So, the PS3 does support PSGL, but that's not actually what you are thinking of. PSGL is a GLES variant (Not exactally, iirc, GLES 2.0 wasn't out then, and GLES 1.0 didn't have the required shader support). If you wrote your game to run using PSGL, you were actually doing pretty good for a full OpenGL Port.
Now, you are actually in fact thinking of LibGCM, which has very few similarities to OpenGL, is much lower level, simpler, and is in fact, the library that most PS3 developers do end up using.
Do however keep in mind, that any major game that runs on Mobile, OS X, or Linux, has pretty much API compatible library usage with OpenGL.
Then while the PS3 doesn't give you OpenGL, any cross platform game that runs on both PS3 and another system generally has a graphics system abstracted enough to make porting to an OpenGL system while not trivial, a rather well contained and limited amount of work. Surely enough to make it warranted to port to whatever graphics API Valve chooses to use, should it be a successful console.
And frankly the Microsoft monopoly on rendering API's. These days modern OpenGL is close enough, to not really matter. Having nearly feature parity, and these days all the fancy stuff happens in shaders anyways, the API just doesn't matter as much as the platform lock-in these days.
Yes, the steam console doesn't automatically get access to the entire library, but keep in mind, Steam on the mac has been hugely successful, and it had a very limited selection of games to begin with. You say that valve can't get a majority of existing devs to sign-up to support OpenGL, frankly they don't have to, rather they have to get just enough Steam devs to do such, and that's something history has shown that they do in fact have influence over.
Now, you are actually in fact thinking of LibGCM, which has very few similarities to OpenGL, is much lower level, simpler, and is in fact, the library that most PS3 developers do end up using.
Do however keep in mind, that any major game that runs on Mobile, OS X, or Linux, has pretty much API compatible library usage with OpenGL.
Then while the PS3 doesn't give you OpenGL, any cross platform game that runs on both PS3 and another system generally has a graphics system abstracted enough to make porting to an OpenGL system while not trivial, a rather well contained and limited amount of work. Surely enough to make it warranted to port to whatever graphics API Valve chooses to use, should it be a successful console.
And frankly the Microsoft monopoly on rendering API's. These days modern OpenGL is close enough, to not really matter. Having nearly feature parity, and these days all the fancy stuff happens in shaders anyways, the API just doesn't matter as much as the platform lock-in these days.
Yes, the steam console doesn't automatically get access to the entire library, but keep in mind, Steam on the mac has been hugely successful, and it had a very limited selection of games to begin with. You say that valve can't get a majority of existing devs to sign-up to support OpenGL, frankly they don't have to, rather they have to get just enough Steam devs to do such, and that's something history has shown that they do in fact have influence over.