Steamworks Documentation
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Performance Assessment Overlay (VR titles)

[/td] [/tr] [/table] [subsection]Additional information for [b]VERIFIED/PLAYABLE[/b][/subsection] Next to the [b]VERIFIED/PLAYABLE[/b] status, the [b]Average Frame Time[/b] (in milliseconds) is displayed. This average is a rolling window of the last 32 frames. Next to the it, the [b]Target Frame Time[/b] (in milliseconds) is displayed. The target is calculated based on the minimum required display refresh rate and includes the required headroom for SteamVR. …

[table] [tr] [td]OpenVR (Depth-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L191]VRTextureWithPoseAndDepth_t[/url][/td] [/tr] [tr] [td]OpenVR (Depth+Motion-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L202]VRTextureWithMotion_t[/url][/td] [/tr] [tr] [td]OpenXR (Depth-assisted reprojection)[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_KHR_composition_layer_depth.html]XR_KHR_composition_layer_depth[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Vendor-agnostic[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_EXT_frame_synthesis.html]XR_EXT_frame_synthesis[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Oculus[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_FB_space_warp.html]XR_FB_space_warp[/url][/td] [/tr] [/table] You can visualize the depth or motion vectors submitted by using the [doclink=steamframe/debugging#GameTextures]Draw Performance Assessment Game Textures in Headset[/doclink] option. …

Godot

[/b][/callout] [section]Project Setup[/section] [list] [*][b]Enable OpenXR[/b] - (Project / Project settings / XR / OpenXR) and enable stereo shaders (Project / Project settings / XR / Shaders) [*][b]OpenXR Vendors Plugin[/b] - Optionally install the [url=https://godotengine.org/asset-library/asset/3768]Godot OpenXR vendors plugin[/url] from the AssetLib tab. …

[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.…

Localization and Languages

[section=supported_languages]Supported Languages[/section] For a full list of supported languages and their associated API language code, please see [doclink=store/localization/languages][/doclink] [section]Working With Translation Vendors[/section] There are many great translation companies around the world that specialize in translating gaming content. As you consider your options for who to work with for translating your game content, there are a few things to consider: [list] [*][b] Determine your target languages[/b] - Some companies are known to focus or be strong with certain regions’ languages than others. [*] [b]Compare price sheets to know how expensive services are. …

Is it text heavy/lore heavy/easy to relate to globally? This can impact which translation vendor may be better suited for particular languages. [*] [b]Ask for a deck or list of games that a vendor has worked on and ask them exactly what work they did on those games.…

ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Steam DRM

Try automating it using the Automated Steam Wrapper process documented above. [b]Q. An Anti-virus vendor has detected my binary as having a virus after applying the Steam DRM wrapper. What can I do?[/b] [b]A.[/b] False positives like this can happen, as the DRM injection process is modifying your binary in the same way a virus might do. Feel free to contact the vendor, or use the API instead of the Steam DRM wrapper. …

Steam Controller (2015)

The gyro is fully able to detect all three axes of motion (pitch, yaw, and roll), and has been put to great use as an aim device in first-person shooters, among other applications. [docimg=steam_controller_gyro.png]steam_controller_gyro.png[/docimg] [subsection=BLE]BLE FW Update[/subsection] The Windows FW update tool installing the BLE FW image or rolling back to production FW can be found here: [docfile=Steam_Controller_FW_Update_Tool_5b0f21bd.zip]Steam Controller FW Update Tool[/docfile]…

OpenVR

[section]Overview[/section] OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository on GitHub is an SDK that contains the API and samples. …

Steam Hardware and Proton

If your solution currently isn't working, please reach out to both your vendor and Valve for support. [*]Anti-tamper / DRM: In general we don't recommend use of such solutions across any PC platforms, as they may impact disk usage and overall performance. …

Sony PlayStation 4 Controller

[docimg=ds4_controller_touchpad.png]ds4_controller_touchpad.png[/docimg] [subsection=GYRO]Gyro sensor[/subsection] [b]Analog, 3 axes[/b] Like the Steam controller, the PlayStation 4 controller also has a built-in gyro sensor with similar functionality, and likewise has 3 axes of motion (pitch, yaw, and roll). [docimg=ds4_controller_gyro.png]ds4_controller_gyro.png[/docimg] …

Top Sellers Lists

[section]Frequently Asked Questions[/section] [b]Q: How do the real-time top sellers chart work?[/b] A: For each game, we roll up all the player spending from the trailing 24 hours, and then add extra weight to spending in the last 3 hours. That extra weighting of the most recent spending helps Steam to more quickly reflect changes, like a popular new release or a game trending upward. …

Getting your game ready for Steam Deck and Steam Machine

.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). [/list] [subsection]Game Features[/subsection] [list] [*][b]Clouded Saves[/b]: For games that allow saving, we recommend enabling automatic clouding of saved games: users should be able to save their game on a Deck or Steam Machine and resume on a different PC, and vice versa, without manually transferring files. …

Steam Deck FAQ

Right now we're using 5.13, and we're working on an update to 5.15, and we'll continue to roll out those changes to whatever's latest, moving forward. [b]Will SteamOS have a read-only immutable OS file system?[/b] Yes. …

[/b] Yes, we're working with both Unity and Epic on making sure Unreal and Unity engines have integrations that make the development experience for Deck as smooth as possible. And going forward we expect there will be improvements rolling into those engines over time to further integrate with our development tools and to make those engines a great target for Steam Deck. …

Steam Input Gamepad Emulation - Best Practices

= (UINT)-1 && GetRawInputDeviceInfoA( devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize ) != (UINT)-1 ) { if ( rdi.hid.dwVendorId == VALVE_DIRECTINPUT_GAMEPAD_VID && rdi.hid.dwProductId == VALVE_DIRECTINPUT_GAMEPAD_PID ) { uint32 ulVID = strtoul( &devName[STEAM_INPUT_VID_INDEX], NULL, 16 ); uint32 ulPID = strtoul( &devName[STEAM_INPUT_PID_INDEX], NULL, 16 ); uint64 ulDeviceHandle = strtoull( &devName[STEAM_INPUT_SIAPI_HANDLE_INDEX], NULL, 16 ); uint32 unGamepadIndex = strtoul( &devName[STEAM_INPUT_GAMEPAD_INDEX], NULL, 16 ); Log( "Raw input device: VID = 0x%x, PID = 0x%x, handle = 0x%llx, index = 0x%x, %s\n", ulVID, ulPID, ulDeviceHandle, unGamepadIndex, devName ); // You can now use either the VID/PID to identify the device directly or use ulDeviceHandle with GetInputTypeForHandle ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( ulDeviceHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unknown!…

Unreal Engine

This code adds support for detecting the device on startup and setting scalability, adds support for additional texture formats on LinuxArm64, as well as provide a few feature fixes to Unreal Engine that should be rolled into future Engine updates. If you are using Git on the commandline, and assuming you already cherry picked the Android support changelist from the first section of this document, cherry pick the additional change: [code]git fetch valve d4e9e50790e1197565ef8486eb33bdfc2490b37f git cherry-pick d4e9e50790e1197565ef8486eb33bdfc2490b37f [/code] Or by using the Git GUI client of choice. …