direction they wanted to go: first person games with a strong focus on narrative, which at the time was a big deal. Almost as part of the early FPS genre the silent protag was a feature and having a thin excuse for lots of violence was normal. Then Half Life showed up and showed what depth the genre could have.
From that success they had the resources to make a big movie, which they didn’t do right away. They didn’t IPO for more money and access to big names in boardrooms that would secure backroom deals. They worked on multiplayer to prove the mod scene building around Half Life. Valve embraced Counterstrike and built around it, including the bones for Steam.
Valve has always been about seeing which way the wind is blowing, what organic direction the market is moving, and then finding their niche in that direction way before anyone else figures out the market. And they didn’t need Fortune 500 levels of employee count. They did it with a few people in a room talking honestly about innovation and what projects are exciting, not profit driven.
Hey, what if I could play my games while traveling? Or play them across the house? Simple things real people want to do, they just stepped up and did it. Where everyone else is trying to lock down gaming, they saw the potential in opening it up - and it turned out very profitable.
I wouldn’t go that far, they have had their fair share of criticisms of their unique corporate structure. The “no one reports to anyone else” model has seen many complaints of cliques, redundant work, wasted efforts, abandoned projects, and popularity contests to ensure you receive a good review at the end of the year.
They’re successful, yeah, but so are a lot of toxic work environments. Hopefully they’ve improved.
I’m having flashbacks to my last meeting with my direct manager and their manager, where the managers manager told me I should be managing myself appropriately because I’m an adult.
When I said, “well we need managers for a reason dont we?”, he replied " I dont know, do you?"
And that was the end of that topic, literally.
I hope Valve somehow has figured how that’s supposed to work, but the lack of communication that causes is so profound at my work, that almost noone knows what they are supposed to be doing or have any idea of what the bigger longer-term picture is.
Thats thr thought I immediately had and I couldn’t figure out what to say, and then the meeting moved on without my reply.
If I’m being extremely generous, maybe he meant it to be inspiring? Like you can do it without a manager! You are great!
I can’t figure out where he’s getting his management ideas from its all over the board. Oh well most of our clients will be gone by this December, and I’ll be gone by then too so its no bother for me anymore.
Edit to clarify: gone as in getting a new job, sorry if that sounded dark
I don’t really get why this is a story. They have a smaller staff than game studios who are producing far more complicated properties. That’s not surprising. What they build is a large app and network, but this seems normal to me.
What changed? I’ve had it since the “next car game” days. I played it in random bouts months to year(s?) apart. It often felt like a new game each time.
Looking into it, ZOOM Platform is run by the Jordan Freeman Group, which has a similar mission statement to GOG, that being a DRM-free games platform that also touches up and sells old games. They seem to have acquired publishing rights to the FlatOut trilogy, along with either source code or enough resources to touch them up without it. I didn’t know about them until this post, so it’s nice to see that GOG isn’t the only DRM-free old-games platform around.
steam
Oldest
This magazine is from a federated server and may be incomplete. Browse more on the original instance.