Steam telepítése
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Fordítási probléma jelentése
Thats because those games are designed to run on that hardware. The games are steam are not going to be designed to run on that hardware. Even witcher and skyrim were redesigned to work on the switch.
Its not like they just copied and pasted the games over there. It took time and money to reconfigure them.
My PC recently broke and I had to slum it on a Win 10 tablet. It blowed, as much as I wanted to enjoy it.
I bought it a good while back with the intention of mobile steam gaming but the majority of my library isnt suited to it, specs are obviously an issue but controls are a huge issue unless you want to start with peripherals which as well as being a huge power drain kind of ruin the mobile gaming aspect. Point and clicks might be good on it (I know Monkey Island worked well on it) and minecraft is a storming game in a win 10 tablet (because its setup for it) but most games for me werent comfortable or intuitive on it. For me the client itself is quite horrible to navigate on a tablet screen as well.
As I said Minecraft was awesome, but I have a win 10 phone which can run that and again its a good version. I'd take a PSP, GBA SP or DS over them anyday.
Most developers would just use something like Unity and cross-compile for both PCs and mobiles at the same time. If they wanted to hit both markets. They could then have one or the other provide a key for redeeming, but unless Google/Apple loosen up their App stores it's difficult to have the Steam version provide access to the Mobile one (a little easier the other way).
There are several ways to deal with latency. The first thing to remember is there is always going to be latency in any game, and always of the same two types.
* You've got delay between your actions being registered and reflected locally. Called input latency.
* You've got delay between your actions being registered and reflected on the server. Called network latency.
Often streaming services trade-off latency between these, i.e. they host the servers for the game, so the server latency drops to near zero, but the input latency increases to the time between you and the server. So your overall latency usually remains basically the same, and as far as server-side registration of hits goes it'll actually act the same, it just feels more lag as your inputs aren't as crisp (starting movement within single frames).
In order to handle this they have to use techniques in order to reduce the input lag. This usually involves predicting what you are likely to do so that a suitable reflection can be included in the stream so if you turn left your device knows what to display for that and doesn't have to round-trip the request to the server to see it.