Steam Input is an abstraction layer on top of controllers. It helps you support any type of controller in your game. It also provides remapping support from within the Steam UI. Players can browse for and share their controller configurations too.
Steam Networking is not P2P. It's client-server. Steam also has P2P networking but using P2P networking is a big risk these days when it exposes your players' IP addresses to others. Steam Networking has a sub-feature called Steam Datagram Relay which deals with routing issues and hides player IP addresses.
Steam's inventory service takes this to another level. It's not just microtransactions. Items can be traded with others, can be bought/sold on the marketplace for store credit, etc. The marketplace alone is a significant additional source of revenue for some Steam games because the game gets a cut out of each sale.
I simply meant that you get more out of Steam with it's bigger cut.
Steam Input is an abstraction layer on top of controllers. It helps you support any type of controller in your game. It also provides remapping support from within the Steam UI. Players can browse for and share their controller configurations too.
And it does this by integrating with XInput and DirectInput. So players who have Steam can use it, and players who don't have Steam can't use it anyways so it's not a loss.
Peer connections will only ever use relay servers. This will add latency to all connections, but will hide IP Addresses from peers.
You can't have modern P2P without relay servers of some kind for NAT reasons anyways
It feels like you don't really know the tech you're talking about tbh. Steam's inventory system is not something that I'd call a net positive. An unregulated black market that's been tied to gambling and theft is not something most game developers are clamoring for (and that's reflected in how many games actually use the inventory system for anything of note)
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Steam Input is an abstraction layer on top of controllers. It helps you support any type of controller in your game. It also provides remapping support from within the Steam UI. Players can browse for and share their controller configurations too.
Steam Networking is not P2P. It's client-server. Steam also has P2P networking but using P2P networking is a big risk these days when it exposes your players' IP addresses to others. Steam Networking has a sub-feature called Steam Datagram Relay which deals with routing issues and hides player IP addresses.
Steam's inventory service takes this to another level. It's not just microtransactions. Items can be traded with others, can be bought/sold on the marketplace for store credit, etc. The marketplace alone is a significant additional source of revenue for some Steam games because the game gets a cut out of each sale.
I simply meant that you get more out of Steam with it's bigger cut.
And it does this by integrating with XInput and DirectInput. So players who have Steam can use it, and players who don't have Steam can't use it anyways so it's not a loss.
https://dev.epicgames.com/docs/en-US/api-ref/enums/eos-e-rel...
You can't have modern P2P without relay servers of some kind for NAT reasons anyways
It feels like you don't really know the tech you're talking about tbh. Steam's inventory system is not something that I'd call a net positive. An unregulated black market that's been tied to gambling and theft is not something most game developers are clamoring for (and that's reflected in how many games actually use the inventory system for anything of note)