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The main issue here is that all SBC's tend to lack in 3d graphics processing. They really weren't designed with heavy gaming in mind, especially any kind of real time 3-d rendering. Non 3-d games might work, along with old 3-d games that the system might be able to brute force render.
Porting Games from x86-Linux to ARM-Linux is pretty easy. I have compiled Open Transport Tycoon for the last 15 years myself to ARM/m68k/MIPS without changing anything and Quake3 has been ported to ARM in less than a day. Not by me though, that took one smarter guy.
Games written in Assembly Language? Haven't seen that on x86 for at least 30 years.
Surelly we will not see GTA5 on 4k-Ultra. But some older games like L4D, Return to Wolfenstein, Minecraft, World of Goo might actually run very well. Not to mention the myriad of older games running perfectly in emulations for C64, Amiga, DOS-Games, MAME.
And damnit, this is a ALL-PURPOSE-HOMECOMPUTER.
It runs Firefox, Thunderbird, Libreoffice, VLC and even Quake3.
For just €70!!!
If that ain't something...
But it's really up to the developers to port their games and if enough won't offer to do it, there's no big incentive for Steam to port their client. Although... that does leave the door open for someone else to make a similar service for ARM computers.
Don't get me wrong, I like the idea. Especially as ARM processors are becoming more popular and a valid option for those not needing the highest end 3-d graphics rendering on their machine.
https://www.tomshardware.com/how-to/raspberry-pi-install-steam
Not really, but anyhow I am not talking about high level languages but high level applications.
A shell script or a ECMAS application will work on anything because it just needs an interpreter.
A game uses at the very least libraries to directly access memory and render algorithms. Stuff that needs to be compiled against the architecture's instruction set.
Or you need a layer in-between that translates them, like WINE or Proton.
Rendering APIs are usually part of the OS distribution, so they're also always available.
The SDL library, which is commonly used in games to abstract low-level platform differences, like access to video APIs among many others, is supported on Raspberry Pi as well as other ARM platforms like iOS, Android, and Nintendo Switch. And SDL is provided by the Steam Runtime for Linux games.
Library availability is just not an issue, especially on Linux where most of the stuff you care about is open source anyway.
And how do you call that library?
By compiling against it. That's my point. You need a different version for ARM architecture just like you need for Linux and Mac.
Flash and Java games for example would be fine to run on different machines ... but the way you distribute them is to include their runtime environment. Which again needs a repackaging for the different version.
Maybe I worded it not clear enough because this topic keeps creeping up:
The games available on Steam right now are not compatible with ARM architecture. Releasing a Steam client for it is not enough. The games need to be ported, too.
Development time requires money and that money has to come from somewhere. I really doubt projected game sales for ARM computers right now can cover such expenses.
All computers are general purpose machines. It's its very definition.
However the Pi400 is more of a niche market product than a general consumer product.
A recompile for ARM is not a vastly difficult task; any game that has an iOS, Android, or Nintendo Switch version already compiles for ARM. There's big chunks of Steam client code already shipping on ARM, embedded into the mobile version of Dota Underlords!
And I'm not saying "recompile for ARM isn't vastly difficult" from a position of ignorance; I manage our builds at work that we crosscompile for x86 and ARM. If they've done enough for the Steam client code that's embedded into Underlords to work, going the rest of the way to shipping a Steam client that can work on ARM is small.
Heck, there are like ten times more ARM Linux Computers out there than x86 Windows computers... sort of.
But you do so with programs designed to be cross-platform.
If my graphics engine directly communicates with the graphics driver, I need it to be ported first. And it better have the same interface functions.
That's the problem: some games are full of these third-party dependencies that need to work first.
I strongly assume that games working on the platform is implied.
What good is the client? Pretty much everything non-game related can be done via a web browser.
Yeah. Mobile devices and embedded solutions. It will be a few years until your IOT washing machine runs Skyrim.
Sure. But that's a) not a problem for all games b) Any dependency which has been anywhere near, say, an iPhone is already ported to ARM.
Er, so you can download games to play on your ARM computer. (It would also be nifty to have an ARM version of Steamcmd, because it would enable some caching scenarios with lower-power devices, which would rock)
Anyway, something is going to have to break the chicken-egg cycle, otherwise people'll end up arguing that there's no ARM games on Steam so there shouldn't be an ARM Steam client, and because there's no ARM Steam client there are no ARM games on Steam, so there shouldn't be an ARM Steam client, and...
Yeah, when there's money to be made will break that cycle. Right now PC Gaming on ARM makes PC gaming on Mac's look huge. And Steam isn't the only store selling PC games. And if no one is really supporting it right now from stores to developers, are they all idiots who can't see piles of money? Or is there just no money in it right now?