> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.
It's an ARM Linux PC that presumably gives you root access, in addition to being a VR headset. And it has an SD card slot for storage expansion. Very cool, should be very hackable. Very unlike every other standalone VR headset.
> 2160 x 2160 LCD (per eye) 72-144Hz refresh rate
Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. But the price is hopefully low. I'd love to see a high-end option with higher resolution displays in the future, good enough for monitor replacement.
> Monochrome passthrough
So AR is not a focus here, which makes sense. However:
> User accessible front expansion port w/ Dual high speed camera interface (8 lanes @ 2.5Gbps MIPI) / PCIe Gen 4 interface (1-lane)
Full color AR could be done as an optional expansion pack. And I can imagine people might come up with other fun things to put in there. Mouth tracking?
One thing I don't see here is optional tracking pucks for tracking objects or full body tracking. That's something the SteamVR Lighthouse tracking ecosystem had, and the Pico standalone headset also has it.
More detail from the LTT video: Apparently it can run Android APKs too? Quest compatibility layer maybe? There's an optional accessory kit that adds a top strap (I'm surprised it isn't standard) and palm straps that enable using the controllers in the style of the Valve Index's "knuckles" controllers.
Back when I was in Uni, so late 80s or early 90s, my dad was Project Manager on an Air Force project for a new F-111 flight simulator, when Australia upgraded the avionics on their F-111 fighter/bombers.
The sim cockpit had a spherical dome screen and a pair of Silicon Graphics Reality Engines. One of them projected an image across the entire screen at a relatively low resolution. The other projector was on a turret that pan/tilted with the pilot's helmet, and projected a high resolution image but only in a perhaps 1.5m circle directly in from of where the helmet was aimed.
It was super fun being the project manager's kid, and getting to "play with it" on weekends sometimes. You could see what was happening while wearing the helmet and sitting in the seat if you tried - mostly ny intentionally pointing your eyes in a different direction to your head - but when you were "flying around" it was totally believable, and it _looked_ like everything was high resolution. It was also fun watching other people fly it, and being able to see where they were looking, and where they weren't looking and the enemy was speaking up on them.
Somewhere between '93 and '95 my father took me abroad to Germany and we visited a gaming venue. It was packed with typical arcade machines, games where you sit in a cart holding a pistol and you shoot things on the screen while cart was moving all over the place simulating bumpy ride, etc.
But the highlight was a full 3D experience shooter. You got yourself into a tiny ring, 3D headset and a single puck hold in hand. Rotate the puck and you move. Push the button and you shoot. Look around with your head. Most memorable part - you could duck to avoid shots! Game itself, as I remember it, was full wireframe, akin to Q3DM17 (the longest yard) minus jump pads, but the layout was kind of similar. Player was holding a dart gun - you had a single shot and you had to wait until the projectile decayed or connected with other player.
I'm not entirely sure if the game was multiplayer or not.
I often come back to that memory because shortly after within that time frame my father took me to a computer fair where I had the opportunity to play doom/hexen with VFX1 (or whatever it was called) and it was supposed to revolutionize the world the way AI is suppose to do it now.
Then there was a P5 glove with jaw dropping demo videos of endless possibilities of 3D modelling with your hands, navigating a mech like you were actually inside, etc.
It never came.
I think the big barrier remains price and experiences that are focusing more on visual fidelity over gameplay. An even bigger problem with high end visual fidelity tends to result in motion sickness and other side effects in a substantial chunk of people. But I'm sticking to my guns there - one day VR will win.
For me this serves as an example.
Few years later VFX1 was the hype, years later Occulus, etc.
But 3D graphics in general - as seen in video games - are similar, minus recent lumen, it's still stuff from graphics gems from 80-90s, just on silicone.
Same thing is happening now to some degree with AI.
As long as the headsets are heavy, I won't get one, no matter how great the graphics are or how good the game is
Didn't stop me from getting two different Oculus headsets (and some custom corrective lense inserts) but ultimately, comfort is what made me give up.
https://en.wikipedia.org/wiki/Virtuality_(product)
I think I played with the 1000CS or similar in a bar or arcade at some point in early 90's
The booth depicted on the 1000CS image looks exactly how I recall it, and the screenshot looks very similar to how I remember the game (minus dragon, and mine was fully wireframe), but the map layout looks very similar. It has this Q3DM17 vibe I was talking about.
Isn't this crazy, that we had this tech in ~'91 and it's still not just there yet?
On similar note - around that time, mid 90s, my father also took my to CEBIT. One building was almost fully occupied by Intel or IBM and they had different sections dedicated to all sorts of cool stuff. One of I won't forget was straight out of Minority Report, only many years earlier.
They had a whole section dedicated to showcasing a "smart watch". Imagine Casio G-Shock but with Linux. You could navigate options by twisting your wrist (up or down the menu) and you would press the screen or button to select an option.
They had different scenarios built in form of an amusement park - from restaurant where you would walk in with your watch - it would talk to the relay at the door and download menu for you just so you could twist your wrist to select your meal and order it without a human interaction and... leave without interaction as well, because the relay at the door would charge you based on your prior selection.
Or - and that was straight out of Minority Report - a scenario of an airport, where you would disembark at your location and walk past a big screen that would talk to your watch and display travel information for you, prompting question if you'd like to order a taxi to your destination, based on your data.
This is completely uninteresting now, but this was 40 years ago
EDIT: I think Casio AT-552
I somehow suspect in modern times they'd have lost.
Not really, because feeding us ads and AI slop attracted all the talent.
I remember the game was a commercially available shooter though, but the machine was exactly the same, with the blue highlights.
Later, I found out that it was a game called ”Dactyl Nightmare” that ran on Amiga hardware:
Everything you described and more is available from modern home Vr devices you can purchase right now.
Mecha, planes, skyrim, cinema screens. In VR, with custom controllers or a regular controller if you want that. Go try it! It’s out and it’s cheap and it’s awesome. Set IPD FIRST.
it was called ESPRIT, which I believe was eye slaved programmed retinal insertion technique.
I question that we could not create a special purpose video codec that handles this without trickery. The "per eye" part sounds spooky at first, but how much information is typically different between these frames? The mutual information is probably 90%+ in most VR games.
If we were to enhance something like x264 to encode the 2nd display as a residual of the 1st display, this could become much more feasible from a channel capacity standpoint. Video codecs already employ a lot of tricks to make adjacent frames that are nearly identical occupy negligible space.
This seems very similar (identical?) to the problem of efficiently encoding a 3d movie:
Is the current state of VR rendering really just rendering and transporting two videostreams independent of eachother? Surely there has to be at least some academic prior-art on the subject, no?
For foveated rendering, the amount of rendered pixels are actually reduced.
Foveated streaming is presumably the next iteration of this where the eye tracking gives you better information about where to apply this distortion, although I’m genuinely curious how they manage to make this work well - eye tracking is generally high latency but the eye moves very very quickly (maybe HW and SW has improved but they allude to this problem so I’m curious if their argument about using this at a low frequency really improves meaningfully vs more static techniques)
[1] https://developers.meta.com/horizon/blog/how-does-oculus-lin...
People are conflating rendering (which is not what I’m talking about) with transmission (which is what I’m talking about).
Lowering the quality outside the in focus sections lets them reduce the encoding time and bandwidth required to transmit the frame over.
I wonder if they have an ML model doing partial upscaling until the eyetracking state is propagated and the full resolution image under the new fovea position is available. It also makes me wonder if there's some way to do neural compression of the peripheral vision optimized for a nice balance between peripheral vision and hints in the embedding to allow for nicer upscaling.
Anyway that was ages ago and we did it with like three people, some duct tape and a GPU, so I expect that it should work really well on modern equipment if they've put the effort into it.
With foveated rendering I expect this to be a breeze.
"6 GHz Wi-Fi" means Wi-Fi 6E (or newer) with a frequency range of 5.925–7.125 GHz, giving 7 non-overlapping 160 MHz channels (which is not the same thing as the symbol rate, it's just the channel bandwidth component of that). As another bonus, these frequencies penetrate walls even less than 5 GHz does.
I live on the 3rd floor of a large apartment complex. 5 GHz Wi-Fi is so congested that I can get better performance on 2.4 in a rural area, especially accounting for DFS troubles in 5 GHz. 6 GHz is open enough I have a non-conflicting 160 MHz channel assigned to my AP (and has no DFS troubles).
Interestingly, the headset supports Wi-Fi 7 but the adapter only supports Wi-Fi 6E.
That said, in the US it is 1200MHz aka 5.925 GHz to 7.125 GHz.
MIMO helps here to separate the spectrum use by targeted physical location, but it's not perfect by any means.
The Frame itself here is a good example actually - using 6GHz for video streaming and 5GHz for wifi, on separate radios.
My main issue with the Quest in practice was that when I started moving my head quickly (which happens when playing faster-paced games) I would get lag spikes. I did some tuning on the bitrate / beam-forming / router positioning to get to an acceptable place, but I expect / hope that here the foveated streaming will solve these issues easily.
Now I also wonder if an ML model could also work to help predict fovea location based on screen content and recent eye trackng data. If the eyes are reading a paragraph, you have a pretty good idea where they're going to go next for instance. That way a latency spike that delays eye tracking updates can be hidden too.
We’ll see in practice - so far all hands-on reviewers said the foveated rendering worked great, with one trying to break it (move eyes quickly left right up down from edge to edge) and not being able to - the foveated rendering always being faster.
I agree latency spikes would be really annoying if they end up being like you suggest.
What do you do when another device on the main wifi network decides to eat 50ms of time in the channel you use for the eye tracking data return path?
So again, you just make sure the 6GHz band in the room is dedicated to the Frame and its dongle.
The 5GHz is for WiFi.
My guess based on that is you likely dont need to totally clear 6GHz in the room the Frame is in, but rather just make sure its relatively clear.
We’ll know more once it ships and we can see people try it out and try and abuse the radio a bit.
Also talking about adding more spectrum to the existing ISM 6GHz band.
I communicate with the FCC and NTIA fairly often at this point.
You need to pay attention to Arielle Roth, Assistant Secretary of Commerce for Communications and Information Administrator, National Telecommunications and Information Administration (NTIA).
https://policy.charter.com/2025-ntia-spectrum-policy-symposi...
From the article, about the November event:
"... administration’s investment in unlicensed access in 6 GHz ensures the benefits of the entire spectrum band are delivered directly to American families and businesses in the form of more innovation and faster and more reliable connectivity at home and on the go, which will continue to transform and deliver long-lasting impact for communities of all sizes across the country.
Charter applauds Administrator Roth's leadership, and her recognition of the critical role unlicensed spectrum plays today and in the future, both in the U.S. and across the globe."
---
Now here: https://www.ntia.gov/speech/testimony/2025/remarks-assistant...
"... To identify the remainder, NTIA plans to assess four targeted spectrum bands in the range set by Congress: 7125-7400 MHz; 1680-1695 MHz; 2700-2900 MHz; and 4400-4940 MHz."
"On the topic of on-the-ground realities, let’s also not forget what powers our networks today. While licensed spectrum is critical, the majority of mobile traffic is actually offloaded onto Wi-Fi. Born in America, led by America, Wi-Fi remains an area where we dominate, and we must continue to invest in this important technology. With Wi-Fi, the race has already been won. China knows it cannot compete and for that reason looks for ways to sabotage the very ingenuity that made Wi-Fi a global standard."
Roth is not going to take away 6GHz from current ISM allocation.
Picture demonstrating the large area that foveated rendering actually covers as high or mid res: https://www.reddit.com/r/oculus/comments/66nfap/made_a_pic_t...
It works a lot better than you’d expect at face value.
What sort of resolution are one's eyes actually resolving during saccades? I seem to recall that there is at the very least a frequency reduction mechanism in play during saccades
Are you really sure overrendering the fovea region would really work?
Question, what is the criteria for deciding this to be the case? Could you not just move your face closer to the virtual screen to see finer details?
> "Could you not just move your face closer to the virtual screen to see finer details?"
Sure, but then you have the problem of, say, using an IMAX screen as your computer monitor. The level of head motion required to consume screen content (i.e., a ton of large head movements) would make the device very uncomfortable quite quickly.
The Vision Pro has about ~35ppd and generally people seems to think it hits the bar for monitor replacement. Meta Quest 3 has ~25ppd and generally people seem to think it does not. The Steam Frame is specs-wise much closer to Quest 3 than Vision Pro.
There are some software things you can do to increase legibility of details like text, but ultimately you do need physical pixels.
Apple's "retina" HiDPI monitors typically have PPD well beyond 35 at ordinary viewing distances, even a 1080p 24 inch monitor on your desk can exceed this.
For me personally, 35ppd feels about the minimum I would accept for emulating a monitor for text work in a VR headset, but it's still not good enough for me to even begin thinking about using it to replace any of my monitors.
I agree with you - I would personally consider 35ppd to be the floor for usability for this purpose. It's good in a pinch (need a nice workstation setup in a hotel room?) but I would not currently consider any extant hardware as full-time replacements for a good monitor.
I'm 53 and the Quest 3 is perfectly good as a monitor replacement.
(pixel alignment via lots of rectangular things - windows, buttons; text rendering w/ that in mind; "pixel perfect" historical design philosophy)
The VR PPD is in arbitrary orientations which will lead to more aliasing. MacOS kinda killed their low-dpi experience via bad aliasing as they moved to the hi-dpi regime. Now we have svg-like rendering instead of screen-pixel-aligned baked rasterized UIs.
No one who has bought almost any MacBook in the last 10 years or so has had PPD this low either.
One can get by with almost anything in a pinch, it doesn't mean its desirable.
Pixel density != PPD either, although increasing it can certainly help PPD. Lower density desktop displays routinely have higher PPD than most VR headsets - viewing distance matters!
I've tried that combination in an earlier iteration of Lenovo's smart glasses, and it technically works. But the experience you get is not fun or productive. If you need to do it (say to work on confidential documents in public) you can do it, but it's not something you'd do in a normal setup
This is the main reason many VR games don't let you just walk around and opt for teleportation-based movement systems - your avatar moving while your body doesn't can be quite physically uncomfortable.
There are ways of minimizing this - for example some VR games give you "tunnel vision" by blacking out peripheral vision while the movement is happening. But overall there's a lot of ergo considerations here and no perfect solution. The equivalent for a virtual desktop might be to limit the size of the window while the user is zooming/panning.
https://phrogz.net/tmp/ScreenDensityCalculator.html#find:dis...
I's impressive if they're really able to get below 2ms motion-to-photon latency, given that modern consumer headsets with on-device compute are also right at that same 2ms mark.
Edit: Nevermind, I'm dumb. 1/60th of a second is 16 milliseconds, not 1.6 milliseconds.
The real limiting factor is more likely to be having a large headset on your face for an extended period of time, combined with a battery that isn't meant for all-day use. The resolution is fine. We went decades with low resolution monitors. Just zoom in or bring it closer.
Can get away with less for games where text is minimized (or very large)
The resolution is a major problem. Old-school monitors used old-school OSes that did rendering suitable for the displays of the time. For example, anti-aliased text was not typically used for a long time. This meant that text on screen was blocky, but sharp. Very readable. You can't do this on a VR headset, because the pixels on your virtual screen don't precisely correspond with the pixels in the headset's displays. It's inevitably scaled and shifted, making it blurry.
There's also the issue that these things have to compete with what's available now. I use my Vision Pro as a monitor replacement sometimes. But it'll never be a full-time replacement, because the modern 4k displays I have are substantially clearer. And that's a headset with ~2x the resolution of this one.
What's available now might vary from person to person. I'm using a normal-sized 1080p monitor, and this desk doesn't have space for a second monitor. That's what a VR headset would have to compete against for me; just having several virtual monitors might be enough of an advantage, even if their resolution is slightly lower.
(Also, I have used old-school VGA CRT monitors; as could be easily seen when switching to a LCD monitor with digital DVI input, text on a VGA CRT was not exactly sharp.)
To your point, I'd use my Vision Pro plugged in all day if it was half the weight. As it stands, its just too much nonsense when I have an ultrawide. If I were 20 year old me I'd never get a monitor (20 year old me also told his gf iPad 1 would be a good laptop for school, so,)
Yikes. How'd that relationship end up? Haha.
Never tried VR set, so I don't know if that translates similarly.
So effectively your 1080p monitor has ~6x the pixel density of the VR headset.
We'll have to wait on pricing for Steam Frame, but I don't expect them to match Meta's subsidies, so I'm betting on this being more expensive than Quest. I also think that streaming from a gaming PC will remain more of a niche thing despite Valve's focus on it here, and people will find a lot of use for the x86/Windows emulation feature to play games from their Steam library directly on the headset.
If they get everything working well I'm guessing we could see an ARM powered Steam Deck in the future.
Despite the fact it uses a Qualcomm chip, I'm curious on whether it retains the ability to load alternative OS's like other Steam hardware.
I think it should: we have Linux support/custom operating systems on Snapdragon 8 Gen 2 devices right now today, and the 8 Gen 3 has upstream support already AFAIK
It would be interesting to see⁰ how that behaves when presented with weird eyes like mine or worse. Mine often don't always point the same way and which one I'm actually looking through can be somewhat arbitrary from one moment to the next…
Though the flapping between eyes is usually in the presence of changes, however minor, in required focal distance, so maybe it wouldn't happen as much inside a VR headset.
----
[0] Sorry not sorry.
So this gets me thinking. What would it feel like to correct for that effect? Could you use the same technique to essentially play the further parts early, so it all comes in at once?
Kinda a hair brained idea, I know, but we have the technology, and I'm curious.
I don't know if it's faster, but it's a non-trivial part of the experience.
The bulk and added component cost of the "all in one" PC/headset models is just unnecessary if you already have a gaming PC.
Full color passthrough would have been nice though. Not necessarily for XR, but because it's actually quite useful to be able to switch to a view of the world around you with very low friction when using the headset.
And once you have the pipeline and computation power to enable inside out tracking all on device, adding an OS is essentially free.
Nikos Q: Linux Desktop support? A: Hi,
Linux is not officially supported but can absolutely work with the Beyond 2. I'd suggest joining the Bigscreen Beyond Discord server for more information
Thanks By Bigscreen Support Team
---
Rant: they have disabled selected text for the reviews for some inexplicable reason.
I wish Valve every bit of success, if they deliver an open platform people can own and hack.
The main value of Meta VR and AR products is the massive price subsidy which is needed because the brand has been destroyed for all generations older than Alpha.
The current price estimate for the Steam Frame is $1200 vs Quest 3 at $600 which is still a very reasonable price given the technology, tariffs, and lack of ad invading privacy
What a vile thought in the context of the steam… catalogue.
It actually makes a lot of sense!
Sure eyes move very VERY fast but if you do relatively small compute on dedicated hardware it can also go quite fast while remaining affordable.
Meta Quests & Apple Visions require developer verification to run your own software, and provide no root access, which slowed down innovation significantly.
What about the Lynx XR1? Running Android sure but officially rooted (details https://lynx.miraheze.org/wiki/Rooting_Process ) and with Linux proper (details https://wiki.postmarketos.org/wiki/Lynx_R1_(lynx-r1) ) even though experimental.
This has a serious impact on the developer ecosystem - there are still a few people who got their devices and are doing interesting work, but with so few users actually having devices the community is too small for much progress to be expected.
It's kinda similar to the old Jolla Tablet - it was a very interesting device (an x86 tablet running an open Linux distro in 2013!) but it ended up in too few hands due to funding issues & the amount of Sailfish OS apps actually supporting the tablet (eg. big screen, native x86 builds, etc.) reflected that.
Sucks, sorry to hear that :(
I guess I can't complain too much given that I got it for free.
The Go is not the best headset of course, but the games are a different style because of the 3DoF tracking without camera's. Somewhat slower paced and sitting down. A style I personally like more.
You can also unlock the device to get root on it [3], which is quite neat, although there doesn't seem to be any homebrew scene at all. Not even the most bare-bones launcher that doesn't require a Meta login.
[1] That doesn't even seem intentional, but it does mean that once the old version of the app can't communicate with Meta servers anymore, any uninitialized Go turns into a brick.
[2] https://archive.org/details/gear-vr-oculus-go
[3] https://developers.meta.com/horizon/blog/unlocking-oculus-go...
I'm sure he put it to good use. Like 500ms worth of upkeep for one of his yachts.
from the link we don't know if the OS can be changed (might be locked like many Android phones) or if a connected machine is required to run their DRM/Steam. The drivers may also not be open source
Unless the lenses/displays are bad, but I figure we would have heard by now?
i wouldnt characterize this as an "open ecosystem" though
1) The stack is mature now, we know what features can exist.
2) For me it's about having the same stack as on a 3588 SBC, so I don't need to download many GB of Android software just to build/run the game.
The distance to getting a open-source driver stack will probably be shorter because of these 2 things, meaning OpenVR/SteamVR being closed is less of a long term issue.
It's possible that you can have a full open source stack some day on these goggles.. but I don't think that's something that's obviously going to happen. SteamVR sounds like their version of GooglePlay Services
All mainstream headsets get open-source drivers eventually: https://github.com/collabora/libsurvive
Yes, there technically is a Linux kernel, but if it's "just Linux" then macOS is "just FreeBSD", because grep -V tells you so, because it has dtrace, because you run (ran?) Docker with effectively FreeBSD's bhyve, etc.
If you wanna spin it even further neither are Safari and Chrome or any other Webkit browsers just Konqueror because they took the layout engine code from KDE (KHTML).
And you can totally install Debian and even OpenBSD, etc. on a Steam Deck and at least the advertisement seems to indicate it won't be all that different for the VR headset.
Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called Linux, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.
There really is a Linux, and these people are using it, but it is just a part of the system they use. Linux is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. Linux is normally used in combination with the GNU operating system: the whole system is basically GNU with Linux added, or GNU/Linux. All the so-called Linux distributions are really distributions of GNU/Linux!
They do hint that you can install a different OS on it:
> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.
Every other SteamOS device does allow you to install whatever OS on the device, so seems Frame will be the same, judging by that landing page blurb.
They're being a little vague about it but this collaboration to improve Arch's build service/infrastructure is being done in part to faciliate support of multiple architectures.
iirc it was in Tested coverage that Valve said the hardware supports other OSes. It'd be out of character for Valve not to allow for this.
I don't see why they wouldn't unlock the bootloader, it wouldn't be the first Qualcomm-based product to allow it and in press interviews they have pressed, quite hard, that the Frame is still a PC.
That's it.
I don't need 3D, I don't need VR, I don't need weirdass controllers trying to be special. Just give me a damn simple monitor the size of my eyes.
Fuck off with your XR OSes and "vision" for XR, not even Apple could get it fully right, the people in charge everywhere are too out of touch and have no clue where the fuck to go after smartphones.
The best portable private display for your laptop will inevitably be a 6DOF tracked headset with an XR native desktop.
Apple's visionOS comes close but it's crippled by the trademark Apple overcontrolling.
There is a lot going on to render the desktop in a tracked 3D space, all that has to happen somewhere. If you're expecting to plug a HDMI cable into a headset and have a good time then I think you're underestimating how much work is being done.
OpenVR and OpenXR are really great software layers that help that all work out.
https://store.steampowered.com/sale/steammachine
https://store.steampowered.com/sale/steamcontroller
No prices listed for any of them yet, as far as I can tell.
6x as powerful as the Steam deck (that I use plugged in anyway 98% of the time—I’d have bought a Steam Deck 2, but I’m glad I get the option to put money toward more performance instead of battery and screen that I don’t use) is great. Not a lot of games I want to play won’t run well at least at 1080p with specs like that.
- Randomly BSODs because of (I think) a buggy Focusrite audio interface driver (that I can't fix and Focusrite refuses to)
- Regularly 'forgets' I have an RX 5600 XT GPU and defaults to the integrated graphics, forcing me to go into the 1995 'Device Manager' to reset it
- Occasionally just... stops playing audio?
- Occasionally has its icons disappear from the taskbar
- Regularly refuses to close applications, making me go into the Task Manager to force-quit them.
These are just the issues I can think of off the top of my head. I've been playing PC games for like 15 years and this is just par for the course for my experience.Linux is still quite far behind in terms of desktop stability in my experience. But I guess if Valve fully controls the hardware they can avoid janky driver issues (it sounds like suspend will work reliably!), so this might actually make a good desktop Linux option.
I'm wondering when and with what hardware they had that bad experience.
There may be a connection here with age and the type of games I play too. I'm in my mid-30s now and am not interested in competitive twitch shooters like Call of Duty. In many cases, the games I've been interested in have actually been PS5 exclusives or were a mostly equivalent experience on PS5 Pro vs. PC or were actually arguably better on PS5 Pro (e.g., Jedi Survivor). In some cases, like with Doom: The Dark Ages, I've been surprised at how much I enjoyed something I previously would've only considered playing on PC -- the PS5 Pro version still manages to offer both 60 FPS and ray tracing. In other cases, like Diablo IV, I started playing on PC but gradually over time my playtime naturally transitioned almost entirely to PS5 Pro. The last time I played Diablo IV on my PC, which has a 4090, I was shocked at how unstable and stutter-filled the game was with ray tracing enabled, whereas it's comparatively much more stable on PS5 Pro while still offering ray tracing (albeit at 30 FPS -- but I've come to prefer stability > raw FPS in all but the most latency-sensitive games).
One benefit of this approach if you live with someone else or have a family, etc., is that investments in your setup can be experienced by everyone, even non-gamers. For instance, rather than spending thousands of dollars on a gaming PC that only I would use, I've instead been in the market for an upgraded and larger TV for the "home theater", which everyone can use both for gaming and non-gaming purposes.
Something else very cool but still quite niche and poorly understood, even amongst tech circles, is that it's possible to stream PS5 games into the Vision Pro. There are a few ways of doing this, but my preferred method has been using an app called Portal. This is a truly unique experience because of the Vision Pro's combination of high-end displays and quality full-color passthrough / mixed reality. You can essentially get a 4K 120"+ curved screen floating in space in the middle of your room at perfect eye level, with zero glare regardless of any lighting conditions in the room, while still using your surround sound system for audio. The only downside is that streaming does introduce some input latency. I wouldn't play Doom this way, but something like Astro Bot is just phenomenal. This all works flawlessly out of the box with no configuration.
But its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet. I have roughly 20 of them installed currently (why the heck?) and earlier versions would happily get installed over already-installed version of same for example as part of game installation process, not a stellar workmanship on MS side. Whats wrong with having latest being backward compatible with all of previous ones, like ie Java achieved 25 years ago?
Talking about fully updated windows 10 and say official steam distros of the games.
> its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet.
Thanks for making my point for me.
I've had no driver or compatibility issues in longer than I can remember. Maybe Vista?
I also rarely upgrade because playing at console level settings means I can easily get effectively the same lifetime out of my hardware. Though I do tend to upgrade a little earlier than console users still leaning a bit more towards the enthusiast side.
It's apparently small, quiet, capable, and easy.
I'll keep building my own, but most people don't, and the value of saved time and reduced hassle should not be underestimated.
If comparing this device to other pre-built systems, consider that this one is likely to be a first class target for game developers, while others are not.
Dont get me wrong this looks very a nice product, but its nothing revolutionary.
This steam machine here is a PC with steam preinstalled for a console-like setup and direct boot to your game library - but it’s still a pc.
The point is, computers are computers I guess ;)
But I think the biggest feature might be the quick suspend and resume. Every modern console has that, but not PCs. You can try to put a computer to sleep, but many games won't like that.
Not to mention windows laptops waking up in bags or backpacks in the middle of the night seemingly for the only purpose of burning themselves up.
The best experience you can get atm is to use Steams big picture mode, and that doesn't give you pause/resume, and you will sometimes need to use keyb & mouse to solve issues, plus you need to manage the whole OS yourself etc.
Valves SteamOS which already runs on the Steam Deck gives you all the QoL that you expect out of a console. Pause / resume with power button press, complete control via controller, fully managed OS.
What's missing are "in experience" native apps like Netflix/AppleTV/etc. as well as support for certain games which are blocked on anti-cheat.
My wife is a research scientist who uses linux with her day job, but she isn't interested in dealing with any nonsense when she's relaxing at the end of the day. The Steam Deck has been a wonder for her - suddenly she's playing the same games as me with none of the hassle. The Steam Machine will suddenly open a bunch of my friends and family up to PC games as well.
It won't be long until you can put SteamOS on any machine you make yourself, but the Steam Machine will serve as reference and "default" hardware for the majority.
there's plenty of people who just want to play games without researching what CPU and video card to buy.
SteamOS is a super controller-friendly desktop that would be right at home in a living room. Like the Deck, the Steam Machine could become a target profile for developers.
SteamOS's core functionality leans heavily on Mesa and there's been a lot of commits for the Adreno 750 lately, mostly coming from Linaro.
Hoping the next Apple TV will do it.
Edit - updated specs claim it can do this, but it’s limited to HDMI 2.0
Looks like it can do 4k 120hz, but since it's limited to HDMI 2.0 it will have to rely on 4:2:0 chroma subsampling to get there. Unfortunately the lack of HDMI 2.1 might be down to politics, the RDNA3 GPU they're using should support it in hardware, but the HDMI Forum has blocked AMD from releasing an open source HDMI 2.1 implementation.
https://arstechnica.com/gadgets/2024/02/hdmi-forum-to-amd-no...
There are two kinds of DP to HDMI adapters. The passive ones are like you said, they need special support on the GPU (these ports are usually labelled as DP++), IIRC they only do some voltage level shifting. The active ones work on any DP port (they don't need AFAIK any special support on the GPU), and they do the full protocol conversion.
I’m using the Club3D active adapter, which is the only one I found in reviews to reliably work. And it does, 0 problems whatsoever.
Club 3D active adapter: https://www.amazon.com/Club-3D-DisplayPort1-4-Adapter-CAC-10...
It seems to me the wireless is pretty important. I have an MQ3 and I have the link cable. For software development I pretty much have to plug the MQ3 into my PC and it is not so bad to wander around the living room looking in a Mars boulder from all sides and such.
For games and apps that involve moving around, particularly things like Beat Saber or Supernatural the standalone headset has a huge advantage of having no cable. If I have a choice between buying a game on Steam or the MQ3 store I'm likely to buy the MQ3 game because of the convenience and freedom of standalone. A really good wireless link changes that.
I'm talking about the Steam Machine here. In theory you could pipe 4k120 to the headset assuming there's enough wireless bandwidth, yeah.
I reckon it can probably stream at 4K@120 if it can game at half that.
Or that's what I think I may be completely wrong.
HDMI 2.0
Up to 4K @ 120Hz
Supports HDR, FreeSync, and CEC
I have zero doubts the device can do 4k @ 120Hz streaming Hardware wise. In the end it is just a normal Linux desktop.
Mac Mini m4: 127 x 127 x 50 mm = 0.8 L
Steam Machine: 156 x 162 x 152 = 3.8 L
That's 4.76 times more volume.
Or is it “comparing apples to steam engines”?
9.5 x 19.7 x 19.7 cm = 3,687 cm³
and half the size of my SFFPC @ 8.3L
When they cancelled production I bought 8.
Why? VR headsets are a dying fad of the 2020s. Way more excited for SteamOS on ARM.
The fact that this can run standalone, doesn't have a bunch of wires dangling from it, and is pretty much a fully working Linux box makes this am almost on-brainer for me.
I do _hope_ the price is reasonable though, if it ends up being like Apple VR I might not buy into it immediately, but I'm hoping for a reasonable $1000 max price.
There are, of course, the issues with lootboxes but even there they've kept their hands much cleaner than any other game developer.
It's a very well oiled machine, I had another VR headset ordered for sim racing, immediately canceled it when saw the Frame announcement because even if specs-wise it's a bit of a downgrade, I want to buy what Valve is selling.
They do seem to get a pretty big pass on that. Wonder what it is about.
Almost every other aspect of the company I find great, and I do wish they would release more games. Maybe Alyx 2 will come out with the headset? Could be what HLX has been this whole time, where people think it is HL3.
On sim racing in VR, absolute game changer. I would never go back to screens, it's the perfect application for VR.
Back 4 blood was just another "live service" game that stirred up hype, released in an extremely buggy state, poorly balanced, with terrible AI that was never fixed, without mod support or community servers. They cashed in on the initial surge of popularity, cashed in on the DLCs, and then it quickly died off because it didn't have any of the charm or reply value of the games they claimed to improve upon.
See "cheaper than index": https://www.uploadvr.com/valve-steam-frame-official-announce...
> Unlike the Index controllers, Steam Frame Controllers don't have built-in hand grip straps. But Valve says it will sell them as an optional accessory for people who want them, a similar strategy to Meta.
I was disappointed seeing no hand grip straps. I've never used a Valve Index but they seemed very useful. Very glad that they will still be available.
If as I currently intend I end up purchasing this device, I will definitely endeavour to obtain the controller straps as well as the top strap for the headset at the same time, and I recommend others do the same.
https://vr-compare.com/compare?h1=0jLuwg808-j&h2=w8xCM-oPA
The 1000hz tracking frequency is from the Lighthouse tracking system, which the Frame loses. For that and other reasons, I am not convinced the controllers are better than the Index controllers. Personally I think it's likely I will keep using the Index controllers, since I have the whole lighthouse setup and I own trackers as well.
But this headset solves the ecosystem aspect and brings that visual experience with it.
I don't think I'm the norm, but probably neither an exception
Only question is if 2160px is enough.
The Quest 3 is already close to good enough to spend decent chunks of time in reading text. Just have breaks every 30m to avoid mild strain.
To me, the sweaty face issue is the main annoyance with working in these types of headsets.
Clarity has been totally fine for work reading text on, if I were inclined to code in VR that would totally work for me.
Having the headset also be a PC (and not essentially a phone OS) is worth a premium of >$250 at least. You can build desktop apps/games on this thing, it can (hopefully) do just about anything a normal PC can.
The Quest is impressive in many ways, but it's a much narrower-use device. I don't think Valve's pricing needs to be in that same bracket to still sell.
Still hoping that you’re right, though.
Just make sure to wait for reviews on this front - it almost certainly can't run AAA games at the native resolution + fps. Likely it'll only be able to run lower req games on device.
This. The combination of this being from Valve, and the fact it's highly likely to be an open Linux machine you can strap to your face, I'm looking to finally bite the bullet on a headset and the one thing I need to know is, can I use it for productivity, I'm used to working on 27"+ 4k monitors, _how much_ clarity am I going to sacrifice with this.
It has pretty important benefits - lowest possible latency & being able to just pick the headset any play anywhere.
In comparison Meta might have cut down too much in Quest 3 by omitting eye tracking.
Watching various interviews, clearly it can be on another monitor.
In my opinion, VR gaming never becomes more than a gimmick. It adds a questionable improvement in graphics and immersion at the incredibly high cost of excluding yourself from the real world. Right now it’s not worth it, and I don’t think it ever will be, no matter how good the graphics get. That’s assuming they even solve the motion sickness problem, which doesn’t seem solvable to me at this point.
The motion controls in VR will also always be severely limited by the fact that you can’t see your surroundings. You can’t meaningfully move around or swing your arms fast in any realistic home environment when you’re in full VR. You’re constantly at risk of punching something or breaking something, or both. So the controls have to become really stiff and avoid requiring wide movement, at which point you might as well just push buttons on a gamepad.
But AR is a completely different thing. No motion sickness, no risk in any movement, you can move around without silly threadmills, and no exclusion from the world. It’s truly amazing. The AR boxing, pickleball, ping pong and golf are so much closer to real thing then to a videogame adaptation, even the shitty Quest graphics don't ruin the magic. Those AR experiences don't work on videogame rules and really deserve their own name and category - they're as different from gaming as books are from movies. If VR headsets don’t die out, AR is going to be the thing that brings them to the mainstream. I just wish it had more attention, more apps, and more non-Meta mainstream platforms. Not this time, sadly.
The Steam Deck was wildly popular for a non-Nintendo device. It's got Linux up to 3% of total Steam playtime. If this has a similar draw (play every game on Steam without having to buy a TV), maybe the install base of VR will grow to a point where it's more feasible to make games that support it.
It also makes SteamVR relevant again in a world where Oculus has been eating a lot of the mindshare by releasing affordable headsets and buying the most successful game studios.
The big difference seems to be that this headset doesn't have AR cameras at all, but reuse the mapping camera for some light passthrough duty.
The real reason the Frame is monochrome AR is because the cameras are also used for IR tracking which is better in monochrome. You can use the Frame in the dark or a dimly lit room - Quest 3 you can't. For real VR users the trade off is worth it.
You clear the area within the boundaries, leave a little buffer space to the walls, and respect the boundary warnings in game. No problems. You do need a few square meters without any furniture to do this.
Boxing and ping pong feel just as great in VR as they do in AR. It's more a matter of the level of immersion: AR works well for table tennis, but fantasy games are severely limited in what they can do. The most impressive experiences are always in VR - "flying in space" doesn't work while looking at your living room walls.
That's a feature for a good number of games, if not most. For example, Resident Evil 4/8 in VR are by far the best horror experiences I've had, and part of it is that you stop seeing your living room while playing.
> The motion controls in VR will also always be severely limited by the fact that you can’t see your surroundings.
There is zero chance that aiming with a controller is more intuitive than point-and-shoot. What I get from your comment is that the movement can be awkward which is absolutely true, but plenty of games have neat ways around that. And then there are games that require no actual movement, like racing games with a sim setup.
I'd really like to know what the experience is like of using it, both for games and something like video.
Linus the shrill/yappy poodle and his channel are less than worthless IMO.
(If I move my head closer it gets larger, further and it gets smaller)
I would be curious to see a similar thing that includes flashing. Anecdotally, my peripheral vision seems to be highly sensitive to flashing/strobing even if it is evidently poor at seeing fine details. Make me think compression in the time domain (e.g. reducing frame rate) will be less effective. But I wonder if the flashing would "wake up" the peripheral vision to changes it can't normally detect.
Not sure what the random jab at Linus is about.
It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
Foveated streaming is just a bandwidth hack and doesn't reduce the graphic requirements on the host computer the same way foveated rendering does.
They are complementary things. Foveated rendering means your GPU has to do less work which means higher frame rates for the same resolution/quality settings. Foveated streaming is more about just being able get video data across from the rendering device to the headset. You need both things to get great results as either rendering or video transport could be a bottleneck.
While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.
TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)
[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...
[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...
It's close to imperceptible in normal usage.
Linus says he cannot tell it is actually foveated streaming.
Right now getting fast enough and reliable wireless connection means either tweaking to death one's setup or spending car money on the entire setup. In particular normal people usually don't realize how crappy their wi-fi and assume it's all the same, which would end in blaming the poor perf on the headset.
A while ago I bought the Quest 3 and set it up with WiFi 6 for streaming games. It's a decent setup, but I only bought it cause I was tired of waiting for the "rumored new headset by Valve".
And it seems everything on my wishlist is here:
- foveated rendering based on eye tracking - this is excellent, and was I think only available in the Quest Pro until now
- a dedicated wireless streaming dongle, with multiple radios on the headset - awesome, tuning WiFi 6 got me to a good-enough state, but I'm looking forward to a dedicated out-of-the-box solution
- pancake lenses
- inside-out tracking
In general, having had the Valve Index previously, and then using the Quest 3, it's a night-and-day difference to play something like Alyx wireless. Much better clarity with pancake lenses, too.
Main surprise here is their usage of a Snapdragon chip and not AMD, didn't expect this. I thought it would effectively be a steam deck hardware wise. Curious to see how well that works, esp. for standalone gaming. In practice though you'll likely want to be streaming any "pc-first" titles anyway.
I'm curious how meta responds imo the only way to compete is on price/ease of use but i'm not interested in another quest the 'social features' are just an excuse to collect data.
But Meta basically having access to my room in 3D, full audio, is not ideal. The very last company I want to invite into my home.
The pass-through video is monochrome and the screens have about 40% of the pixels compared to the Vision Pro.
The Samsung Galaxy XR is much closer to being a Vision Pro competitor.
The Steam Frame is very focused on playing games locally and streamed from a PC.
neither is the Apple Vision Pro
I also trust the Steam ecosystem far more than I probably should...
I mean, I have a Quest 2 and it'd be a step up but not a huge one. I've seen the Apple Vision and that did wow me. The vision is just in a weird corner inside a closed ecosystem and a tech demo for apple. No thanks. Valve will absolutely do that ten times better. But will it be visually so much better than a quest 2? I doubt it.
Guess they have yet another translation layer to run these APKs?
I hope this means the GPU and drivers is advanced enough to run fully featured modern video games.
Windows for ARM was kinda sunk by the fact that the GPU wasn't compatible enough due to the crappy drivers and outdated GPU uArch optimized for mobile games.
I'm still kinda on the fence about VR, but I hope ARM + Linux succeeds in a big way and this'll make a truly handheld Steam Deck possible.
Being able to run games on device (and on ARM) is very cool, but I wonder if there is a cheaper/lighter/longer-battery-life version of this that is stream only? That's probably a better fit for me personally, I can't imagine not having a streaming device nearby when I would be using it.
Also hate to be picky, but looks like the frame controllers pair directly to the headset so maybe can't be used on their own? Would be nice to use them standalone too.
I'm super excited for this launch and for all the crazy open source builds, mods, and fun that are going to come from an open VR system (or at least that's my hope).
On the other hand, it will be highly subjective. I have found that the sharpening algorithms they have put into apps like Virtual Desktop to be sufficient for me to read text with, but it will probably bother some people. The Quest 3 and Valve’s will have very similar resolutions.
And although it looks like this Valve product will actually be quite light, the weight could be another factor in its use over many hours.
For some people, XR glasses with OLED screens might provide a better experience as well if you are looking solely for monitor or tv support. I kind of like going to an entirely new environment to work in for a while, so I appreciate the VR aspect, but if you are looking only for screen support, XR glasses may be the better choice (there are quite a few models, though, and I unfortunately don’t know the market well enough to make suggestions on that).
I assume they will have put a lot of work into an emulation layer (maybe an existing one like FEX) to make it usable similar to what they did with Proton? This could be really good for the Linux ARM ecosystem in general
I love my steam deck, but lately find myself reaching for emulation handhelds like the Retroid Pocket 5 more due to smaller size, especially when I'm leaving the house. There's already projects like GameNative that try to hack steam onto these devices, but if valve offers an official client on Android and other arm devices that would be incredible.
Edit: Some interesting insights in the FEX FAQ about why it's not a great fit for Android right now [0]. Interested to see if this ARM version of steamos is installable on other devices though. RP5 can already run alternatives like Rocknix
But isnt that what Rosetta2 is for on mac anyway?
Yes, I want to see standard batteries being used more. Too bad they didn't go with this on the Steam Controller.
While chargeable needs just a usb-c socket.
Standard AAA or AA can be rechargeable so you don’t need to keep buying more. I’d suggest buying like a 100 pack or something, they’re not expensive.
https://addison-electronique.com/en/aaa-li-poly-rechargeable...
Has technology gone too far
But rechargeable lithium batteries in AA form factor are cheap and cheerful. Even low quality ones will get 20 hours in that situation. So I have no more room to complain.
Valve is weirdly good at making controllers efficient. The original steam controller could get 80 hours out of two AAs if you turn off rumble.
Also, if this is arm and it has steam in it, that means we can finally run steam on arm, which means we can finally install steam "natively" on android Linux, specially now that we have the terminal app on android 16.
Can't wait for graphical acceleration to be fully merged to the terminal app and we have Linux running on android with near native performance and steam.
And it's not out, it was "revealed" today with "early 2026" estimate for availability. No price yet.
The headset isn't being released until early 2026.
It's not out, just announced.
And then there are the racing sims. I find these are such an immersive experience it reaches an uncanny-valley type feeling for me, where my body is expecting G-forces that never come, or gets confused with the steering wheel not being the exact same size as my eyes are seeing. It's great though, and definitely recommended if you enjoy cars at all.
I believe sim flight people would have the same opinions on that side of simming too. It's a uniquely ideal situation for VR. Seated with full tactile controls.
I used to do a lot of GoKarting at a local course before the Pandemic, and VR racing is the single most immersive video game experience that you can have. The only thing you are missing is the physical exertion and G-Forces. Even the feel of the helmet and reduced field of view is emulated by the headset. Even cheap wheels have force feedback, and you can feel the weight shifting around. You can intuitively glance around for situational awareness. If you have experience, you will naturally fall into the look at where you want to go style of skid recovery, and you will feel the tires about to skid and feel in the wheel when they line back up with your vector of motion. It all transfers so well, even real race car drivers enjoy it.
You can feel your body freak out when you hit a wall at 200mph because you misjudged the distance because you're not a real racecar driver.
Driving an open cockpit car like an old F1 car is insane. You feel like you are just hanging out in the open air. I guess we didn't have survival instincts back then.
If you have a few thousand extra dollars, you can even fix the lack of physical exertion and G-Forces!
Shooting games are super fun too because it feels rewarding to be good at actually aiming, rather than stupid mouse twitches I have never been that good at. Also because Pavlov VR mods let me play Halo 1 Blood Gulch for real and that's magic.
VR Chat is also a pretty incredible experience. When the pandemic first hit, I actually spent several weekends clubbing in VR Chat clubs.
My partner also likes that I can't actually die in VR, though sometimes I still close my eyes just before an impact.
You play James Bond, except that for various silly reasons you find yourself stationary, and you have psychic powers to reach far away stuff because, again, stationary. "They've trapped Bond in a bathysphere!" "You're in a car in a jet ful of poisonous gas that's going to explode!" Each level will kill you quickly and hilariously over and over until you figure out a sequence of steps to survive.
I bought a Bigscreen Beyond 2 + 5090 gpu basically just to play DCS (Digital Combat Simulator, a flight sim with full fidelity figher jets that you can even fly in PvP multiplayer) and it's the coolest thing VR has to offer for me. All my relatives and friends who tried it were stunned too.
https://replay.beatleader.com/?scoreId=20010657
:D
One of my friends also has a KAT Walk C2 and I've played Skyrim VR on that. It takes a bit to get used to but it's a lot of fun.
This guy on X gave me some suggestions of top tier VR games:
Hubris, Into The Radius, Wanderer, Blade & Sorcery, RE4 Remake, Modded Skyrim VR, Modded Minecraft, Vertigo 2, Arken Age, Half Life 1 & 2 VR, UNDERDOGS, Hitman VR, Pixel Ripped Series, Walking Dead, Propagation Paradise Hotel
Euro and American Truck Simulator still have VR support and it's more fun and satisfying than it should be.
Load up Google Earth VR, plop yourself in front of your childhood home and feel more than you expected.
If you like modern air combat: VTOL VR and DCS. If you like WW2 fighter combat, IL-2 Sturmovik.
Hotdogs Horseshoes and Handgrenades for the ultimate American Freedom simulator.
Project Wingman for Ace Combat 7 in VR. Star Wars Squadrons is fully playable in VR. War thunder has VR
BeamNG has unofficial VR
Rec Room if you want to get absolutely schooled by 13 year olds at laser tag and paintball and other games.
Hyperbolica is an exploring and puzzle game about non-euclidean space, where walking in a straight line doesn't work like you expect and apparently it has VR
Pulsar Lost Colony is a game about being a star trek captain with your friends and also can be played without VR.
Phasmaphobia is a game about getting the shit scared out of you and you can do it in VR if you do not fear death
An upcoming game about "Be an artemis astronaut". There was also one to explore a Google Earth style of the ISS. Also Kerbal Space Program at one time had a VR mod.
Which, I can't help but wonder. If this ran on the Frame... To aid in streaming from your desktop... In conjunction with Foveated Streaming...
What's even more bonkers to me is the idea that this could really be baked in to the streaming, if you think about it.
Server generates 100 beautiful frames in one second.
The streaming hardware reminds the server that with the current network conditions, that it can only handle X bits per second.
The Frame says, "Hey, here's where the eyes were looking, here's where they are looking, here's where they're projected to look."
The Server knows how many actual frames it can send in a second.
But the Server can run the same Lossless Scaling & Lossless Frame Generation that the client will run.
The Server can then compare the predicted frames against the actual frames, and it can send the delta needed to correct the predictions. Especially in areas close to where the eyes are looking.
The Client consumes the stream, predicts frames, applies the delta, and ends up with better framerate and quality...
Can you do this all low latency, too? I suspect so.
Add it all up, and this is pretty bonkers. I mean, it's kind of obvious that that's how streaming "should work," but I think I hadn't really put it all together yet in my mind. My mental model was too "off the shelf." It didn't include how much effort the client could do... And that the server could then also do, to help the client... It's really a beautiful pairing, when you think about it.
What's really bonkers is that Steam could learn what final images are supposed to look like, for a given game, and train AI specifically for that game. Update the server and the client, and bam, everyone gets better quality. With zero developer interaction.
That could be super easy for a developer to make, all in one process, with no networking requirement for the game logic...
I would prefer batteries in machine, too; but this does have some sustainability and repairability (by not needing it) advantages.
I think you're mixing up the controller and headset batteries. The controllers use AA batteries and should last for potentially months of use.
The headset itself uses a rechargeable 21.6 Wh Li-ion battery with 45W charging over USB-C.
Cost is about 10x that of their non-rechargeable brethren, but obviously there's return on that investment.
I doubt this would be a dealbreaker for most people, but it's a choice that will provide a consistent small annoyance for users.
I would hazard a guess that the battery in the controller will have a life measured in weeks if not months.
I'm not trying to sell you on these in particular, it's just that I am struggling to find "non-German" results. Go search for them on ebay or a local store.
While a brand new device could employ something more apt? Even say something larger which can store more energy, dunno. It just feel off to still have AA batteries (which are generally not rechargeable) in a new product in 2025 which is not targeted to elderlies.
>AA batteries (which are generally not rechargeable)
I can't recall the last time I saw single use batteries in use, except maybe in a brand new remote control bundled with a TV, which was quickly swapped for rechargable. I don't even think of this most months, from where I'm siting I can see my battery chager and there's two sets of AA and a set of AAA sitting on there fully charged, ready to go. I think I paid $12 for the charger in 2008, very low barrier to entry.
Also I would recommend switching to the IKEA rechargeable batteries which are supposedly the same thing except cheaper.
Realistically though if the cover for the battery is nice to remove/insert then it wouldn't surprise me if having a battery charging station and hot pairs of batteries to swap out is actually the nicer usability option vs cording or dock downtime (if you leave them sitting on the couch with a low charge then need to charge halfway through).
Also if the stand is also a charger then the hot-swap is mostly a non-issue. Playing with this for more than X hours should not be the default usage.
I just buy rechargeable batteries and keep a charger nearby. When batteries die, they come out and straight into the charger. Always ready to go.
Eh, I don't use it for augmented reality a TON, but there are some fun apps that my kids and I like to use that use the passthrough for augmented reality... one is a virtual aquarium thing where you can draw 'windows' on your wall that become a window to the ocean, with things swimming around. It is pretty cool.
I mostly use it, though, for short term moving around things, like to pick up something in the real world or to figure out where I am. I guess that can work in monotone, but it really feels cool in full color.
Here's hoping it will be like the Deck and we get Frame OLED in a year or so.
Having my FoV dumbed down to 90º sounds like hell, especially in a game where we are looking for opponents.
Playing Doom on a widescreen monitor with the FoV modifications made it a lot less annoying. I want that even more today.
I am a bit confused: you can see your shoulders while you are looking forward?
It’s the amount of compute power that my brain allows for peripheral vision that’s the only unusual thing. But it makes video games feel claustrophobic to an unpleasant degree.
I can just about see my shoulders when i look forward, I'd probably also say my field of vision to be "the plane of view defined by my shoulders".
will help the hardware last longer. cz non-removable lithium batteries suck.
Lower voltages, but flatter discharge curve so pretty much everything works with them.
I read the specs and got excited, until I read about the resolution. 2160x2160 is what I have now with the Pico 4, and while it's ok for entertainment, and acceptable for browsing and reading, it's far too low for professional work.
Linux would have been great, but I can't justify spending money on a headset with exactly the same low resolution as my current one.
Also, I've become used to color passthrough, and going back to monochrome would feel like a big regression.
Valve is a game company
VR is particularly bad for this because, on OLED, higher brightness = greater burn-in and VR headsets generally significantly over-drive their tiny displays.
Naturally the solution to all of this is MicroLED which will have the benefits of OLED without the downsides. But until then, the only device I'm using OLED for is my phone (and only because I no longer have a choice).
Yes, but it's not degrading as fast as OLED haters makes you think. I spent days playing the same games (so HUD is in the static place) on multiple OLED screens I owned for years. No noticeable burn-in and still looks better than my only IPS screen.
* cooled aggressively
* constantly changing colors (more even wear)
But it is still always losing durability in a steady way.And even if fully static contents were a problem, I guess the foveated streaming would introduce enough noise to counter burn-in.
Static objects in your view are VERY nauseating (at least in my experience).
Zero sense of burn in.
I'm very curious about the latency if that's the case. This might be the trigger for me to get into VR finally, but I'm worried that if there's noticeable lag in the stream that I'll basically cover myself in vomit from motion sickness lol
Which makes me wonder if they'll make a new Steam Deck that has the IR emitters in it, so the Frame could track the Deck?
I wonder if the two working together could work well?
I also never got used to the feeling of being completely detached from my own world. I know that's the point of VR, for it to be completely immersive but it felt very jarring not knowing what was going on around me.
Although on Linux side. As far as i remembered, it's up to how kernel driver developer to map the device input into different class. It would be up to valve to decide what to do in this case.
The original steam controller’s LT and RT work as mouse buttons in mouse mode, too. Source: have 3 steam controllers
I would have thought they give you a wired connection for that. you know, like the quest. but with the option to do it wireless.
My question would be: given that the wireless solution in the quest apparently is a peer-to-peer pairing of the headset and the pc through the local networks wireless router, just much of a difference will this dedicated 6GHz dongle make?
Would I be kidding myself if I assumed using this dongle would give me the analog experience of when I am using a dedicated dongle to connect my xboy controller to my pc? I mean, I plug it in, the dongle automagically comes pre-paired with the headset, I start steam on pc, hit play on a VR title and I get to play right away? Because that is my current experience with my controller that is connected via a dedicated wireless dongle. I hated the bluetooth connection. But using this dongle is really making a difference here.
So, I wonder just how "painless" this will all be with the new headset. I held out on buying a quest because the wireless connection through my router would not be possible simply because I cant change my router at the moment and while it is fine for everything i use it for, it would not be enough to stream the quest data. Therefore I would have always wanted a "wired" connection, simply because my router wouldnt be able to do it.
Therefore I was a bit miffed when I learned that this new headset would not come with a wired option. But if this dongle can do everything a wired connection can do without having to go through my router then this would be absolutely game changing for me.
I don't play just niche games either, AAA titles work too. Currently playing Arc Raiders without issue and that only just came out. Installed it via steam, started playing. 10 years ago I would never have seen this coming.
> Large FOV (up to 110 degrees)
Sigh. More than a decade later and we're still stuck at "submarine periscope" Field of view level. As somebody who's used the Pimax (~180-200 FOV), your definition of "large" may vary.
> Headstrap includes integrated dual audio drivers and and rechargeable battery on rear.
Freaking thank you. Apple failed hard to learn the lesson of - it's not necessarily the weight that matters, it's the distribution of the weight.
Guess I won’t find out what this is about any time soon…
Linus says "just like" the valve knuckles a couple times, but who knows how they'll feel comparatively. I've personally never used the knuckles, but they seem like they'd have a different enough feel from these to maybe make a difference.
[0]: https://youtu.be/dU3ru09HTng?t=246 - timestampped @ controller section.
The controllers also have gyros, but from what I've read dead reckoning from gyros small enough for mobile devices really isn't reliable for extended periods.
There's also tools to calibrate the different tracking methods together, but that seems less than ideal.
Though it wouldn't help the controllers, perhaps the expansion port on the headset could be used for a lighthouse-compatible tracker? (One can dream...)
if latency is low enough, then you could get a super high fidelity experience on a thin client VR display with low cost rendering server side.
Nvidia GeForce Now is already very impressive for streaming games at full field of view 4k.
thin client VR gives you longer battery life, lighter devices, lower entry cost. and with a cloud gaming service rendering the game, an even lower barrier to entry
There's probably also an element of it not being worth complicating the design to chase users in the long tail of IPDs. (My IPD is about 72, which is slightly outside the range on the other end for this and most other headsets, despite it being less of a mechanical challenge.)
Always glad to see this.
Also, can I hack the OS? Specifically interested in direct VR rendering (other headsets don't allow to bypass compositor).
Though Valve has put a focus on developer ease and very low software lockdown in the recent years with their hardware, so I'd say the chances on direct rendering are quite good!
The best known is perhaps https://en.wikipedia.org/wiki/Project_Looking_Glass but there's many others, at varying stages of development. It will be interesting to see if custom OS/UX development is made available for this device. We'd also need quite a bit of custom development to make the OS comprehensively usable with gamepad-like controllers alone (no mouse or keyboard required). The existing work on "10-ft." media center interfaces can provide a useful starting point for this but it's far from covering all possible uses.
Both times, first journalctl entry in the crash time is:
[drm:__nv_drm_gem_nvkms_map [nvidia_drm]] ERROR [nvidia-drm] [GPU ID 0x00000100] Failed to map NvKmsKapiMemory 0x0000000070a84e8b
Then KWIN dump etc.
Reminding me to buy AMD next.
Open the website in your browser instead.
Definitely a cost measure to not include color passthrough, I'm not in the market to replace my Quest 3S but I'm very curious to see what price they hit with this.
Nice that it has a microSD slot so you can buy the low storage on and not be stuck with 256 GB forever.
I don't understand why Amazon worked so hard to replace their neutral gray Kindles with "Kindle PaperWhite".
Paper, the material, is so white that trying to read it in sunlight will hurt your eyes. Why would you want a white reading surface instead of a gray one?
My Kindle Keyboard came with a case that hooked into it to draw power for a nice, orange booklight. It was a much better reading-in-bed experience than the Kindle Oasis with its uniform glow. :(
But why not use a laptop?
I guess we get screwed over again :-(
Imagine an engineering team and developers working on the device. There must be a pretty large proportion of folks with glasses. Does the fact that they cannot use their own product not raise a flag in any way!?
Anyway, for this particular model, others indicate that there may be an (optional?) spacer.
“Optional” sounds kinda sucky. Someone buys the headset, has a friend over, and the friend can’t use it because support for glasses is optional? It’s not like glasses are a niche thing.
There's a devkit... I'm disappointed, that's the Sony method? I actually tried to do dev for the Meta Quest 2 the other week and was disappointed there because it's my son's, and he can't sign up for a Meta dev account (age), so there's no way for me to do anything with it without factory resetting the thing. This is more disappointing though. Why can't I dev games for the consumer headset?
> It depends though. Some console's devkit have memory or vram larger than consumer device. So it will allow un-optimized dev version of the softwares to run without crash. (And allow you to check what part goes wrong later instead of immediately fix it) Although you will need to test the production build on retail device eventually, it will make development easier.
The only solutions were
1) factory reset and take ownership of my son's device
2) buy another Quest
I can't wear one of those headset (I get severe motion sickness).
Can we use one Steam Machine to drive, say, 4 to 16 Steam Frames.
Multiplayer gameplay, like Goldeneye. With the convenience that all of the state is in memory in one process, so there's no networking layer in the gameplay logic itself.
And you can't peak at the other players' screens.
For a AAA modern game, you're right - of course not.
But remember, they're saying this thing is six times as powerful as the Steam Deck.
That sounds like it might be able to handle 4 players running at about as good as on the Steam Deck.
And that's ignoring the whole idea of the server running on the Steam Machine, and custom clients running on everyone's Steam Frames. That would give you even more compute power.
I like the idea that the Steam Frame, in this "Living Room" scenario, doesn't even need to do network prediction. It just blasts game state to each of the clients.
So what, there's multi-player games on the same TV, like Goldeneye 64.
There's LAN games.
And now there's maybe a new category... Living Room, Multi-Screen games?
I wonder what their solution to that is. Virtual environments?
It’s only just getting to the point that if I search for USB peripherals (mice, flash sticks, whatever) in a non-Apple online computer hardware store without specifying I want USB-C, some of the first page results might be USB-C.
USB-A appears poised to remain the safe choice that least-often demands your customer also buy an adapter for another couple years, minimum.
Desktop is so far behind on ports.
Considering the quest 3 came out 2 entire years ago this feels too close in terms of hardware instead of feeling like a next generation headset.
Responses do seem fairly positive though. I wonder if this had been released as the quest 4 though would you all be reacting as positively?
The headset is also capable of being its own renderer, ie, it can do 'mobile' vr games (android apks like on the quest, eg). That functionality wouldn't need a connection to your PC at all.
[0]: https://youtu.be/dU3ru09HTng?t=445 - timestamped at wireless segment
Are you sure it's not just wifi6?
The biggest variation is above 6 GHz: most of the world allows 5.9-6.4 but reserves 6.5-7 GHz for cellular or haven't decided yet if it'll be for wifi or cellular. There's a nice map on https://6ghz.info/
That's my experience streaming games to steam deck. I have central 2.4/5/6Ghz AP and 6Ghz-only APs in other rooms. Any sort of wireless streaming at my place is snappy.
GABEN
GABEN DON'T LEAVE ME HANGING WHAT IS THE PRICEEEEEEEE
Is it not a concern to strap such a powerful defive that receives super strong signals right onto the head for hours??
That said, there is hope, because if there is a wireless version and it takes off, it can't be hard to make a wired version.
Two notes on how Steam Frame is handling this
- It's a standalone headset, less demanding games run directly on the Steam Frame and the wireless connection doesn't factor in to anything.
- It makes two simultaneous wifi connections, one on 5 ghz for connecting to your wifi network / internet, and another on 6 ghz for connecting to your streaming PC. They include an official 6 ghz USB dongle for the PC so you don't have to deal with finding which 3rd party option will work reliably.