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by pjmlp 54 days ago
That reasoning fails flat given the same studios have no issues supporting iOS, PlayStation, Swift and XBox, which are completely alien to what is used on Android NDK, APIs that are GNU/Linux compatible for 3D rendering, audio and asset loading.

Valve basically failed to provide the business value for those studios.

3 comments

> given the same studios have no issues supporting iOS, PlayStation, Swift and XBox

PlayStation and Xbox don't go and cause you constant churn, at least not in the same console generation, and maintenance churn on iOS is only bearable for app developers because there are so many people using it that you can afford to pay the extra effort.

Glad that we agree it is a Linux problem.
> Valve basically failed to provide the business value for those studios.

For a studio selling their games via Steam, there is no benefit in making a Linux build.

Their clients still need Steam to run it, and there's no practical different between Steam creating a container with a dedicate Linux userspace or with a dedicated Proton setup.

The audience that REALLY cares whether the game is Linux-native or not is likely the audience that wouldn't want to use Steam.

Steam isn't the only store in town.

Actually, Valve could do an Apple and require native ports.

Using Proton to run Windows games is no different of using MAME, UAE,...

All of those platforms are HUGE and well worth the hassle.

I think Valve is trying to leverage the Steam Storefront into a full-fledged Platform. It is not quite there yet.

As such, they have invested a lot of effort into the compatibility layers, which allows gamedevs to support Steam Devices with no extra effort, or minimal effort, which is very important business vise.

As a gamedev, you essentially get a bonus platform for your game without extra dev effort!

Doesn't change the fact that Valve failed to create a business proposition to make native Linux a platform that is well worth the hassle.