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However, their focus was on the unit's performance Newell stated "But the first thing was the performance and the experience, was the biggest and most fundamental constraint that was driving this." Newell recognized that the base pricing was somewhat higher than expected and "painful", but necessary to meet the expectation of gamers that would want the Deck. And as a game developer, it's the mobile device I've always wanted for our partners." According to Newell, they wanted to be "very aggressive" on the release and pricing strategy as they considered the mobile market as their primary competitor for the Deck. Valve's CEO, Gabe Newell, said of the Steam Deck's approach, "As a gamer, this is a product I've always wanted.
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Though they do not have any current designs for a "Steam Deck 2", Valve has stated that there will likely be future iterations of the hardware in years to come, but expect the timing of releases to depend on the current state of processor technology and handheld device limitations, rather than a regular upgrade cycle.
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While the specifications are modest compared to high-end gaming computers, they felt that the performance was at a good place that would be acceptable for many years, while still looking at newer software improvements, such as the addition of AMD's FidelityFX Super Resolution (FSR).
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The developers considered the Steam Deck to be future-proof. Only through recent discussions with AMD and their current product lines was Valve able to identify a technical approach that would meet the goal of a handheld device capable of playing all Steam games without overtaxing the processor unit. Dalton said, "More and more it just became kind of clear, the more of this we are doing internally, the more we can kind of make a complete package." Īs Valve considered options for bringing a handheld device to market, they set a priority that the device had to be able to play nearly the entirety of the Steam game library, and rejected possible hardware that moved away from the standard x86-based processing structure that would have been easier to implement in handheld form but would have limited what games would be available. Further, their experience with trying to convince other manufacturers to produce Steam Machines led Valve to realize that it was better to develop all their hardware internally. This was later considered by Valve a very early concept behind the Steam Deck.
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One idea from this prototype was to include the Steam Link, a hardware device capable of streaming game content from a computer running Steam to a different monitor, here routing that output to the small LCD on the controller. Some of the early prototypes of the controller included a small LCD screen within the middle of the controller which could be programmed as a second screen alongside the game that the user was playing. The Steam Controller was developed by Valve as part of the Steam Machine line. Other factors from the Steam Machine line worked their way into the conception of the Steam Deck. The lack of Linux game availability during the lifetime of Steam Machines led Valve to invest development into Proton, a Linux-based compatibility layer to allow most Microsoft Windows-based applications and games to be run on Linux without modification. Steam Deck designer Steve Dalton said "There was always kind of this classic chicken and egg problem with the Steam Machine", as it required the adoption of Linux by both gamers and game developers to reach a critical interest in the machines to draw manufacturers in making them. Introduced in 2015, the platform did not sell well, and Valve quietly pulled back on it by April 2018, though stated the company remained committed to providing some type of open hardware platform. Valve's first foray into hardware was with the Steam Machine, a computer specification based on the Linux-derived SteamOS that could be adopted by any computer manufacturer to make systems optimized for running Steam and games from it.