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Do you have examples of such games?
While there are a few Mac OS games that support Apple ARM silicon, the Steam client itself does not.
Yep, so even if they did make an ARM native version of Steam, you wouldn't have any games to play on it anyway.
Windows ARM64 went up from 0.03% to 0.05% in the most recent hardware survey - check the "MicrosoftXTA" vendor string at https://store.steampowered.com/hwsurvey/processormfg/
Well if the emulation isn't providing information Valve can consume, that's really on MS.
ChromeOS support for Steam is for Intel x86 laptops running ChromeOS. It doesn't run on any ARM based Chromebooks
This is a chicken-and-egg problem. Steam having no support for arm64 on Windows means that even if a game developer wants to support native arm64, they run into these problems with Steam:
1) No Steamworks API for native arm64 binaries. That means among lots of other things, no achievements or overlay. No multiplayer authentication or matchmaking. No Steam Workshop, no Steam DRM/ownership checks etc. etc. For some games that's painful but doable, for others it's fatal.
2) Steam doesn't know to launch the arm64 binary if you're on an arm64 system, so the developer would have to route all game launches (even those on x86_64 systems) through a shim executable that would dispatch to the right binary.
3) Steam currently allows you to ship different binaries depending if you're on 32-bit x86 or 64-bit x86_64. Without extending that to support arm64, developers would have to include both x86_64 and arm64 binaries in the download for their game for all users. Or put the arm64 binaries into a free DLC.
Problems 1 and 2 are already solved for macOS. They made an arm64 version of the shared library (steamclient.dll on Windows, steamclient.dylib on macOS) which provides the Steamworks APIs for games.
Anyway, the chicken-and-egg problem means that shipping native arm64 games on Windows on Steam is going to be hard or impossible. Which means very few will get shipped, which means no pressure to improve the support for arm64 on Steam. Yay.
Personally, I would be incredibly suprised if it wasn't straightforward for Valve to fix problems 1 and 2 for Windows; the road is already paved by having done it already for macOS. But, honestly, given how much they dragged their feet on doing that on macOS, despite how quickly the market share of arm64 processors grew on that platform (it's now up to 60%), I can't see them doing it for the minuscule market share that arm64 processors have on Windows.
I guess developers could perhaps circumvent problem 1 themselves by building for the ARM64EC ("emulation compatible") ABI, which would allow the game to be able to load the x86_64 Steamworks libraries. Assuming that doesn't open up some other can of worms.
Just wait, it won't be more than a couple years before Arm64 becomes the dominant architecture. Steam should prepare for this. x86 is a bloated ISA full of legacy crap that bogs it down.
Valve/Steam never prepares for anything, they wait until the absolute last minute and then do the absolute bare minimum to make it work.