Valve announces a major update to the Steam gaming platform called Big Picture.
Steam's new Big Picture mode lets gamers access all of their favorite Steam games on a television. With the press of a button, Steam displays a new full-screen user interface optimized for readability and interaction on TV. Big Picture has been designed to be used with a traditional game controller, while also fully supporting keyboard and mouse input.
Steam gamers can experience Big Picture by connecting their PC or Mac to a TV, typically with a single HDMI cable. Access to the complete Steam store is included, as is the Steam Community. In addition to their complete library of Steam games, each user's cloud files, Steam Workshop content, account information and preferences will be accessible automatically in the new mode.
"Sega's roots are in living-room gaming." said John Clark, Vice President of Digital Distribution at Sega. "For the first time since the advent of PC games decades ago, gamers are finally going to have access to the kind of entertainment experience we've always wished they could have with our PC titles - one that's incredibly social, comfortable, and accessible. We're excited about the opportunity, and Big Picture has inspired us to bring even more of our titles to Steam in the future."
"There is nothing more satisfying than slaying thousands of orcs on your big screen. And many of the most die-hard players of Orcs Must Die 2 have always preferred playing with a game controller. Steam's Big Picture mode finally marries these two and delivers a true living room entertainment experience to players."
"We're pleased that gamers on Steam will now be able to immerse themselves in our entertainment experiences in the comfort of their living room on large screen TVs," said Steve Glickstein of Take-Two Interactive Software. "From action and adventure to sports and sims, our titles deliver big fun on big screens."
"PC gaming continues to be the leading edge of entertainment, whether it's social gaming, MMOs, graphics hardware, free-to-play, or competitive gaming," said Gabe Newell, president of Valve. "With Big Picture for Steam, we are trying to do our part to give customers and developers what they want - their games, everywhere, optimized for the environment in which they are playing."
Big Picture also includes a new web browser designed for televisions and game controllers. It is accessible from anywhere within the Big Picture UI, and even while playing Steam games on a TV. It supports Big Picture's new method of typing with a game controller, which is useful for entering URLs, filling out forms, chatting, and other functions.
For more information, including how to participate in the beta, please visit http://www.steampowered.com/bigpicture/
Beamer wrote on Sep 12, 2012, 00:37:
I don't believe people want to sit on the couch with one arm held out in the air. That's not comfortable and our muscles aren't built for it. There's a reason it's a punishment given by drill sargeants in old movies.
The glove was considered a good idea back when people thought the future would be The Lawnmower Man. Now that we have a better idea of what input is, how unnecessary VR is, and how capable people are of hitting buttons they can't see, I don't see us ever going down that path.
Beamer wrote on Sep 12, 2012, 00:10:
Are you saying you claimed hyperbole or I did?
Because here are all 15 different gloves that people have tried to bring to market:
DataGlove
TouchGlove
CyberGlove
Dexterous Handmaster
Anaphase Unlimited
Data Glove with Flexor (different company)
Space Glove
Glad-N-Art Glove
Motion Orchestration Systems
Cyberfinger
PINCH
SUPERGlove
P5 Glove
5th Glove
The grandaddy of them all: Sayre Glove
There. 15 glove attempts. 15 unintuitive products.
Beamer wrote on Sep 11, 2012, 20:08:RailWizard wrote on Sep 11, 2012, 19:01:Beamer wrote on Sep 11, 2012, 18:57:RailWizard wrote on Sep 11, 2012, 18:54:HorrorScope wrote on Sep 11, 2012, 10:45:
The Glove, history has shown those devices are non-intuitive,
What history? There has never been a implementation worth talking about, so I don't see how there is any history to talk about.
Perhaps there's no chicken or egg argument here, and the lack of an implementation worth talking about is simply the proof that it's a bad idea.
Unless you really, really like how Michael Douglas does things in Disclosure.
Wake me up when you type something worth reading.
You're the guy claiming that a concept that has been in development over 35 years is a valid idea and just hasn't had the right breakthrough.
Seriously, 35 years of glove development. The first ones appeared in the late 70s. There have been numerous attempts to commercialize it, with at least one on the market now. I can name at least 15 attempts. None were good.
Maybe because they're not intuitive and no one but you wants them?...
RailWizard wrote on Sep 11, 2012, 19:01:Beamer wrote on Sep 11, 2012, 18:57:RailWizard wrote on Sep 11, 2012, 18:54:HorrorScope wrote on Sep 11, 2012, 10:45:
The Glove, history has shown those devices are non-intuitive,
What history? There has never been a implementation worth talking about, so I don't see how there is any history to talk about.
Perhaps there's no chicken or egg argument here, and the lack of an implementation worth talking about is simply the proof that it's a bad idea.
Unless you really, really like how Michael Douglas does things in Disclosure.
Wake me up when you type something worth reading.
Beamer wrote on Sep 11, 2012, 18:57:RailWizard wrote on Sep 11, 2012, 18:54:HorrorScope wrote on Sep 11, 2012, 10:45:
The Glove, history has shown those devices are non-intuitive,
What history? There has never been a implementation worth talking about, so I don't see how there is any history to talk about.
Perhaps there's no chicken or egg argument here, and the lack of an implementation worth talking about is simply the proof that it's a bad idea.
Unless you really, really like how Michael Douglas does things in Disclosure.
RailWizard wrote on Sep 11, 2012, 18:54:HorrorScope wrote on Sep 11, 2012, 10:45:
The Glove, history has shown those devices are non-intuitive,
What history? There has never been a implementation worth talking about, so I don't see how there is any history to talk about.
HorrorScope wrote on Sep 11, 2012, 10:45:
The Glove, history has shown those devices are non-intuitive,
Verno wrote on Sep 11, 2012, 12:27:
Motion controls are really tiring after awhile too, people underestimate just how quickly they will get tired after holding their arm up for 15 minutes.
Some sort of neural interface would probably be the best but how would you possibly balance for that sort of thing, assuming it was even remotely feasible?
RailWizard wrote on Sep 11, 2012, 06:52:
blah blah blah...what we really need is the next generation of game controller. Yes, that means something better than console controller crap, as well as better than mouse & keyboard. That is a tall menu, and I find it depressing that no one has risen to that challenge as of yet.
If you ask me, what we need(be prepared to laugh) is a real version of the Nintendo power glove. You know, the way you expected it to be before you actually tried it...
Mordecai Walfish wrote on Sep 11, 2012, 06:20:HorrorScope wrote on Sep 10, 2012, 20:51:Mordecai Walfish wrote on Sep 10, 2012, 19:10:
]
Wait.. what gamers have tried vr with sixsense?
I believe something like sixsense could be worked in seamlessly with gaming controllers (i.e. you can still use a KB/M/controller -- and if you wanted to take your hands off the controller, could interact with 3-d touch interfaces as simply as an ipad..
I hear what you are saying, I would just need to see that in action before buying it. Not sure what is wrong with just using the mouse pointer of the mouse in your hand for additional UI needs. Seems inefficient taking your hands off the mouse to do addition UI steps.
There have been six axis devices over 30 years now. We all want them to be as great as we imagine, but in practical use for games to me they haven't panned out. That said, I'm not against trying, I'm just not buying into the hype until it totally proves itself. Watching the video I see nothing new, same thing, your hand is being motion watched, Kinect. How do you turn with your hand and aim-shoot at the same time? Why take your hand off the mouse to do UI tasks? It's all second nature with a mouse. I put the mouselook as Carmack's second great gift to us... even though I think System Shock 1 was close as well. Little fuzzy there. But mouse look was a huge breakthrough that hasn't been bested.
I am with you that the option should be there, but just being very cautious, since to me six axis has never worked yet.
Much of what we do and are comfortable with in control schemes will change in the VR space, I do not believe that mouse/kb will be as relevant for gaming there, in particular. Fighting between mouselook & motion tracking VR would be a quick road to nausea.. mouseaim though, would be decent (and function much like ARMA2's aiming mode)
RailWizard wrote on Sep 11, 2012, 06:52:If thats what we need you are in luck, because thats what valve is working on.
blah blah blah...what we really need is the next generation of game controller.
HorrorScope wrote on Sep 10, 2012, 20:51:Mordecai Walfish wrote on Sep 10, 2012, 19:10:
]
Wait.. what gamers have tried vr with sixsense?
I believe something like sixsense could be worked in seamlessly with gaming controllers (i.e. you can still use a KB/M/controller -- and if you wanted to take your hands off the controller, could interact with 3-d touch interfaces as simply as an ipad..
I hear what you are saying, I would just need to see that in action before buying it. Not sure what is wrong with just using the mouse pointer of the mouse in your hand for additional UI needs. Seems inefficient taking your hands off the mouse to do addition UI steps.
There have been six axis devices over 30 years now. We all want them to be as great as we imagine, but in practical use for games to me they haven't panned out. That said, I'm not against trying, I'm just not buying into the hype until it totally proves itself. Watching the video I see nothing new, same thing, your hand is being motion watched, Kinect. How do you turn with your hand and aim-shoot at the same time? Why take your hand off the mouse to do UI tasks? It's all second nature with a mouse. I put the mouselook as Carmack's second great gift to us... even though I think System Shock 1 was close as well. Little fuzzy there. But mouse look was a huge breakthrough that hasn't been bested.
I am with you that the option should be there, but just being very cautious, since to me six axis has never worked yet.
ViRGE wrote on Sep 11, 2012, 01:35:theyarecomingforyou wrote on Sep 10, 2012, 20:09:That's a pretty specific edge case, no? Who has a standard monitor hooked up to their HTPC? I only have my TV hooked up to my HTPC, and that seems to be how most people do it.
I tried it out. It's pretty much as I expected - it does what it says on the tin but it's still effectively useless when using a HDTV as a secondary monitor. If you launch Big Picture when Steam is on your secondary display then it still launches on your primary display and there are no options to change that (or none that I've found). So a B- for effort and an F for practicality.
Oh, and I really hope they change the button soon... it looks absolutely horrific.
theyarecomingforyou wrote on Sep 10, 2012, 20:09:That's a pretty specific edge case, no? Who has a standard monitor hooked up to their HTPC? I only have my TV hooked up to my HTPC, and that seems to be how most people do it.
I tried it out. It's pretty much as I expected - it does what it says on the tin but it's still effectively useless when using a HDTV as a secondary monitor. If you launch Big Picture when Steam is on your secondary display then it still launches on your primary display and there are no options to change that (or none that I've found). So a B- for effort and an F for practicality.
Oh, and I really hope they change the button soon... it looks absolutely horrific.