| ▲ | mikkupikku a day ago |
| > SCX-LAVD has been worked on by Linux consulting firm Igalia under contract for Valve It seems like every time I read about this kind of stuff, it's being done by contractors. I think Proton is similar. Of course that makes it no less awesome, but it makes me wonder about the contractor to employee ratio at Valve. Do they pretty much stick to Steam/game development and contract out most of the rest? |
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| ▲ | ZeroCool2u a day ago | parent | next [-] |
| Igalia is a bit unique as it serves as a single corporate entity for organizing a lot of sponsored work on the Linux kernel and open source projects. You'll notice in their blog posts they have collaborations with a number of other large companies seeking to sponsor very specific development work. For example, Google works with them a lot. I think it really just simplifies a lot of logistics for paying folks to do this kind of work, plus the Igalia employees can get shared efficiency's and savings for things like benefits etc. |
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| ▲ | butlike a day ago | parent [-] | | Oh ok, so Igalia owns the developer sweatshops now. Got it. | | |
| ▲ | ksynwa 14 hours ago | parent | next [-] | | I don't know much about Igalia but they are worker owned and I always see them work on high skill requirement tasks. Makes me wish I was good enough to work for them. | |
| ▲ | dan-robertson a day ago | parent | prev | next [-] | | This seems to be a win-win where developers benefit from more work in niche areas, companies benefit by getting better developers for the things they want done, and Igalia gets paid (effectively) for matching the two together, sourcing sufficient work/developers, etc. | |
| ▲ | zipy124 15 hours ago | parent | prev | next [-] | | Just because work is 'out-sourced' to contractors does not mean it is a sweatshop.... | |
| ▲ | the_mitsuhiko a day ago | parent | prev | next [-] | | It's a cooperative sweatshop in that sense. | |
| ▲ | saagarjha a day ago | parent | prev [-] | | And the developers own Igalia. |
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| ▲ | chucky_z a day ago | parent | prev | next [-] |
| This isn’t explicitly called out in any of the other comments in my opinion so I’ll state this. Valve as a company is incredibly focused internally on its business. Its business is games, game hardware, and game delivery. For anything outside of that purview instead of trying to build a huge internal team they contract out. I’m genuinely curious why other companies don’t do this style more often because it seems incredibly cost effective. They hire top level contractors to do top tier work on hyper specific areas and everyone benefits. I think this kind of work is why Valve gets a free pass to do some real heinous shit (all the gambling stuff) and maintain incredible good will. They’re a true “take the good with the bad” kind of company. I certainly don’t condone all the bad they’ve put out, and I also have to recognize all the good they’ve done at the same time. Back to the root point. Small company focused on core business competencies, extremely effective at contracting non-core business functions. I wish more businesses functioned this way. |
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| ▲ | javier2 a day ago | parent | next [-] | | Yeah, I suppose this workflow is not for everyone. I can only imagine Valve has very specific issue or requirements in mind when they hire contractors like this. When you hire like this, i suspect what one really pay for is a well known name that will be able to push something important to you to upstream linux. Its the right way to do it if you want it resolved quickly. If you come in as a fresh contributor, landing features upstream could take years. | |
| ▲ | smotched a day ago | parent | prev | next [-] | | Whats the bad practices valve is doing in gambling? | | |
| ▲ | crtasm a day ago | parent | next [-] | | Their games and systems tie into huge gambling operations on 3rd party sites If you have 30mins for a video I recommend People Make Games' documentary on it https://www.youtube.com/watch?v=eMmNy11Mn7g | | |
| ▲ | trinsic2 a day ago | parent | next [-] | | Yeah, im sorry. Valve is the last company people should be focusing for this type of behavior. All the other AAA game companies use these mechanics to deliberate manipulate players. IMHO valve doesn't use predatory practices to keep this stuff going. | | |
| ▲ | heywoods a day ago | parent | next [-] | | Just because they weren’t the first mover into predatory practices doesn’t mean they can’t say no to said practices. Each actor has agency to make their own operating and business decisions. Is Valve the worst of the lot? Absolutely not. But it was still their choice to implement. | | |
| ▲ | inexcf a day ago | parent | next [-] | | What makes Valve special is that they were the first mover on those practices like lootboxes, gamepasses... but they never pushed it as far as the competition where it became predatory. | |
| ▲ | trinsic2 a day ago | parent | prev [-] | | They have a track record of not engaging in these practices. It might be true that someday, we will get the wrong people in leadership positions at Valve that would entertain this behavior, but so far I don't think its going to happen. Valve has been time and time again, on the side of sane thinking around these topics. So IMHO your concern isn't really warranted as of yet. |
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| ▲ | crtasm a day ago | parent | prev [-] | | How much of the video did you watch? I'm not aware of other game companies that enable 3rd party integrations into their item systems. This isn't just "lootboxes bad" - it's Valve profiting from actual gambling happening on external sites. | | |
| ▲ | trinsic2 a day ago | parent [-] | | If you want to see how bad this really is, take a look at AAA games like call of duty where they dynamically alter in game loot mechanics to get people to purchase in game items. Value is chump change in this department. They allow the practice of purchasing loot boxes and items but don't analyze and manipulate behaviors. Valve is the least bad actor in this department. I watched half the video and found it pretty biased compared to whats happening in the industry right now. I feel this argument of Valve deliberately profiting off of gambling not really the whole story. I certainly dont think that Valve designed there systems to encourage gambling. More like they wanted a way to bring in money to develop other areas of their platform so they can make it better, which they did. And in many cases are putting players first. Players developed bad behaviors around purchasing in-game and trading items and have chosen to indulge in the behavior. 3rd parties have rose up around a unhealthy need that IMHO is not Valves doing. And most importantly, since I was around when these systems went into place, allowing me to see what was happening, this kind of player behavior developed over time. I don't think Valve deliberately encouraged it. The entire gaming industry is burning down before our eyes because of AAA greed and you guys are choosing to focus on the one company thats fighting against it. Im not getting it. | | |
| ▲ | pityJuke a day ago | parent [-] | | > call of duty where they dynamically alter in game loot mechanics to get people to purchase in game items. [Citation needed] > I certainly dont think that Valve designed there systems to encourage gambling Cases are literally slot machines. > [section about third-party websites] I don't think Valve deliberately encouraged it. OK, but they continue to allow it (through poor enforcement of their own ToS), and it continues to generate them obscene amounts of money? > you guys are choosing to focus on the one company thats fighting against it. Yes, we should let the billion dollar company get away with shovelling gambling to children. Also, frankly speaking, other AAAs are less predatory with gambling. Fortnite, CoD, and VALORANT to pick some examples, are all just simple purchases from a store. Yes, they have issues with FOMO, and bullying for not buying skins [0], but oh my god, it isn't allowing children to literally do sports gambling (and I should know, I've actively gambled on esports while underage via CS, and I know people that have lost $600+ while underage on CS gambling). [0]: https://www.polygon.com/2019/5/7/18534431/fortnite-rare-defa... | | |
| ▲ | trinsic2 19 hours ago | parent [-] | | If you say so. Sorry not see any of this. Valve is a good company and there reputation has been developed over the years as such. | | |
| ▲ | graynk 15 hours ago | parent [-] | | this is just willingly turning a blind eye. it's not about the reputation or being a "good company", it's about the facts of what they do. | | |
| ▲ | trinsic2 11 hours ago | parent [-] | | I'm choosing not to place the blame on them as I don't see it as something they can control. And I trust Valve to do the right thing over most any large game studio out there. The history of reputation and actions matter. I think you want to to try and skew the narrative based on you own particular bias. The situation is much bigger than what you are making it out to be. | | |
| ▲ | graynk 2 hours ago | parent [-] | | > I think you want to to try and skew the narrative based on you own particular bias. This is exactly what you are doing. > The history of reputation and actions matter. The history of actions matter, yes. The history of actions on the gambling topic has been very consistent thus far from Valve. |
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| ▲ | a day ago | parent | prev [-] | | [deleted] |
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| ▲ | mewse-hn a day ago | parent | prev | next [-] | | Loot box style underage gambling in their live service games - TF2 hats, counterstrike skins, "trading cards", etc etc | |
| ▲ | msh a day ago | parent | prev [-] | | Lootboxes comes to mind. |
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| ▲ | butlike a day ago | parent | prev | next [-] | | Small company doesn't have the capital to contract out library work like that. Same story as it's always been | |
| ▲ | tayo42 a day ago | parent | prev [-] | | I feel like I rarely see contacting out work go well. This seems like an exception | | |
| ▲ | OkayPhysicist a day ago | parent | next [-] | | The .308 footgun with software contracting stems from a misunderstanding of what we pay software developers for. The model under which contracting seems like the right move is "we pay software developers because we want a unit of software", like how you pay a carpenter to build you some custom cabinets. If the union of "things you have a very particular opinion about, and can specify coherently" and "things you don't care about" completely cover a project, contracting works great for that purpose. But most of the time you don't want "a unit of software", you want some amorphous blob of product and business wants and needs, continuously changing at the whims of business, businessmen, and customers. In this context, sure, you're paying your developers to solve problems, but moreover you're paying them to store the institutional knowledge of how your particular system is built. Code is much easier to write than to read, because writing code involves applying a mental model that fits your understanding of the world onto the application, whereas reading code requires you to try and recreate someone else's alien mental model. In the situation of in-house products and business automation, at some point your senior developers become more valuable for their understanding of your codebase than their code output productivity. The context of "I want this particular thing fixed in a popular open source codebase that there are existing people with expertise in", contracting makes a ton of sense, because you aren't the sole buyer of that expertise. | |
| ▲ | magicalhippo a day ago | parent | prev | next [-] | | If you have competent people on both sides who care, I don't see why it wouldn't work. The problem seems, at least from a distance, to be that bosses treat it as a fire-and-forget solution. We haven't had any software done by oursiders yet, but we have hired consultants to help us on specifics, like changing our infra and help move local servers to the cloud. They've been very effective and helped us a lot. We had talks though so we found someone who we could trust had the knowledge, and we were knowledgeable enough ourselves that we could determine that. We then followed up closely. | | |
| ▲ | tayo42 a day ago | parent | next [-] | | I think your first 2 sentances are pretty common issues though. | |
| ▲ | stackskipton a day ago | parent | prev [-] | | Most companies that hiring a ton of contractors are doing it for business/financial reporting reasons. Contractors don't show up as employees so investors don't see employee count rise so metric of "Revenue/Employee" ratio does not get dragged down and contractors can be cut immediately with no further on expenses. Laid off employees take about quarter to be truly shed from the books between severance, vacation payouts and unemployment insurance. |
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| ▲ | zipy124 15 hours ago | parent | prev | next [-] | | This is mostly because the title of contracter has come to mean many things. In the original form, of outsourcing temporary work to experts in the field it still works very very well. Where it fails is when a business contracts out business critical work, or contracts to a general company rather than experts. | |
| ▲ | TulliusCicero a day ago | parent | prev | next [-] | | Valve contracts out to actually competent people and companies rather than giant bodycount consulting firms. | | |
| ▲ | m4rtink a day ago | parent [-] | | Not to mention the code being open source & in need to be accepted upstream to be actually useful in the long term. |
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| ▲ | to11mtm a day ago | parent | prev | next [-] | | I've seen both good and bad contractors in multiple industries. When I worked in the HFC/Fiber plant design industry, the simple act of "Don't use the same boilerplate MSA for every type of vendor" and being more specific about project requirements in the RFP makes it very clear what is expected, and suddenly we'd get better bids, and would carefully review the bids to make sure that the response indicated they understood the work. We also had our own 'internal' cost estimates (i.e. if we had the in house capacity, how long would it take to do and how much would it cost) which made it clear when a vendor was in over their head under-bidding just to get the work, which was never a good thing. And, I've seen that done in the software industry as well, and it worked. That said, the main 'extra' challenge in IT is that key is that many of the good players aren't going to be the ones beating down your door like the big 4 or a WITCH consultancy will. But really at the end of the day, the problem is what often happens is that business-people who don't really know (or necessarily -care-) about specifics enough unfortunately are the people picking things like vendors. And worse, sometimes they're the ones writing the spec and not letting engineers review it. [0] [0] - This once led to an off-shore body shop getting a requirement along the lines of 'the stored procedures and SQL called should be configurable' and sure enough the web.config had ALL the SQL and stored procedures as XML elements, loaded from config just before the DB call, thing was a bitch to debug and their testing alone wreaked havoc on our dev DB. | |
| ▲ | WD-42 a day ago | parent | prev | next [-] | | Igalia isn’t your typical contractor. It’s made up of competent developers that actually want to be there and care to see open source succeed. Completely different ball game. | |
| ▲ | abnercoimbre a day ago | parent | prev [-] | | Nope. Plenty of top-tier contractors work quietly with their clientele and let the companies take the credit (so long as they reference the contractor to others, keeping the gravy train going.) If you don't see it happening, the game is being played as intended. |
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| ▲ | tapoxi a day ago | parent | prev | next [-] |
| Valve is actually extremely small, I've heard estimates at around 350-400 people. They're also a flat organization, with all the good and bad that brings, so scaling with contractors is easier than bringing on employees that might want to work on something else instead. |
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| ▲ | sneak a day ago | parent [-] | | 300 people isn’t “extremely small” for a company. I don’t work with/for companies over 100 people, for example, and those are already quite big. | | |
| ▲ | zipy124 15 hours ago | parent | next [-] | | 300 is extremely small for a company of their size in terms of revenue and impact. Linus media group and their other companies for instance is over 100 people, and is much smaller in impact and revenue than a company like valve, despite not being far off the number of employers (within an order of magnitude)... | |
| ▲ | tester756 a day ago | parent | prev | next [-] | | 300 people running Steam, creating games and maintaining Steam Deck / Linux and stuff? Yes, 300 is quite small. | |
| ▲ | frakkingcylons a day ago | parent | prev | next [-] | | I think a better way to think of it is in terms of revenue per employee. Valve is WAY up there. | |
| ▲ | hatthew a day ago | parent | prev | next [-] | | the implied observation is that valve is extremely small relative to what it does and how big most people would expect it to be | |
| ▲ | PlanksVariable a day ago | parent | prev [-] | | Of course smaller companies exist — there are 1 person companies! But in a world where many tech companies have 50,000+ employees, 300 is much closer to 100 or 10 and they can all be considered small. And then you consider it in context: a company with huge impact, brand recognition, and revenue (about $50M/employee in 2025). They’ve remained extremely small compared to how big they could grow. | | |
| ▲ | sneak 21 hours ago | parent [-] | | > many tech companies have 50,000+ employees There are not many tech companies with 50k+ employees, as a point of fact. I’m not arguing just to argue - 300 people isn’t small by any measure. It’s absolutely not “extremely small” as was claimed. It’s not relatively small, it’s not “small for what they are doing”, it’s just not small at all. 300 people is a large company. The fact that a very small number of ultrahuge companies exist doesn’t change that. For context, 300 people is substantially larger than the median company headcount in Germany, which is the largest economy in the EU. | | |
| ▲ | PlanksVariable 19 hours ago | parent | next [-] | | You certainly seem to be arguing just to argue. You’re comparing Valve to the companies you choose to work for or the median German company, but those are irrelevant. You’re using the wrong reference set. Valve is a global, revenue-dominant, platform-level technology company. In its category, 300 employees is extremely small. Valve is not a German company, so that’s an odd context, but if you want to use Germany for reference, here are the five German companies with the closest revenue to Valve’s: - Infineon Technologies, $16.4B revenue, 57,000 employees - Evonik Industries, $16B, 31,930 employees - Covestro, $15.2B, 17,520 employees - Commerzbank, $14.6B, 39,000 employees - Zalando, $12.9B, 15,793 employees | |
| ▲ | hatthew 19 hours ago | parent | prev [-] | | Would you say a country of 300 people isn't small? Big, small, etc. are relative terms. There is no way to decide whether or not 300 is small without implicitly saying what it's small relative to. In context, it was obvious that the point being made was "valve is too small to have direct employees working on things other than the core business" |
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| ▲ | mindcrash a day ago | parent | prev | next [-] |
| Proton is mainly a co-effort between in-house developers at Valve (with support on specific parts from contractors like Igalia), developers at CodeWeavers and the wider community. For contextual, super specific, super specialized work (e.g. SCX-LAVD, the DirectX-to-Vulkan and OpenGL-to-Vulkan translation layers in Proton, and most of the graphics driver work required to make games run on the upcoming ARM based Steam Frame) they like to subcontract work to orgs like Igalia but that's about it. |
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| ▲ | everfrustrated a day ago | parent | prev | next [-] |
| Valve is known to keep their employee count as low as possible. I would guess anything that can reasonably be contracted out is. That said, something like this which is a fixed project, highly technical and requires a lot of domain expertise would make sense for _anybody_ to contract out. |
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| ▲ | treyd a day ago | parent | prev | next [-] |
| They seem to be doing it through Igalia, which is a company based on specialized consulting for the Linux ecosystem, as opposed to hiring individual contractors. Your point still stands, but from my perspective this arrangement makes a lot of sense while the Igalia employees have better job security than they would as individual contractors. |
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| ▲ | izacus a day ago | parent | prev | next [-] |
| This is how "Company funding OSS" looks like in real life. There have been demands to do that more on HN lately. This is how it looks like when it happens - a company paying for OSS development. |
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| ▲ | wildzzz a day ago | parent | prev | next [-] |
| It would be a large effort to stand up a department that solely focuses on Linux development just like it would be to shift game developers to writing Linux code. Much easier to just pay a company to do the hard stuff for you. I'm sure the steam deck hardware was the same, Valve did the overall design and requirements but another company did the actual hardware development. |
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| ▲ | koverstreet a day ago | parent | prev | next [-] |
| Speaking for myself, Valve has been great to work with - chill, and they bring real technical focus. It's still engineers running the show there, and they're good at what they do. A real breath of fresh air from much of the tech world. |
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| ▲ | jvanderbot a day ago | parent | prev | next [-] |
| They probably needed some point expertise on this one, as they build out their teams. |
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| ▲ | 15 hours ago | parent | prev | next [-] |
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| ▲ | Brian_K_White a day ago | parent | prev | next [-] |
| I don't know what you're trying to suggest or question. If there is a question here, what is it exactly, and why is that question interesting? Do they employ contractors? Yes. Why was that a question? |
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| ▲ | bogwog a day ago | parent | prev [-] |
| Valve has a weird obsession with maximizing their profit-per-employee ratio. There are stories from ex-employees out on the web about how this creates a hostile environment, and perverse incentives to sabotage those below you to protect your own job. I don't remember all the details, but it doesn't seem like a great place to work, at least based on the horror stories I've read. Valve does a lot of awesome things, but they also do a lot of shitty things, and I think their productivity is abysmal based on what you'd expect from a company with their market share. They have very successful products, but it's obvious that basically all of their income comes from rent-seeking from developers who want to (well, need to) publish on Steam. |
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| ▲ | wocram a day ago | parent [-] | | There are numerous other ways to publish games. Is it really rent-seeking to own and maintain the most popular game publishing platform? |
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