Yeah but keep in mind that inflation plays a role, so they could adjust the price as they would see fit (considering also the weak yen)
How much usable RAM for games has SD? Since I saw speculation about 11GB for Switch Next
Steam Deck does not reserve ram. It's a PC so it will do multipurpose things.
No, it's a good question. Especially with all the inevitable comparisons we'll see.
Yeah, not stupid at all. The question is more complicated than it looks!
Consoles reserve OS memory because anything interactive (games, OS UIs) value latency (how fast you start reacting to a button push) over throughput (how fast can you go once you get started). Having a reserve means you're always ready to go.
Desktop/server OSes generally value throughput over latency, so they allocate on-demand. They also
swap - that means that they can technically allocate more RAM than they have, and "swap" some of the contents of RAM to disk. You put parts of the system that aren't active onto storage, and then swap them back in when needed. This increases throughput because you effectively have more RAM, but increases latency as some operations have to wait for the swap to happen, and storage is slow.
SteamOS eats about 2 GB of memory on it's own, but it's not a reserve. It can get swapped out. However, that swapping can cause game stutters. In fact, a pretty common tweTak for Steam Deck is to turn swapping off entirely, so that those stutters never happen (at the cost of SteamOS always being in memory).
The other RAM difference on SteamDeck is that while the hardware has one single pool of RAM, just like consoles do, PC architecture expects a seperate pool of RAM for the GPU, like VRAM on a desktop or laptop. SteamDeck solves this by reserving RAM, not for the OS, but for the GPU, and acting like they are separate pools.
But that means the GPU can't access data in the System pool, even though it's the same chip on the motherboard. So games still need to do a (admittedly, very fast) RAM copy every time they want to send data to the graphics hardware. That means two copies of resources exist at a time, at least briefly.
Switch doesn't need to do this copy. Games on Switch can just tell the GPU where the data is. That eliminates a copy, which is not only faster, but more efficient in RAM usage.
So where Switch/Switch 2 has "RAM for the OS, RAM for the game", SteamDeck has "RAM for the OS and the game logic, RAM for the game graphics". Switch/Switch 2 has hard limits, SteamDeck has flexible ones, but in exchange for those flexible limits, you have ineffeciency.