Steam Machines Today, Steam Phones Tomorrow?

▼ Summary
– Valve has been secretly funding the development of open-source technologies, including the Fex emulator, to enable Windows PC games to run on Arm-based devices like phones and laptops.
– The Steam Frame VR headset acts as a “Trojan horse” showcasing this technology, which allows games to run on Arm hardware without requiring developers to create separate ports.
– This technology stack uses Proton to translate Windows games for Linux and Fex to translate x86 processor instructions for Arm chips, with only the game’s core code needing emulation.
– Valve’s goal is to reduce barriers for users and developers, expanding PC gaming to Arm devices where they offer competitive power and efficiency, without forcing developers to waste time on ports.
– While Valve is enabling SteamOS to run on a wider variety of Arm form factors (like handhelds and desktops), the company has no specific plan to make a Steam Phone and is focused on partnerships and improving compatibility.
While Valve’s Steam Machine console made headlines, its lasting impact might be found in a different arena entirely. The company’s quiet, long-term investment in open-source technology is building a bridge that could fundamentally change where and how we play PC games. The goal is to eliminate the traditional barriers between hardware architectures, allowing the vast library of Windows games to run seamlessly on devices powered by Arm processors, the chips found in billions of smartphones, tablets, and an increasing number of laptops. This vision extends far beyond any single piece of Valve hardware, aiming to make the entire PC gaming ecosystem more flexible and accessible.
Consider the Steam Frame VR headset. While easily dismissed as another niche device, it functions as a technological proof of concept. It utilizes a stack of open-source software, including the Proton compatibility layer and an emulator called Fex, to run Windows games. Crucially, Valve has been the primary financial backer for Fex since its inception, guiding its development with a specific purpose: to translate x86 PC game code for Arm chips with high performance and accuracy. This means the tools enabling the Steam Frame are the same ones that could, in theory, power gaming on future smartphones or Arm-based notebooks.
The practical result is already visible. It’s now possible to play demanding PC titles, like Hollow Knight: Silksong, on a modern Android phone using community-driven apps. This works through the combined power of Proton and Fex, technology Valve has nurtured for nearly a decade. The company began recruiting and funding open-source developers for this Arm initiative back in 2016, understanding it would require a long runway to mature. Ryan Houdek, the lead developer of Fex, confirms that Valve’s support allowed the project to become his full-time focus, underscoring the company’s commitment.
So, why is Valve pouring resources into Arm compatibility? According to Pierre-Loup Griffais, a key architect of SteamOS and the Steam Deck, the motivation is twofold: reducing barriers for players and freeing developers from tedious porting work. Arm chips often excel in lower-power scenarios, creating opportunities for new form factors like ultra-portable handhelds or efficient laptops where x86 processors might not be ideal. Valve wants PC gaming to expand into these segments naturally, without asking developers to rebuild their games for each new architecture.
This philosophy is baked into SteamOS itself. The operating system is not fragmented; the Arm version uses the same core components as the x86 version. The difference lies in the supporting software. On an Arm device, Steam would deliver a version of Proton compiled for Arm that seamlessly integrates the Fex emulator. When a Windows game runs, Fex translates the game’s x86 instructions into Arm code. The performance hit is minimized because once the game calls a graphics or system API, it jumps into Arm-native code within Proton. Only the game’s own core logic is emulated.
This approach differs from other solutions, like Microsoft’s Prism emulator for Windows on Arm, by prioritizing both gaming performance and strict correctness to handle anti-tamper techniques some games employ. Valve’s strategy is ecosystem-driven rather than product-specific. While they are excited about the potential for Arm-based SteamOS devices from various manufacturers, in handheld, living room, or even desktop form factors, they are not explicitly building a “Steam Phone.” Instead, they are “greasing the wheels” by ensuring SteamOS and its compatibility layers work reliably across a wide array of hardware, making it easier for partners to create compelling devices.
The implications are vast. It paves the way for a future where your gaming library is not locked to a specific type of chip. Whether on a powerful handheld, a living room console, or a lightweight laptop, the same Steam games could simply work. Valve is systematically dismantling the walls between platforms, not by creating a single device to rule them all, but by building the open-source infrastructure that makes the walls irrelevant. The Steam Machine may be a footnote, but the technology it helped advance could redefine the entire paragraph.
(Source: The Verge)





