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Valve is getting ahead of the game with GDC fast approaching, with two bits of Steam news coming in hot today.

Firstly, Steam Link Anywhere actually sounds very interesting. It's now officially in beta and it allows you to essentially connect to your computer and play games from anywhere. Since it's just an extension of the Steam Link functionality, it's free for all Steam users. It works with both the Steam Link App and the Steam Link hardware.

To access it, you do need to opt into the Steam Client beta version. Valve say it requires "A high upload speed from your computer and strong network connection to your Steam Link device are required to use Steam Link Anywhere". More on that here.

On top of that, for developers they've announced the Steam Networking Sockets APIs, available to all Steam approved developers to access the technologies and infrastructure built to support CS:GO and Dota 2. The gist of it is this:

  • Access to our network, giving your players protection from attack, 100% reliable NAT traversal, and improved connectivity.
  • Tools for instantly estimating the ping between two arbitrary hosts without sending any packets.
  • A high quality end-to-end encrypted reliable-over-UDP protocol.

A bunch of it is open source too, available to look over on GitHub on Valve's GameNetworkingSockets repository.

For a lot more info on the networking stuff, see this post from Valve. They do say that this is only the first of a "series" of updates aimed at "improving the networked gaming experience for Steam partners". An additional bit mentions stuff for dedicated servers also coming soon, which will be interesting.

Also, Valve are doing a talk at GDC on Thursday next week, to talk about this plus what else is to come. For anyone attending, it's happening at "12:45 pmin Moscone West Hall 2011".

Article taken from GamingOnLinux.com.
Tags: Steam, Valve
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62 comments
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WJMazepas Mar 15, 2019
Quoting: bingus
Quoting: sub
Quoting: Whitewolfe80

EPIC store does not support Linux.

The other day on Twitter someone asked them about Proton on the Epic store, they said they couldn't because of the tech they used. But then went on to say they were hiring Linux people... I guess that doesn't necessarily mean they will be working on a client but its something.

I mean, after all the news envolving Epic Store recently about data, games and etc, do we really want that on Linux?
Xaero_Vincent Mar 15, 2019
Quoting: WJMazepas
Quoting: bingus
Quoting: sub
Quoting: Whitewolfe80

EPIC store does not support Linux.

The other day on Twitter someone asked them about Proton on the Epic store, they said they couldn't because of the tech they used. But then went on to say they were hiring Linux people... I guess that doesn't necessarily mean they will be working on a client but its something.

I mean, after all the news involving Epic Store recently about data, games and etc, do we really want that on Linux?

I imagine we'll want Epic Store Launcher to work well in Wine if enough decent games land on there and developers and publishers increasingly decide to shun Steam for it's more favorable revenue splitting model.

As such, I discovered an obscure workaround to force the Epic Games Launcher to behave properly in Wine, without the constant annoying flickering.

https://www.gamingonlinux.com/forum/topic/3786
MayeulC Mar 15, 2019
Quoting: ShmerlSounds like another lock-in. I've seen at least one developer saying they'll stop updating their game on itch.io, because they want to add multiplayer, and since it needs NAT traversal, they decided to rely on Steam's service for it. Which means they can't use it with versions released in other stores... (It's also a clear example how the lack of IPv6 is causing harm).

So I don't see this as a good thing at all. Proper network services should not be tied to stores and developers should be able to use them no matter where they release. I suppose those don't need to be free, but tying them to a specific store is simply wrong.
Hey, NAT traversal is a commodity these days, and setting up a STUN server is simple enough (plus, multiple implementations already exist).

TURN servers are more complicated (need more bandwidth, as it's essentially a proxy), but shouldn't be needed in the vast majority of cases (again, ready-to-self-host solutions do exist).

As for the last part, most ipv6 boxes implement a firewall (mine does), so you still need a TURN server, unfortunately.
And lastly, I don't see why this developer couldn't check if the user already opened their ports on the router (or use UPnP to do so) :)


Last edited by MayeulC on 15 March 2019 at 7:46 am UTC
Purple Library Guy Mar 15, 2019
Quoting: Boldos
Quoting: bingus
Quoting: sub
Quoting: Whitewolfe80

EPIC store does not support Linux.

The other day on Twitter someone asked them about Proton on the Epic store, they said they couldn't because of the tech they used. But then went on to say they were hiring Linux people... I guess that doesn't necessarily mean they will be working on a client but its something.
Here it goes:
https://www.forbes.com/sites/jasonevangelho/2019/03/14/epic-games-store-linux/#44d9bcd95b3b
Pretty vague. Seems less like "they're hiring Linux people" than like "They're open in theory to the concept of hiring Linux people".
F.Ultra Mar 15, 2019
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Quoting: ShmerlSure, developers decide, but if they do want NAT traversal, they can't use Steam one without being tied to Steam. At least now.

Well the problem is that some one have to pony up the servers/nodes necessary and apparently Valve have no interest in providing free such machines for their competition (wonder why).

I agree with you that this adds to the Steam lock-in but I find it hard to criticise when #1 the libraries themself are open source, #2 the service is not forced upon you as a developer and #3 any other store/service provider could step up and provide an equal service at any time.

Now other stores might not want to provide this since it would be following Valve but since these networks libs are open source and the NAT traversal functionality happens automatically as soon as your application links with the SteamWorks version any one should be able to add similar functionality. However as I said I don't think that say GOG would want to provide a steamxx.lib for their users, nor tell them to use this SteamNetwork library.
mao_dze_dun Mar 15, 2019
Great!!! Now add effing h265 support for the desktop client as well. It is one of the stupidest things ever, that there is HEVC encoding/decoding support when streaming to a an Android device, but laptops and desktops - "Nobody need that, right? ...Right?" And it's not like I'm simply b*tching about a feature nobody would ever use. Anybody on the go with a laptop would definitely benefit from the lower bandwidth requirements of h265 encoding. Just saying.
sub Mar 15, 2019
Haha.

https://www.reddit.com/r/pcgaming/comments/b15k8g/epic_games_launcher_appears_to_collect_your_steam/

No.

But not really surprising if this SteamSpy guy is now in charge at Epic.
tonR Mar 15, 2019
Quoting: BOYSSSSS
Quoting: Whitewolfe80
Quoting: BOYSSSSSFirst Metro Exodus now Phoenix Point
https://www.youtube.com/watch?v=5tRWWSkg1Xc

Thats okay because they cancelled the phonix point native port

True, but now you can't play it with wine or Steam Play. And it's disgusting how the Studio gave the middle finger to the fans who crowdfunded the game.
Read on Twitter saying that Epic paying Snapshot Games exclusive deal + possible refunding cost from backers, which about $2.7 Million++. So, basically they can flip "middle finger" to backers and still making money, for now...

However, I'm pity for other honest crowdfundee games in the future, backers will be extremely cautious to "invest" their money which may affecting on funding target.

ps: Is 'crowdfundee' a word?
Mohandevir Mar 15, 2019
Quoting: subHaha.

https://www.reddit.com/r/pcgaming/comments/b15k8g/epic_games_launcher_appears_to_collect_your_steam/

No.

But not really surprising if this SteamSpy guy is now in charge at Epic.

#Facepalm

This, the exclusives stuff and all the legal issues surronding Fortnite as proven to me that Epic Games doesn't deserve any kind of trust. Not gonna buy anything from that store, even if it comes to Linux. It reminds me too much of the bad days of Microsoft.
Mal Mar 15, 2019
  • Supporter
Steam stream service over the Internet. It might be that my next rig is actually an aws instance or something of the likes.
Mohandevir Mar 15, 2019
Quoting: MalSteam stream service over the Internet. It might be that my next rig is actually an aws instance or something of the likes.

Why not an android TV box with an optimized version of Steam Link? Oh! It could be called Nvidia Shield! Lol!
Mal Mar 15, 2019
  • Supporter
Quoting: subHaha.

https://www.reddit.com/r/pcgaming/comments/b15k8g/epic_games_launcher_appears_to_collect_your_steam/

No.

But not really surprising if this SteamSpy guy is now in charge at Epic.

Well. Look at the bright side. It could be worse. They could be scanning you hard drive looking for words like China, Xi Jinping or Winnie the Pooh.
tonR Mar 15, 2019
Quoting: subBut not really surprising if this SteamSpy guy is now in charge at Epic.
Can you or anyone explained to me..
Why some PC gamers dislike Sergey? (the SteamSpy guy). Even before he got a job at Epic, some people in community are not fan of him. Why?
Mohandevir Mar 15, 2019
Quoting: Mal
Quoting: subHaha.

https://www.reddit.com/r/pcgaming/comments/b15k8g/epic_games_launcher_appears_to_collect_your_steam/

No.

But not really surprising if this SteamSpy guy is now in charge at Epic.

Well. Look at the bright side. It could be worse. They could be scanning you hard drive looking for words like China, Xi Jinping or Winnie the Pooh.

Who said they don't?
Shmerl Mar 15, 2019
Quoting: F.UltraWell the problem is that some one have to pony up the servers/nodes necessary and apparently Valve have no interest in providing free such machines for their competition (wonder why).

If they are paid for the service by developers, it shouldn't matter.
F.Ultra Mar 15, 2019
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Quoting: Shmerl
Quoting: F.UltraWell the problem is that some one have to pony up the servers/nodes necessary and apparently Valve have no interest in providing free such machines for their competition (wonder why).

If they are paid for the service by developers, it shouldn't matter.

I assume here that it's part of the 30% cut so if they would open this to any one then a dev who only publishes on GOG or the Epic store would utilize these nodes for free. Not that this would be a bad thing but I understand if Valve is not interested in it.
Shmerl Mar 15, 2019
Quoting: F.UltraI assume here that it's part of the 30% cut so if they would open this to any one then a dev who only publishes on GOG or the Epic store would utilize these nodes for free. Not that this would be a bad thing but I understand if Valve is not interested in it.

I'd rather guess, if they open it to everyone, developers will pay them some fee for it, to be able to use however they want. Like it's with any cloud service like OpenShift, GCP, AWS and what not.


Last edited by Shmerl on 15 March 2019 at 6:03 pm UTC
F.Ultra Mar 16, 2019
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Quoting: Shmerl
Quoting: F.UltraI assume here that it's part of the 30% cut so if they would open this to any one then a dev who only publishes on GOG or the Epic store would utilize these nodes for free. Not that this would be a bad thing but I understand if Valve is not interested in it.

I'd rather guess, if they open it to everyone, developers will pay them some fee for it, to be able to use however they want. Like it's with any cloud service like OpenShift, GCP, AWS and what not.

Of course, but now Valve have decided many moons ago that they cover all such things with their 30% cut. Then again, any one could in theory create a version of these Steam Networking API:s that added the NAT traversal bits and charge a small fee for it. I don't honestly think that it would be a viable business model, but it's feasible.
edenist Mar 18, 2019
Quoting: ShmerlIt's also a clear example how the lack of IPv6 is causing harm

Sigh, I wish more people understood more about networking and why this statement is so very very true. I keep hearing lots of apathy about IPv4 exhaustion with comments like "why bother, NAT just works and has fixed things. The internet isn't broken".
What I read from this is "I [believe I] understand networking with IPv4 and IPv6 is scary... ooooo so many characters to memorise!".

NAT absolutely IS breaking the fundamental structure of the internet, and is contributing to consolidation of power in more ways than one. Vote with your wallets, either select ISPs and providers which support native IPv6, or get in touch with your ISPs and tell them it's a feature you want! We're over a decade past the point where we should still be worrying about NAT-traversal issues.

It's something the gaming industry is really falling behind in. The only popular[ish] game I know of which supports IPv6 is Elite Dangerous, and even then it was added to help out some people in Germany who have ISPs giving their customers NAT IPv4 over their IPv6 network [seriously WTF]. I've got native dual-stack on my network from my ISP, I'd love to be able to use it for games. I think it's something one of the console companies could help. It's disapointing that PS4 doesn't have IPv6 enabled when it's built on a network stack which supports it, and instead I have to add port forwards and UPnP whitelist entries to let it punch a hole into my network. [Oh yeah, so IPv4 NAT supporters, how many of you just leave UPnP set to open for any 'ol device or service to help themselves to?]

Sorry, triggered, haha..... So, ummm, yeah... we need more IPv6 already!
Klaus Mar 19, 2019
Quoting: F.Ultra
Quoting: Shmerl
Quoting: F.UltraI assume here that it's part of the 30% cut so if they would open this to any one then a dev who only publishes on GOG or the Epic store would utilize these nodes for free. Not that this would be a bad thing but I understand if Valve is not interested in it.

I'd rather guess, if they open it to everyone, developers will pay them some fee for it, to be able to use however they want. Like it's with any cloud service like OpenShift, GCP, AWS and what not.

Of course, but now Valve have decided many moons ago that they cover all such things with their 30% cut. Then again, any one could in theory create a version of these Steam Networking API:s that added the NAT traversal bits and charge a small fee for it. I don't honestly think that it would be a viable business model, but it's feasible.

Main issue is probably, that Valve have no reason to provide such a service. Their source of income is their store, so they build services, that make using the store attractive to developers. Why would they invest into a service, that effectively strengthens competitors?

Such a service would need to come from a third party. But then the developers would have to pay for it -- and keep paying for it indefinitely. In the end it would be GameSpy all over again. The Steam-tied solution has the advantage, that the services are likely to remain available just as long, as access to (downloading) the game remains available, as Valve either (a) has no relevant costs, because barely anybody is playing anymore or (b) they still get revenue from occasional sales, by keeping the online services up.

Idealism aside, given limited developer resources, I can't imagine a better outcome.
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