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submitted 10 months ago by woelkchen@lemmy.world to c/steamdeck@sopuli.xyz
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[-] cron@feddit.org 7 points 10 months ago

I'd imagine that once the mobile walled garden ecosystems are fully opened up, we should look for the debut of Android and iOS Steam clients. Let's see how that pans out in 2026...

That seems a bit too optimistic IMO. While it is possible to run PC games on a phone, a fully functional Steam client would still be quite a surprise.

[-] woelkchen@lemmy.world 11 points 10 months ago

a fully functional Steam client would still be quite a surprise.

What's running stand-alone games on Frame then if not a fully functional Steam client?

[-] notfromhere@lemmy.ml 2 points 10 months ago

The difference there is it likely builds on the work they did for the Steam Deck and SteamOS. Writing a full Steam client for iOS or Android would be a huge amount of work independently from that.

[-] woelkchen@lemmy.world 1 points 10 months ago

Writing a full Steam client for iOS or Android would be a huge amount of work independently from that.

https://www.androidauthority.com/run-desktop-linux-apps-on-android-how-to-3586539/

[-] notfromhere@lemmy.ml 1 points 10 months ago

It looks like they ran Linux apps inside a virtual machine on an Android phone. That has been possible for a long time now. That is certainly a route Valve could go down, but it won’t be a very good user experience.

[-] woelkchen@lemmy.world 1 points 10 months ago

Steamworks SDK supports Android now. Obviously, should there be an official full Steam client for Android, the preferred route is for game developers to release native Android games with Steam integration.

[-] cron@feddit.org 2 points 10 months ago

It is, but my assumption is that ARM-based linux and ARM-based android require a different codebase.

I'm not a dev though, maybe I'm wrong and it's easier than I thought.

[-] bless@lemmy.ml 3 points 10 months ago

The arm instruction set should be the same. Different processors might have different extensions. The main problem is the drivers. That's why you can't just flash any arm image on an arm phone, it has to have the drivers for the components that come with the phone

[-] MajinBlayze@lemmy.world 3 points 10 months ago* (last edited 10 months ago)

The main difference between arm Linux and arm android is how applications are packaged, (and android really wants you to build Java interfaces) partly because under the hood, android is Linux. It takes some development, but doesn't need to be a "new codebase". The harder problems are making the ux work with different from factors.

Actually, Linux is a good example of how this works, since you can build Linux for dozens of different CPU architectures (x86, x86_64, arm, risc-v, powerpc, and the list goes on)

There are places in the code where there are bespoke instructions to optimize for a given architecture, but overall, it's still one massive "codebase"

[-] woelkchen@lemmy.world 1 points 10 months ago

It is, but my assumption is that ARM-based linux and ARM-based android require a different codebase.

https://www.androidauthority.com/run-desktop-linux-apps-on-android-how-to-3586539/

[-] cron@feddit.org 1 points 10 months ago

That approach uses virtual machines. While that is possible (otherwise we wouldn't see it), it is probably not really optimized for gaming.

Wine / Proton / Box64 (already used for gaming on android) is using translation layers, not a full virtual machine.

[-] soulsource@discuss.tchncs.de 2 points 10 months ago

There was also an option to just install a Debian chroot on Android, with no virtualization in-between.

The app was called Lil'Debi, but isn't maintained any more since 2018.

[-] woelkchen@lemmy.world 2 points 10 months ago

That approach uses virtual machines. While that is possible (otherwise we wouldn’t see it), it is probably not really optimized for gaming.

Whether or not it's optimized for gaming is up to Google. The technology to bring Frame's ARM Steam client onto Android exists.

this post was submitted on 29 Nov 2025
154 points (99.4% liked)

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