Question about Playing Modded Games on the Steam Machine

Sounds good, guys. Thanks for the input.
If you buy it, and will have some questions or problems PM me or be sure to drop in one of Linux threads.

Maybe by that time we will already have a shiny new OT for Linux. There's a bunch of us Linux gamers here, some of us will surely help you!
 
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Wemod / Wand has a free tier, but functionality is limited. I think they're down to only letting you run it for 2 hours a day on the "free' plan. You also can't use the on-screen toggles and are instead limited to the key commands. You also can't use their phone app on the free tier. Everything on the app keeps getting more and more restricted unless you pay.
Nope, not on Wemod. The only difference in the paid version is you can set keys and use the phone. There is no time limit on use. They had one for a minute, but got rid of it earlier in the year.
 
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Nope, not on Wemod. The only difference in the paid version is you can set keys and use the phone. There is no time limit on use.
Ah, looks like they just removed that restriction a few months ago. Good for them.

As far as Linux / Steam Deck / Steam Machine goes, it looks like Wemod is still a massive pain in the ass to install. It also looks like when the app updates, you have to go through the installation all over again. Still looks to be easier to just use the Decky plugin I posted above.
 
Ah, looks like they just removed that restriction a few months ago. Good for them.

As far as Linux / Steam Deck / Steam Machine goes, it looks like Wemod is still a massive pain in the ass to install. It also looks like when the app updates, you have to go through the installation all over again. Still looks to be easier to just use the Decky plugin I posted above.
Gotcha! Yea, I figure I'll just keep using my laptop. Thanks!
 
So you think you can run SteamOS on any ARM64 SOC? If you thought the driver situation was bad for x86 devices, wait till you find out the situation for ARM64 SOCs.

Nope, my assumption is they'll be restrictions on both the apps and hardware that are even supported, with Valve starting with their own, and then working with select partners for specific devices.

It will take some years like Proton did to even allow for wide compatibility, and adding the complexity of translating the instruction set too will also yield a bigger performance hit.

Google and Epic settlement makes it easier to run registered third party stores globally, judge has to approve. But Google has no incentive in helping Steam take over their playstore revenues.
Yep, it's still pending court approval, but given Google is already drafting safety and security standards for third-party storefronts to apply it seems like it's going to happen. I know there are some developer fees, but Google has limitations from striking exclusivity deals for content with phone manufacturers, and they have to streamline user flow for these apps stores than putting all the warning screens to scare the normies into thinking they're installing something bad.

None of the things I'm suggesting are something I'm expecting to happen immediately, I expect the performance and compatibility to improve iteratively over time. I will say the GameHub app on Android has already done some impressive things using Proton to translate to arm-based smartphones, with some newer phones running Elden Ring at 30fps, AA stuff like Ghostrunner 2 between 30-60fps, and games like Hades 2 running on some of these Android retro handhelds like the Ayn Thor already.

I can see a future where a good chunk of the Steam library is playable on some of these devices, especially if there are more direct partnerships between hardware makers + Valve. We'll see, but I'm excited.
 
Nope, my assumption is they'll be restrictions on both the apps and hardware that are even supported, with Valve starting with their own, and then working with select partners for specific devices.

It will take some years like Proton did to even allow for wide compatibility, and adding the complexity of translating the instruction set too will also yield a bigger performance hit.


Yep, it's still pending court approval, but given Google is already drafting safety and security standards for third-party storefronts to apply it seems like it's going to happen. I know there are some developer fees, but Google has limitations from striking exclusivity deals for content with phone manufacturers, and they have to streamline user flow for these apps stores than putting all the warning screens to scare the normies into thinking they're installing something bad.

None of the things I'm suggesting are something I'm expecting to happen immediately, I expect the performance and compatibility to improve iteratively over time. I will say the GameHub app on Android has already done some impressive things using Proton to translate to arm-based smartphones, with some newer phones running Elden Ring at 30fps, AA stuff like Ghostrunner 2 between 30-60fps, and games like Hades 2 running on some of these Android retro handhelds like the Ayn Thor already.

I can see a future where a good chunk of the Steam library is playable on some of these devices, especially if there are more direct partnerships between hardware makers + Valve. We'll see, but I'm excited.
So this Gamehub app, who owns it? Open sourced? Can you provide some videos, I need to look into this more.
 
So this Gamehub app, who owns it? Open sourced? Can you provide some videos, I need to look into this more.

Sure, the GameHub (homepage) app is owned by GameSir, the company that makes game controllers, and closed-source. Another app is GameNative, so I linked the github there, and I believe it's open-source.

I first saw it being used in this video since I follow some of the retro scene:


Seems like a decent number of games can work on GameHub already, though I don't know the extend to its limitations. I just know Proton is used as part of how it runs the games, but I haven't personally messed around much on my Android devices yet since I'm gonna let it mature more.
 
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