[HN Gopher] Steam Frame
       ___________________________________________________________________
        
       Steam Frame
        
       Author : Philpax
       Score  : 805 points
       Date   : 2025-11-12 17:54 UTC (5 hours ago)
        
 (HTM) web link (store.steampowered.com)
 (TXT) w3m dump (store.steampowered.com)
        
       | jsheard wrote:
       | Frame is obviously the main headline here, but they've also
       | launching a new SteamOS mini-PC and a new controller.
       | 
       | 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.
        
         | marcosscriven wrote:
         | Real shame it's only 60Hz at 4k. There's a gap for good
         | 120Hz@4k streaming.
         | 
         | Hoping the next Apple TV will do it.
         | 
         | Edit - updated specs claim it can do this, but it's limited to
         | HDMI 2.0
        
           | jsheard wrote:
           | (rewriting this comment because the spec sheet has seemingly
           | been updated)
           | 
           | 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...
        
             | PaulHoule wrote:
             | ... but isn't it using a wireless dongle to connect to the
             | headset to the PC so HDMI doesn't get involved?
             | 
             | 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.
        
               | jsheard wrote:
               | > but isn't it using a wireless dongle to connect to the
               | headset to the PC so HDMI doesn't get involved?
               | 
               | I'm talking about the Steam Machine here. In theory you
               | could pipe 4k120 to the headset assuming there's enough
               | wireless bandwidth, yeah.
        
             | OGWhales wrote:
             | It seems it supports DP 1.4 as well, so perhaps you could
             | get an adapter if your display only supports HDMI 2.1
        
           | skeaker wrote:
           | Where are you getting this number? I'm not seeing it on the
           | specs page.
        
             | marcosscriven wrote:
             | This is for the steam machine, not the headset. Mentioned
             | in the CPU & GPU section.
        
             | 4ndrewl wrote:
             | it's confusing rn because on the steam machine post people
             | are commenting on the frame and vice-versa here.
             | 
             | https://news.ycombinator.com/item?id=45903404
        
           | srjek wrote:
           | So, in the specs for the mini-pc, it claims the video out can
           | do 4K @ 120Hz (even faster if displayport). I assume the 4K @
           | 60Hz you saw is from the "4K gaming at 60 FPS with FSR" line.
           | 
           | I reckon it can probably stream at 4K@120 if it can game at
           | half that.
        
             | marcosscriven wrote:
             | Interesting. I also saw HDMI 2.0 - I guess it's technically
             | possible but with subsampling?
        
           | constantcrying wrote:
           | This is not true, from the specs:
           | 
           | 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.
        
           | torginus wrote:
           | Considering how much they talk about Foveated rendering, I
           | think it might not be constrained by the traditional
           | limitations of screens - instead of sending a fixed
           | resolution image at whatever frequency, it'll send a tiny but
           | highly detailed image where your eyes are focusing, with the
           | rest being considerably lower resolution.
           | 
           | Or that's what I think I may be completely wrong.
        
         | phantasmish wrote:
         | Oh _hell_ yes. There was a leak of specs (via a benchmarking
         | database) of an upcoming machine from Valve and I had my
         | fingers crossed that it was a mini PC and not some VR thingy,
         | saw this thread, and was sad for a moment before I spotted this
         | post.
         | 
         | 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.
        
           | torginus wrote:
           | Snapdragon doesn't really have a good history of supporting
           | proper desktop games. Windows for ARM had kinda bad
           | compatibility. It seems the aim is to have most games just be
           | playable like with the Deck. Fingers crossed but I have some
           | reservations.
        
             | phantasmish wrote:
             | Their new mini PC isn't ARM (the Frame is, though), it's
             | AMD hardware like the Steam Deck. Appears to be x86, should
             | play basically anything in my library at 1080p or higher as
             | long as it works under SteamOS.
        
               | torginus wrote:
               | I know but the Frame supports regular x86 games as well
               | in standalone mode.
        
               | klohto wrote:
               | you run FEX, not direct ARM games
        
               | torginus wrote:
               | That doesn't magically fix the Qualcomm GPU or the
               | drivers.
        
               | klohto wrote:
               | I don't think you will be on latest nightly. LTS are good
               | and stable, if FEX is targeting those specs I don't see a
               | stability issue.
        
               | scheeseman486 wrote:
               | The GPU is fine and the drivers Valve are using, if their
               | past hardware is any indication, will be open source.
               | Doesn't magically fix them, but it does allow for Valve
               | to fix them.
        
           | andoando wrote:
           | What is the draw of the Steam machine though? They say the
           | price is comparable to similarly specced PC. So why not just
           | buy/build any mini PC? There's plenty of options for that
        
             | baggachipz wrote:
             | A good while back I abandoned PC gaming because I was sick
             | of driver issues, compatibility, and always having to
             | update hardware to play the next game. Instead, I embraced
             | consoles and haven't considered PC gaming since then. This,
             | however, has me reconsidering that. I want it to "just
             | work". When I want to play games, I don't want to deal with
             | all of that other crap. I'm old, ain't nobody got time for
             | that.
        
               | theshackleford wrote:
               | It's wild how experiences can vary so wildly. That's the
               | nature of PC's though I suppose that you are trying to
               | avoid.
               | 
               | 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.
        
             | eptcyka wrote:
             | Some people really don't want to spend time exchanging
             | parts when the memory they buy turns out to be incompatible
             | or that the GPU doesn't fit the sleek mITX case. There's a
             | lot of research to ensure all parts are compatible and
             | optimal when building a PC - for some it's time that could
             | be better spent on using the PC instead of building one.
        
             | remir wrote:
             | It's a console basically. It comes ready to play without
             | much maintenance needed from the user.
        
         | JBiserkov wrote:
         | A bit of topic, but I was wondering how much bigger is the
         | steam machine compared to the mac mini m4, since that's what I
         | have and is my frame of reference. Obviously comparing apples
         | to oranges and only talking about physical volume, not
         | features, compatibility, price, personal preferences, etc.
         | 
         | 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.
        
           | latexr wrote:
           | > Obviously comparing apples to oranges
           | 
           | Or is it "comparing apples to steam engines"?
        
           | bakies wrote:
           | It's only a little bigger than Mac Studio.
           | 
           | 9.5 x 19.7 x 19.7 cm = 3,687 cm3
           | 
           | and half the size of my SFFPC @ 8.3L
        
       | taeric wrote:
       | I'm unreasonably excited on all things Steam nowadays. I still
       | like my PS5. And the PSVR2 is quite amazing for the games it has.
       | But Steam has been amazing in getting back into games for me in
       | ways that I did not anticipate.
        
       | reactordev wrote:
       | These links open Steam app on my phone and crash immediately.
        
         | archi42 wrote:
         | Same here. Also happens when navigating there from within the
         | all.
         | 
         | Open the website in your browser instead.
        
           | reactordev wrote:
           | Crashes in the browser as well. Good job Valve.
        
         | Ciantic wrote:
         | What the, this link also crashes KDE Plasma, when opening this
         | link with Google Chrome. I had to reboot two times, just
         | clicking this frame link.
         | 
         | 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.
        
       | skeaker wrote:
       | This being a whole system that will allow you to put whatever
       | software you want onto it makes me think that it might actually
       | succeed at being what the Vision Pro wanted to be.
        
         | taeric wrote:
         | Well, that and being squarely focused on gaming.
         | 
         | I also trust the Steam ecosystem far more than I probably
         | should...
        
         | crooked-v wrote:
         | Vision Pro wants to be an iPad on your face. The hardware's
         | just not good enough (in the sense of general manufacturing
         | capabilities, not lack of investment from Apple) to make that
         | an enticing product yet.
        
         | stetrain wrote:
         | This isn't likely to be a compelling spatial computer.
         | 
         | 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.
        
           | Philpax wrote:
           | I'd be willing to take the L on the hardware in order to be
           | able to actually run the software I care about. (I own a
           | Vision Pro and barely use it because the pejorative
           | description of "an iPad on your face" is more accurate than I
           | would like to admit.)
        
             | stetrain wrote:
             | I don't know exactly how open the Android XR system on the
             | Galaxy XR is, but it is likely better than the Vison Pro in
             | that regard.
        
         | mavamaarten wrote:
         | I would agree, but I'm a bit sad about the resolution. I either
         | want a mediocre resolution for cheap, or a can-do-it-all
         | machine with great resolution for more money. I'm fearful that
         | because of its great computing specs it's going to be
         | expensive, but it's not going to be good enough for me visually
         | to be used a lot.
         | 
         | 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.
        
       | ark4n wrote:
       | That mini pc... one more nail in the coffin of the xbox hardware
       | business. Ouch.
        
         | 30minAdayHN wrote:
         | I bought all my sim racing setup for my xbox. It was short-
         | sighted but optimized for a quick decision. Now I feel like I'm
         | stuck with it and can't upgrade the setup forward. Everytime I
         | see these comments, it's one more nail in my wallet :)
        
       | rowanG077 wrote:
       | This explains why alyssa rosenzweig (from asahi linux) was paid
       | for so long by Valve. She worked on FEX.
        
         | porridgeraisin wrote:
         | What's fex? I wasn't able to google search it (didn't try too
         | hard admittedly)
        
           | Jordan-117 wrote:
           | https://fex-emu.com/
        
           | Tankenstein wrote:
           | x86 to arm compatibility layer they are using to run windows
           | games on the machine/frame
        
             | tym0 wrote:
             | Steam Machine is x86_64
        
       | srjek wrote:
       | Steam Frame is running SteamOS on ARM, and is capable of playing
       | games standalone, which implies ARM support in Steam. Through
       | granted, it could be in a limited form.
        
         | 01HNNWZ0MV43FF wrote:
         | They'll need that either way if they want to get back onto
         | macOS, even if it's separate binaries and not a translation
         | layer. At this point I think Steam basically doesn't work on
         | Mac? Since the x64 Macs are legacy and the new ones are aarch64
        
           | preisschild wrote:
           | I doubt fex-emu works on macos.
           | 
           | But isnt that what Rosetta2 is for on mac anyway?
        
       | fallingmeat wrote:
       | any idea on price?
        
       | Night_Thastus wrote:
       | The whole "foveated streaming" sounds absolutely fascinating. If
       | they can actually pull off doing it accurately in _real time_ ,
       | that would be incredible. I can't even imagine the technical work
       | behind the scenes to make it all work.
       | 
       | I'd really like to know what the experience is like of using it,
       | both for games and something like video.
        
         | rowanG077 wrote:
         | There is a LTT video:
         | https://www.youtube.com/watch?v=dU3ru09HTng
         | 
         | Linus says he cannot tell it is actually foveated streaming.
        
           | Night_Thastus wrote:
           | I believe in Linus very little. I'll keep my eyes peeled to
           | see what others say. It's certainly possible though, Valve
           | has the chops to pull it off.
        
             | stetrain wrote:
             | Norm from Tested said the same in his video.
             | 
             | https://youtu.be/b7q2CS8HDHU
        
               | potatolicious wrote:
               | The Verge reports similarly - can't tell foveated
               | streaming. Seems like Valve really cracked the code with
               | this one.
        
               | nabakin wrote:
               | I don't think a lot of people realize how big of a deal
               | this is. You used to have to choose between wireless and
               | slow or wired and fast. Now you can have both wireless
               | and fast. It's insane.
        
               | stetrain wrote:
               | Yep, that basically guarantees this as a purchase for me.
               | It's basically a Quest 3 with some improvements, an open
               | non-Meta OS, and the various WiFi and Streaming app
               | issues fixed to make it nearly as good as a wired
               | headset.
        
               | nabakin wrote:
               | I haven't bought a VR headset since the Oculus Rift CV1,
               | but this might do it for me
        
           | birdman3131 wrote:
           | Thats not what he said. What he said was even rapidly moving
           | his eyes around he could not spot the lower resolution part.
        
             | rowanG077 wrote:
             | If you are going to be pedantic then at least do it right.
             | Because that's also not what he said. He said that no
             | matter how fast he moved his eyes he wasn't able to catch
             | it.
        
             | archon810 wrote:
             | Same with Dave2D https://youtu.be/356rZ8IBCps.
        
             | stetrain wrote:
             | How is that meaningfully different than not being able to
             | tell that it's foveated?
        
           | nabakin wrote:
           | Also mentions 1-2ms latency on a modern GPU
        
         | pixelpoet wrote:
         | There's an awesome shader on shadertoy that illustrates just
         | how extreme the fovea focus is:
         | https://www.shadertoy.com/view/4dsXzM
         | 
         | Linus the shrill/yappy poodle and his channel are less than
         | worthless IMO.
        
           | jasonjmcghee wrote:
           | When you full screen this, it's crazy how tiny the area that
           | spins is. For me it's like an inch or inch and a half on a 32
           | inch 4k display at a normal seated position.
           | 
           | (If I move my head closer it gets larger, further and it gets
           | smaller)
        
           | Night_Thastus wrote:
           | Imagine if we could hook this into game rendering as well.
           | Have super high resolution models, textures, shadows, etc
           | near where the player is looking, and use lower LoDs
           | elsewhere.
           | 
           | 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)
        
             | scld wrote:
             | Game rendering is what they're talking about here. John
             | Carmack has talked about this a bunch if you'd like to seed
             | a google search.
        
             | ziml77 wrote:
             | Foveated rendering is already a thing. But since it needs
             | to be coded for in the game, it's not really being used on
             | PC games. Games designed for Playstation with the PS VR 2
             | in mind do use foveated rendering since they know their
             | games are being played with hardware that provides eye
             | tracking.
        
             | pixelpoet wrote:
             | As a lover of ray/path tracing I'm obligated to point out:
             | rasterisation gets its efficiency by amortising the cost of
             | per-triangle setup over many pixels. This more or less
             | forces you to do fixed-resolution rendering; it's very
             | efficient at this, which is why even today with hardware
             | RT, rasterisation remains the fastest and most power-
             | efficient way to do visibility processing (under certain
             | conditions). This efficiency starts to drop off as soon as
             | you want to do things like stencil reflections, and
             | especially shadow maps.
             | 
             | While there are some recent'ish extensions to do variable-
             | rate shading in rasterisation[0], this isn't variable-rate
             | visibility determination (well, there is 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/variabler
             | atesh...
             | 
             | [1] https://research.nvidia.com/sites/default/files/pubs/20
             | 10-06...
        
         | modeless wrote:
         | Foveated streaming should be much easier to implement than
         | foveated rendering. Just encode two streams, a low res one and
         | a high res one, and move the high res one around.
        
         | ghosty141 wrote:
         | I'm super curious how they will implement it, if it's a general
         | api in steam vr that headsets like the Bigscreen Beyond could
         | use or if it's more tailored towards the Frame. I hope it's the
         | first as to me it sounds like all you need is eye input and the
         | two streams, the rest could be done by steam-vr.
        
         | ynx wrote:
         | If you use a Quest Pro and use Steam Link with a WiFi 6E access
         | point, that should accurately represent the experience of using
         | it.
         | 
         | It's close to imperceptible in normal usage.
        
       | ThatPlayer wrote:
       | I'm disappointed it seems to have dropped lighthouse tracking
       | with the previous Valve Index. Especially because with the Valve
       | Knuckles controllers are my favorite with how they strap to your
       | hand.
        
         | Diti wrote:
         | Not to mention the insane precision (I believe it's something
         | like 1 or 2 mm).
        
         | starkrights wrote:
         | Per the LTT video [0], the new Steam Frame controllers will
         | have a (separately purchasable) accessory pack which includes a
         | knuckles-like strap. Supposedly the controllers have enough
         | capacitive-sensing ("on every input surface, and on the grips")
         | for knuckles-like five finger tracking.
         | 
         | 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.
        
         | Fabricio20 wrote:
         | This is my main concern with the new headset.. hopefully they
         | have a way to support lighthouse.. maybe as an "upgrade" to the
         | tracking if you already have a lighthouse setup. I play a game
         | called VTOLVR and it's atrocious on the quest with inside-out
         | tracking, because the game VERY often has you looking in a
         | direction where your arm is behind your back or behind your leg
         | (from the VR's perspective) and it completely loses tracking..
         | literally killing you in game sometimes. Think "looking up and
         | behind you for threats" while your hand is in the
         | throttle/stick for a combat plane.
        
           | tart-lemonade wrote:
           | It does have IR tracking, so presumably it could be made
           | compatible with lighthouses, but if they don't make it
           | compatible (and currently the page makes no mention of it) I
           | don't know how well it could track objects out of frame
           | considering the cameras are still mounted on the headset.
           | 
           | 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.
        
       | craftkiller wrote:
       | Excited to see that it uses LCDs instead of OLED! One of the
       | things holding me back from head-mounted displays is the short
       | lifespan / burn-in issues of OLED. Also loving the replaceable
       | batteries on the controller.
        
         | marcosscriven wrote:
         | Personally I much prefer OLED, especially for VR, and haven't
         | had any burn in issues with OLED in any form for years.
        
           | craftkiller wrote:
           | Even modern OLED experience burn-in (despite them announcing
           | every year that "this time we solved the burn-in issue!"):
           | https://www.youtube.com/watch?v=whuHuM9h88M
           | 
           | 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).
        
             | 0x457 wrote:
             | > Even modern OLED experience burn-in (despite them
             | announcing every year that "this time we solved the burn-in
             | issue!"):
             | 
             | 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.
        
         | AndroTux wrote:
         | OLED only burns in if the content is static for hours. If your
         | head is that stable while using VR, I give you $5.
        
           | craftkiller wrote:
           | Do your VR games not have static HUDs / UIs? It has been a
           | long time since I picked up a VR game since I no longer have
           | the room.
        
             | ghosty141 wrote:
             | Not really, most HUDs are fixed to thigns like your hands,
             | guns, etc. or don't exist at all.
             | 
             | Static objects in your view are VERY nauseating (at least
             | in my experience).
        
             | rft wrote:
             | I have seen different options of "HUDs" in VR games, not
             | all are actually "heads up". Adding them to the proper
             | context sometimes makes more sense than having them
             | floating in mid air like in pancake view. Examples I have
             | seen are 1) ammo count on the weapon directly, 2) score and
             | score board to the side or projected onto the "floor", 3)
             | attached to cockpit elements in space/flight sims and 4)
             | somewhat affected by physics so they rubber band a bit with
             | movements. I can't come up with an example of fully static
             | HUD elements, but I am sure I have seen some.
             | 
             | And even if fully static contents were a problem, I guess
             | the foveated streaming would introduce enough noise to
             | counter burn-in.
        
           | t-writescode wrote:
           | OLED is always burning in as a feature of it. It's just much
           | less noticeable when it's:                 * cooled
           | aggressively        * constantly changing colors (more even
           | wear)
           | 
           | But it is still always losing durability in a steady way.
        
             | hnuser123456 wrote:
             | I used colorcontrol to enter the service menu of my LG C2
             | and disable all anti-burn-in features. No auto dimming, no
             | auto picture level, no anti-logo, etc. The only one I kept
             | is pixel shift because it's only noticeable if you're
             | looking at the edge of the screen when it moves, it's a
             | tiny movement. I skip the "pixel cleaning" prompt every
             | time it wants me to wait. When I'm gaming in HDR, I use
             | filters to increase the exposure to get the maximum
             | brightness range of the panel. Been using it like that for
             | ~8hrs/day for over 2 years now. Zero detectable hint of
             | burn-in.
        
               | Fabricio20 wrote:
               | If you want a different anecdote, I have a LG C1 that got
               | burn in after a year of use, playing FFXIV. I can see a
               | blue outline of where my minimap and hotbars are. HUD
               | burn-in. The only thing I disabled was the dimming
               | feature, because it's outright annoying to use, where
               | every time i'd scroll it'd make the text on a page
               | illegiblly dark. (Dark mode pages, white text becomes
               | dark gray while scrolling then back to white when
               | stopped... sometimes not!). I moved that TV to the living
               | room and got a non oled samsung instead which is what I
               | use now.
        
         | SkyPuncher wrote:
         | I'm just not convinced it's really much of an issues now-a-
         | days. We have an OLED in our main space and it's on nearly all
         | day (I like keeping sound on while I work from home).
         | 
         | Zero sense of burn in.
        
       | Pfhortune wrote:
       | At last! I really enjoyed my time with the Oculus Quest 2, but
       | could not stomach having Meta in my house/on my network. I sold
       | it and resolved to either wait until I could get a good deal on
       | an Index or Valve came around with something new, and now I can
       | look forward to VR again!
        
       | woile wrote:
       | Is the steam controller registering as a joystick _and_ a mouse?
       | It could be amazing to manage my current media center! As I
       | cannot make KDE detect my current controller as a mouse
        
         | mmis1000 wrote:
         | It seems the controller on steamdeck on windows detects as such
         | when steam or whatever companion program is not running.
         | Although in this state. You can only right click or left click
         | by pressing against the pad itself.
         | 
         | 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.
        
       | theoldgreybeard wrote:
       | Wow was absolutely not expecting this. I need this.
        
       | dev0p wrote:
       | WHAT'S THE PRICE
       | 
       | GABEN
       | 
       | GABEN DON'T LEAVE ME HANGING WHAT IS THE PRICEEEEEEEE
        
       | boriskourt wrote:
       | And like the Steam Deck it will never be available in my region
       | :) So much for globalization!
        
       | xandrius wrote:
       | Kind of weird using AA batteries, I'd imagine something else
       | would be better suited for this?
        
         | Scene_Cast2 wrote:
         | I swapped all my AA and AAA batteries for Enelooops. The
         | cheaper white ones are the best for most applications.
        
           | archon810 wrote:
           | I'm frustrated by the error rate on my Eneloops over the
           | years. I have dozens of them and I swear every other time I
           | recharge them, one more starts blinking and refuses to
           | recharge.
           | 
           | Also I would recommend switching to the IKEA rechargeable
           | batteries which are supposedly the same thing except cheaper.
        
         | t-writescode wrote:
         | AA means they don't have to handle battery replacements; and
         | it's not too-too hard to get rechargeable batteries.
         | 
         | I would prefer batteries in machine, too; but this does have
         | some sustainability and repairability (by not needing it)
         | advantages.
        
           | deltoidmaximus wrote:
           | The (now original) Steam controller used AA batteries as
           | well. I can't say it was my favorite feature but I did
           | appreciate that it made "battery replacements" a cinch.
        
           | slg wrote:
           | You're right that it's "not too-too hard" to get them, but
           | it's also "not too-too easy" to actually use them in
           | comparison just plugging a USB-C cable into the device. The
           | process you will have to go through to recharge this will
           | become incredibly annoying for something that will eat
           | through batteries as quickly as a VR headset. Think of all
           | the criticisms Apple has received over the years due to the
           | Magic Mouses charging port being on the bottom and that only
           | needs a charge every couple months, this will need to be
           | charged after a few hours of use.
        
             | Tade0 wrote:
             | There are 1.5V AA li-ion batteries on the market. I bought
             | a few to power children's toys and they have comparable
             | capacity to alkaline batteries. At high currents they
             | actually perform better.
             | 
             | Cost is about 10x that of their non-rechargeable brethren,
             | but obviously there's return on that investment.
        
               | slg wrote:
               | I wasn't denying their existence. I was comparing the
               | process of opening your device, taking out the batteries,
               | finding their proprietary charger or hooking each
               | individual battery up to a USB cable depending on the
               | specific variety of battery, and them putting them back
               | into your device is more annoying than just plugging the
               | device into one of the half dozen USB-C chargers we all
               | have scattered around our homes.
               | 
               | I doubt this would be a dealbreaker for most people, but
               | it's a choice that will provide a consistent small
               | annoyance for users.
        
             | dghlsakjg wrote:
             | The controller is the only part that uses AA. The
             | computer/headset portion uses USB-C recharging.
             | 
             | I would hazard a guess that the battery in the controller
             | will have a life measured in weeks if not months.
        
             | stetrain wrote:
             | > this will need to be charged after a few hours of use.
             | 
             | 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.
        
               | slg wrote:
               | Thanks for the correction. Still annoying, but obviously
               | less so.
        
             | t-writescode wrote:
             | AA's are only used for the controllers and they've got a
             | claimed 40 hours of battery life on those AAs.
        
           | lopis wrote:
           | Batteries in machine leads to having to wait 30 minutes for
           | them to charge. Replaceable rechargeable batteries means you
           | can instantly get a full new set. This is ideal
        
         | SkyPuncher wrote:
         | Makes me happy. Instant swap when you run out of power.
         | 
         | 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.
        
         | greycol wrote:
         | I expect it does help with MRP and weight as well as making
         | them more robust with no usbc drive to be worked free
         | (especially if people try playing cabled up as inevitably
         | happens when controllers run out of power halfway through
         | playing). I'd expect there will be third party options to
         | replace the cover/battery exactly how your thinking with a nice
         | dock to put them down in for people who prefer it.
         | 
         | 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).
        
         | hadlock wrote:
         | User replaceable batteries are... fine? Expected; preferred
         | even? 40 hours on a single charge is more than adequate, imo,
         | and if the controllers were too light that might actually
         | bother some players.
        
         | kalaksi wrote:
         | I was actually glad they went with AA batteries for the
         | controllers. They are easily replaced, of course, and I already
         | have a charger on a shelf with AA/AAA batteries always ready to
         | go. I tend to avoid internal batteries if I can also so that I
         | don't have to manage them so much or wait for charging. Had my
         | DS4 controller internal battery go bad after a year probably
         | because the battery got deeply discharged a few times. Not
         | buying that again.
        
       | AaronAPU wrote:
       | The only really incredible VR experience I have had so far was
       | Half-life Alyx. Is there anything that tier or even better these
       | days?
        
         | JulesRosser wrote:
         | Driving Sims, PavlovVR was a must play for a counterstrike
         | shooter with great modding scene. Of course Skyrim VR, it's
         | unplayable without mods but with voice recognition and QOL mods
         | it's incredible,
        
         | tianreyma wrote:
         | On my own system I've played a lot of modded Beat Saber.
         | Arizona Sunshine was good but not very long. Other than that
         | mostly just mini game type things like The Lab.
         | 
         | 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.
        
         | ghosty141 wrote:
         | There are some games yes but in my opinion right now the best
         | VR experiences are simulators. Assetto Corsa, iRacing, DCS,
         | MSFS etc.
         | 
         | 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.
        
         | riskable wrote:
         | Beat Saber is the ultimate VR game, IMHO. It's what enabled me
         | to create this masterpiece:
         | 
         | https://replay.beatleader.com/?scoreId=20010657
         | 
         | :D
        
         | sergiotapia wrote:
         | I totally agree with you, I'm actually doing another Alyx run
         | after only playing it on my Index. It actually please extremely
         | well on the Quest 3 with the Steam Link app. Seamless.
         | 
         | 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
        
         | CobrastanJorji wrote:
         | I'm a huge fan of the "I Expect You To Die" series. They're
         | basically a series of small escape rooms. The game's designed
         | to be played seated.
         | 
         | 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.
        
         | ChicagoBoy11 wrote:
         | Driving sims with the right setup are truly breathtaking gaming
         | experiences. For driving, especially, even things like the
         | weight of a headset almost add to the experience since in the
         | real thing you are wearing a helmet. But it is a way to have a
         | legit, e-sports level gaming experience with real-to-life
         | controls with total VR immersion.
        
       | Apocryphon wrote:
       | Is this built by HTC, like the Vive is/was? Either way, RIP HTC.
        
       | vadansky wrote:
       | >2160 x 2160 LCD (per eye)
       | 
       | Here's hoping it will be like the Deck and we get Frame OLED in a
       | year or so.
        
         | archi42 wrote:
         | Last time I read up on OLED in VR, it was said that pancake
         | lenses dissipate too much light. Might be dated of course, and
         | iirc there is now at least one OLED+pancake HMD on the market.
        
           | asadotzler wrote:
           | Several. Vision Pro, Galaxy XR, and Meganex 8K, and more
           | coming like Crystal Super / Dream Air.
        
           | ghosty141 wrote:
           | I have the Bigscreen Beyond 2 which is OLED + pancake fine.
           | But only if you have the perfect light seal that the BSB face
           | gasket ensures. Your eyes just adjust to it and I never
           | thought about it while using it. The upside of having perfect
           | blacks is sooooo worth it in my opinion. Flight sims in VR at
           | night are an amazing experience
        
             | charcircuit wrote:
             | That is micro OLED and is more expensive than regular OLED.
        
       | torginus wrote:
       | Whoo - first party support - including a graphics stack on ARM!
       | 
       | 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.
        
       | modeless wrote:
       | Foveated streaming! That's a great idea. Foveated rendering is
       | complicated to implement with current rendering APIs in a way
       | that actually improves performance, but foveated streaming seems
       | like a much easier win that applies to all content automatically.
       | And the dedicated 6 GHz dongle should do a much better job at
       | streaming than typical wifi routers.
       | 
       | > 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.
        
         | xeonmc wrote:
         | > 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.
         | 
         | 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?
        
           | modeless wrote:
           | Not only would it be a chore to constantly lean in closer to
           | different parts of your monitor to see full detail, but
           | looking at close-up objects in VR exacerbates the vergence-
           | accommodation mismatch issue, which causes eye strain. You
           | would need varifocal lenses to fix this, which have only been
           | demonstrated in prototypes so far.
        
             | Fernicia wrote:
             | Couldn't you get around that by having a "zoom" feature on
             | a very large but distant monitor?
        
               | wongarsu wrote:
               | Yes. You can make a low-resolution monitor (like
               | 800x600px, once upon a time a usable resolution) and/or
               | provide zoom and panning controls
               | 
               | 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
        
               | rtkwe wrote:
               | For a small taste of what using that might be like turn
               | on screen magnification on your existing computers. It's
               | technically usable but not particularly productive or
               | pleasant to use if you don't /have/ to use it.
        
               | potatolicious wrote:
               | Yes but that can create major motion sickness issues -
               | motion that does not correspond top the user's actual
               | physical movements create a dissonance that is expressed
               | as motion sickness for a large portion of the population.
               | 
               | 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.
        
             | whycome wrote:
             | This all sounds a bit like the "better horse" framing.
             | Maybe richer content shouldn't be consumed as primarily a
             | virtualized page. Maybe mixing font sizes and over sized
             | text can be a standard in itself.
        
           | potatolicious wrote:
           | There's no precise criteria but the usual measure is ppd
           | (pixels per degree) and it needs to be high enough such that
           | detailed content (such as text) displayed at a reasonable
           | size is clearly legible without eye strain.
           | 
           | > _" 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.
        
             | giobox wrote:
             | Even the vision pro at 35ppd simply isn't close to the PPD
             | you can get from a good desktop monitor (we can calculate
             | PPD for desktop monitors too, using size and viewing
             | distance).
             | 
             | 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.
             | 
             | > https://phrogz.net/tmp/ScreenDensityCalculator.html
        
               | potatolicious wrote:
               | Oh yeah for sure. Most people seem to accept that 35ppd
               | is "good enough" but not actually at-par with a high
               | quality high-dpi monitor.
               | 
               | 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.
        
               | andybak wrote:
               | Most people in what age group?
               | 
               | I'm 53 and the Quest 3 is perfectly good as a monitor
               | replacement.
        
               | froggit wrote:
               | Are you saying ppd requirements for comfortable usage
               | vary with age?
        
               | gruturo wrote:
               | I'm in the same boat. Due to my vision not being perfect
               | even after correction, a Quest 3 is entirely sufficient.
        
               | whycome wrote:
               | We get by with lower resolution monitors with lower pixel
               | density all the time.
        
               | giobox wrote:
               | I'm not sure most of us do anymore - see my 1080p/24 inch
               | example.
               | 
               | 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!
        
               | big_toast wrote:
               | I think part of getting by with a lower PPD is the IRL
               | pixels are fixed and have hard boundaries that OS
               | affordances have co-evolved with.
               | 
               | (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.
        
           | jayd16 wrote:
           | It's just about what pixel per degree will get you close to
           | the modern irl setup. Obviously it's enough for 80 char
           | consoles but you'd need to dip into large fonts for a
           | desktop.
        
             | rtkwe wrote:
             | I did the math on this site and I'd have to hunch less than
             | a foot from the screen to hit 35 PPD on my work provided
             | Thinkpad X1 Carbon with a 14" 1920x1200 screen. My usual
             | distance is nearly double that so my ppd normally is more
             | like 70 ppd, roughly.
             | 
             | https://phrogz.net/tmp/ScreenDensityCalculator.html#find:di
             | s...
        
         | monocasa wrote:
         | Foveated streaming is wild to me. Saccades are commonly as low
         | as 20-30ms when reading text, so guaranteeing that latency over
         | 2.4Ghz seems Sisyphean.
         | 
         | 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.
        
           | cube2222 wrote:
           | They're doing it over 6GHz, if I understand correctly, which
           | with a dedicated router gets you to a reasonable latency with
           | reasonable quality even without foveated rendering (with e.g.
           | a Quest 3).
           | 
           | With foveated rendering I expect this to be a breeze.
        
             | monocasa wrote:
             | Even 5.8Ghz is getting congested. There's a dedicated
             | router in this case (a USB fob), but you still have to
             | share spectrum with the other devices. And at the 160Mhz
             | symbol rate mode on WiFi6, you only have one channel in the
             | 5.8GHz spectrum that needs to be shared.
        
               | esseph wrote:
               | Not so much of an issue when neighbors with paper thin
               | walls see that 6ghz as a -87 signal
               | 
               | That said, in the US it is 1200MHz aka 5.925 GHz to 7.125
               | GHz.
        
               | monocasa wrote:
               | More of an issue when your phone's wifi or your partner
               | watching a show while you game is eating into that one
               | channel in bursts, particularly since the dedicated fob
               | means that it's essentially another network conflicting
               | with the regular WiFI rather than deeply collaborating
               | for better real time guarantees (not that arbitrary wifi
               | routers would even support real time scheduling).
               | 
               | MIMO helps here to separate the spectrum use by targeted
               | physical location, but it's not perfect by any means.
        
               | cube2222 wrote:
               | IMO there is not much reason to use WiFi 6 for almost
               | anything else. I have a WiFi 6 router set up for my Quest
               | 3 for PC streaming, and everything else sits on its 5GHz
               | network. And since it doesn't really go through walls, I
               | think this is a non-issue?
               | 
               | 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.
        
               | monocasa wrote:
               | The thing is that I'd expect foveated rendering to
               | increase latency issues, not help them like it does for
               | bandwidth concerns. During a lag spike you're now looking
               | at an extremely down sampled image instead of what in non
               | foveated rendering had been just as high quality.
               | 
               | 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.
        
               | cube2222 wrote:
               | My understanding is that the foveated rendering would
               | reduce bandwidth requirements enough that latency spikes
               | become effectively non-existent.
               | 
               | 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.
        
               | monocasa wrote:
               | Enough bandwidth to absolve any latency issues over a
               | wireless connection is not really a thing for a low
               | latency use case like foveated rendering.
               | 
               | 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?
        
               | cube2222 wrote:
               | I believe all communication with the dongle is on 6GHz -
               | both the video and the return metadata.
               | 
               | 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.
        
               | entropicdrifter wrote:
               | Pretty funny to me that you're backseat engineering Valve
               | on this one. If it didn't have a net benefit they
               | wouldn't have announced it as a feature yet lmao
        
               | esseph wrote:
               | MU-MIMO is very nice.
        
               | cyberax wrote:
               | The One Big Beautiful Bill fixed that. Now a large part
               | of this spectrum will be sold out for non-WiFi use.
        
               | brian-armstrong wrote:
               | Oh goody! I hope some of it can be used for DRM encrypted
               | TV broadcasts too.
        
               | esseph wrote:
               | Different spectrum. They're grabbing old radar ranges.
               | 
               | Also talking about adding more spectrum to the existing
               | ISM 6GHz band.
        
               | zamadatix wrote:
               | You're talking about "Wi-Fi 6" not "6 GHz Wi-Fi".
               | 
               | "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.
        
           | omneity wrote:
           | It was hard for me to believe as well but streaming games
           | wirelessly on a Quest 2 was totally possible and surprisingly
           | latency-free once I upgraded to wifi 6 (few years ago)
           | 
           | It works a lot better than you'd expect at face value.
        
           | rebeccaskinner wrote:
           | I worked on a foveated video streaming system for 3D video
           | back in 2008, and we used eye tracking and extrapolated a
           | pretty simple motion vector for eyes and ignored saccades
           | entirely. It worked well, you really don't notice the lower
           | detail in the periphery and with a slightly over-sized high
           | resolution focal area you can detect a change in gaze
           | direction before the user's focus exits the high resolution
           | area.
           | 
           | 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.
        
             | monocasa wrote:
             | Foveated rendering very clearly works well with a dedicated
             | connection, wiht predictable latency. My question was more
             | about the latency spikes inherent in a ISM general use band
             | combined with foveated rendering, which would make the
             | effects of the latency spikes even worse.
        
           | rtkwe wrote:
           | The real trick is not over complicating things. The goal is
           | to have high fidelity rendering where the eye is currently
           | focusing so to solve for saccades you just build a small
           | buffer area around the idealized minimum high res center and
           | the saccades will safely stay inside that area within the
           | ability of the system to react to the larger overall
           | movements.
           | 
           | 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...
        
           | adgjlsfhk1 wrote:
           | At 100fps (mid range of the framerate), you need to deliver a
           | new frame every 10ms anyway, so a 20ms saccade doesn't seem
           | like it would be a problem. If you can't get new frames to
           | users in 30ms, blur will be the least of your problems, when
           | they turn their head, they'll be on the floor vomiting.
        
         | cedws wrote:
         | Why hasn't Meta tried this given the huge amount of R&D they've
         | put into VR and they had _literally John Carmack_ on the team
         | in the past?
        
           | modeless wrote:
           | They prioritized cost, so they omitted eye tracking hardware.
           | They've also bet more on standalone apps rather than
           | streaming from a PC. These are reasonable tradeoffs. The next
           | Quest may add eye tracking, who knows. Quest Pro had it but
           | was discontinued for being too expensive.
           | 
           | 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.
        
             | robotnikman wrote:
             | It will be interesting to see how the X86 emulation plays
             | out. In the Verge review of the headset they mentioned
             | stutters when playing on the headset due to having to
             | 'recompile x86 game code on the fly', but they may offer
             | precompiled versions which can be downloaded ahead of time,
             | similar to the precompiled shaders the Steam Deck
             | downloads.
             | 
             | 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.
        
               | girvo wrote:
               | > 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
               | 
               | https://rocknix.org/devices/ayn/odin2/
        
           | jayd16 wrote:
           | What do you mean? What part have they not tried?
        
           | cube2222 wrote:
           | If you mean foveated streaming - It's available on the Quest
           | Pro with Steam Link.
        
         | MetaWhirledPeas wrote:
         | > Roughly equivalent resolution to Quest 3 and less than Vision
         | Pro. This won't be suitable as a monitor replacement for
         | general desktop use.
         | 
         | 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.
        
           | krzyk wrote:
           | 2k X 2k doesn't sound low res it is like full HD, but with
           | twice vertical. My monitor is 1080p.
           | 
           | Never tried VR set, so I don't know if that translates
           | similarly.
        
             | potatolicious wrote:
             | Your 2K monitor occupies something like a 20-degree field
             | of view from a normal sitting position/distance. The 2K
             | resolution in a VR headset covers the entire field of view.
             | 
             | So effectively your 1080p monitor has ~6x the pixel density
             | of the VR headset.
        
             | rtkwe wrote:
             | The problem is that 2k square is spread across the whole
             | FOV of the headset so when it's replicating a monitor
             | unless it's ridiculously close to your face a lot of those
             | pixels are 'wasted' in comparison to a monitor with similar
             | stats.
        
           | bluescrn wrote:
           | VR does need a _lot_ of resolution when trying to display
           | text.
           | 
           | Can get away with less for games where text is minimized (or
           | very large)
        
           | refulgentis wrote:
           | Whether or not we used to walk to school uphill both ways,
           | that won't make the resolution fine.
           | 
           | 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,)
        
           | wat10000 wrote:
           | The battery isn't an issue if you're stationary, you can plug
           | it in.
           | 
           | 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.
        
         | dagmx wrote:
         | Foveated streaming is cool. FWIW the Vision Pro does that for
         | their Mac virtual display as well, and it works really well to
         | pump a lot more pixels through.
        
           | eptcyka wrote:
           | I think it works really well to pump the same amount of
           | pixels, just focusing them on the more important parts.
        
             | Psillisp wrote:
             | Always PIP, Pump Important Pixels
        
         | ch4s3 wrote:
         | > Mouth tracking?
         | 
         | What a vile thought in the context of the steam... catalogue.
        
           | rtkwe wrote:
           | They're probably thinking of it in comparison to the Apple
           | Pro which attempts to do some facial tracking of the bottom
           | of your face to inform their 'Personas', it notably still
           | fails quite badly on bearded people where it can't see the
           | bottom half of the face well.
        
             | ch4s3 wrote:
             | I gathered as much, but still.
        
         | nabakin wrote:
         | And foveated streaming has a 1-2ms _wireless_ latency on modern
         | GPUs according to LTT. Insane.
        
           | CobrastanJorji wrote:
           | Wow, that's just 1 frame of latency at 60 fps.
           | 
           | Edit: Nevermind, I'm dumb. 1/60th of a second is 16
           | milliseconds, not 1.6 milliseconds.
        
             | bspammer wrote:
             | Much less than, 1 frame is 16ms
        
             | sph wrote:
             | 60 fps is 16.67 ms per frame.
        
             | redrblackr wrote:
             | No, thats between 0.06 and 0.12 frame latency on 60fps.
             | It's not even a frame on 144Hz (1s/144[?]7ms)
        
         | archon810 wrote:
         | Have a look at this video by Dave2D. In his hands-on, he was
         | very impressed with foveated streaming
         | https://youtu.be/356rZ8IBCps.
        
         | JeremyNT wrote:
         | I guess there's a market for this but I'm personally
         | disappointed that they've gone with the "cram a computer into
         | the headset" route. I'd much rather have a simpler, more
         | compact dumb device like the Bigscreen Beyond 2, which in
         | exchange should prove much lighter and more comfortable to wear
         | for long time periods.
         | 
         | The bulk and added component cost of the "all in one"
         | PC/headset models is just unnecessary if you already have a
         | gaming PC.
        
           | modeless wrote:
           | You can get a Beyond if that's what you want, it's a great
           | device that is not obsoleted by this one at all. Valve has
           | supported them in integrating Lighthouse tracking, and I hope
           | that they continue that support by somehow allowing them to
           | integrate the inside-out tracking they've developed for this
           | device in the next version of the Beyond.
        
             | preisschild wrote:
             | That would probably add a lot of extra weight and it would
             | need to make the device bigger.
        
               | modeless wrote:
               | I don't think it would be too bad. Cameras are tiny. The
               | processing would still happen on the PC, and you could
               | delete the lighthouse tracking sensors. I guess the
               | hardest part would be sending that much camera data back
               | to the PC over the cable.
        
           | preisschild wrote:
           | I agree. Hopefully Bigscreen continues making hardware. I
           | still have the original bigscreen beyond and im very happy
           | with it besides the glare.
        
           | entropicdrifter wrote:
           | I'm personally quite hyped to see the first commercially
           | available Linux-based standalone VR headset announced. This
           | thing is quite a bit lighter than any of the existing "cram a
           | computer in" solutions.
        
           | LarsDu88 wrote:
           | They crammed a computer into the headset, but UNLIKE Meta's
           | offerings, this is indeed an actual computer you can run
           | linux on. Perhaps even do standard computer stuff inside the
           | headset like text editing, Blender modeling, or more.
        
       | pierrec wrote:
       | The death of VR has been greatly exaggerated. The only thing that
       | died is the hype, and the hype will not be missed. It's just nice
       | to have so much less bullshit.
        
         | lopis wrote:
         | Meta and Apple smothered VR almost to death. Valve is coming to
         | set VR free.
        
       | lostmsu wrote:
       | Will the eye tracking data be directly available to developers?
       | 
       | Also, can I hack the OS? Specifically interested in direct VR
       | rendering (other headsets don't allow to bypass compositor).
        
         | Melonai wrote:
         | Pretty sure the OS is just the same old Steam-flavored Linux
         | distro "SteamOS" with ARM support and some new graphics
         | pipeline stuff for the VR portion, though we don't know until
         | it's actually out.
         | 
         | 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!
        
           | mmis1000 wrote:
           | Wondering what window/desktop manager will valve ship with
           | the new steam frame. Is there even a desktop/window manager
           | work with 3d space currently? Will that be a mod of kde or
           | something?
        
             | zozbot234 wrote:
             | > Is there even a desktop/window manager work with 3d space
             | currently?
             | 
             | 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.
        
       | marknutter wrote:
       | So it connects to your PC via Wifi? I could use this anywhere in
       | my house as far away from my computer as I want?
        
         | starkrights wrote:
         | I think it depends on whether or not you have good 6ghz
         | connectivity. The headset comes with a 6ghz usb dongle
         | pluggable to your rendering PC for locales without a 6ghz
         | router or good 6ghz penetration, but due to 6ghz lack of wall-
         | penetrating capability, that's probably going to be more/less
         | line-of-sight. The LTT video [0] does explicitly mention the
         | ability to use either mode of connection though- over your
         | existing wifi network, or via their 6ghz dongle. It's somewhat
         | unclear if the headset would function over a non 6ghz
         | connection (regardless of quality- supposedly 2.4/5ghz VR-over-
         | wifi is pretty rough due to channel congestion and maybe
         | bandwidth limits)
         | 
         | 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
        
         | ranger207 wrote:
         | It's both standalone and streaming. It comes with a 6GHz Wifi
         | dongle; 6GHz has low penetration so using it in different rooms
         | is iffy. But if you have a good 6GHz mesh setup it might work?
        
           | 0x457 wrote:
           | > But if you have a good 6GHz mesh setup it might work?
           | 
           | 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.
        
       | Insanity wrote:
       | This is going to be an instant buy for me, and my first VR device
       | ever. I've used the previous Steam VR headset over at a friends'
       | place many times, but never bit the bullet to get one myself.
       | 
       | 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.
        
         | vunderba wrote:
         | I can't imagine it exceeding ~1k USD - they've got to at least
         | keep it reasonably competitive with the Meta Quest which is
         | around half that.
        
           | aljgz wrote:
           | Meta Quest 2 owner here, with all the damage to UX after
           | Oculus was acquired by Meta, I'll lean towards something from
           | steam, even with a 2-3x price tag.
           | 
           | I don't think I'm the norm, but probably neither an exception
        
           | hadlock wrote:
           | I realize this might not be the case for everyone, but for
           | me, $600 premium is easily worth it to "jailbreak" the meta
           | game store. Steam was here for ~25 years and I expect it to
           | be around in another 25 years. My Quest 1, an absolute
           | Dinosaur of the VR world now, 2019, barely works at this
           | point, is out of support and Meta still haven't open sourced
           | the firmware for it.
        
           | lynndotpy wrote:
           | I imagine there are a non-negligible amount of us here who
           | looked at the Apple Vision Pro with interest, despite its
           | $3,500+ price tag, only to find out it can't meaningfully be
           | used as a standalone development device.
           | 
           | Only question is if 2160px is enough.
        
             | daemonologist wrote:
             | I'm also very interested in this use case, however I
             | suspect 2160 square is going to be great for gaming but
             | insufficient for serious work. It's very comparable to the
             | Quest 3 (lenses too), which is kind of on the level of a
             | giant 1080p monitor.
        
         | esskay wrote:
         | They've cut some fairly shallow corners, like mono vs color
         | cameras so I imagine getting it within a decent price range has
         | been of high importance. I really doubt it'll be any thing
         | close to $1k.
        
         | lopis wrote:
         | Not to mention this comes from a company that I respect and
         | that has a proven record of trying to respect its users, unlike
         | literally every other company making VR headsets. The fact that
         | they are trying to making this an open device, and that the
         | controllers have user-replaceable batteries is almost unheard
         | of in any consumer device these days.
        
         | daemonologist wrote:
         | Word is they're aiming for less than the full Index kit (which
         | was $1000), so good news there. I suspect it'll be fairly high
         | up in that range though given the hardware.
         | 
         | See "cheaper than index": https://www.uploadvr.com/valve-steam-
         | frame-official-announce...
        
         | andoando wrote:
         | I bought the original Steam Index and pretty much never used it
         | again cause its such a mess to have around. That plus the
         | motion sickness. For applications where you're moving around in
         | game though Id really want to try it again.
        
           | RyJones wrote:
           | from your keyboard to GabeN's ears. I've spent a lot of
           | dollars supporting my local startup; it was mostly wasted.
        
         | jjcm wrote:
         | > The fact that this can run standalone
         | 
         | 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.
        
       | LukaD wrote:
       | This looks really cool, but USB-A on the wireless adapter?
       | Really?
        
         | phantasmish wrote:
         | Pretty sure the vast majority of device ports on plugged-in
         | devices in my house are still USB-A. And the only non-
         | phone/tablet devices I have that are C-only are Apple, I'm
         | pretty sure. Everything else has at least one A port.
         | 
         | 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.
        
           | krzyk wrote:
           | It is my second laptop I got from my employer (replacement
           | every few years) and it also has just usb c ports. I hate
           | plugging in usb-a adapter. I would at least expect adapter
           | included for usb c.
        
         | mmis1000 wrote:
         | I'st much less likely to break a usba dongle compare to usb c
         | though.(the area is much mcuh bjgger) And I don't think the
         | dongle really need the 40gb potential of a usbc port.
        
         | Fabricio20 wrote:
         | I mean.. my X670E motherboard (a high end, modern mobo!) has
         | only ONE usb-c port.. it has, in comparison, 3 usb-a 10gbps
         | ports and another 4x usb-a 5gbps ports. Given the headset's
         | main use case to be plugged in is for PC-VR game streaming, it
         | makes sense that they'd go with USB-A. Maybe in a few years
         | they can switch but right now most desktop mobos barely even
         | have usb-c.
        
       | newsclues wrote:
       | Good engineering discussion from gamers nexus
       | https://m.youtube.com/watch?v=bWUxObt1efQ
        
       | cube2222 wrote:
       | This is fantastic!
       | 
       | 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.
        
         | ge0n111 wrote:
         | I think they made the right choice with Snapdragon chip... it
         | will drop in and work as a dev kit for all the android
         | toolchains that support quest3, devs will easily port quest3
         | games etc... so it's basically a non-spyware quest3 which is
         | what everyone wants at this point. Custom drivers on the wifi 6
         | dongle are going to likely offer the best wireless experience,
         | which again is what everyone wants.
         | 
         | 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.
        
       | vunderba wrote:
       | From the spec sheet:
       | 
       |  _> 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.
        
       | dzonga wrote:
       | kudos to them for using AA batteries for the controller.
       | 
       | will help the hardware last longer. cz non-removable lithium
       | batteries suck.
        
       | foxandmouse wrote:
       | Interesting they went with the 8 Gen 3 instead of something like
       | the X Elite. From what I've seen, the 8 Gen 3 actually
       | outperforms the Elite in emulation and running PC games. I wonder
       | if that factored into the decision.
        
       | aezart wrote:
       | Wonder if/when prescription lenses will be available for it. I
       | had to get some for my index since my glasses were too big to fit
       | inside the headset.
        
         | klipklop wrote:
         | There will be.
        
       | anonymars wrote:
       | Deckard at last! https://isvalvedeckardout.com/
        
         | skrebbel wrote:
         | What a weird site. Am i getting it right that this "Deckard"
         | was the code name for the Frame, it's out now, but the makers
         | of the site went through all that trouble make a dotcom and a
         | pedantic design but can't be bothered update it now that it is,
         | indeed, out?
        
           | drivers99 wrote:
           | > it's out now
           | 
           | It's not out, just announced.
        
           | ethersteeds wrote:
           | The timeline on the site you're critiquing says the project
           | was confirmed in 2021. So they've been waiting a while.
           | 
           | And it's _not_ out, it was  "revealed" today with "early
           | 2026" estimate for availability. No price yet.
           | 
           | https://store.steampowered.com/sale/hardware
        
           | stetrain wrote:
           | The site has been updated, it says "Announced on Steam -- not
           | out yet."
           | 
           | The headset isn't being released until early 2026.
        
       | tym0 wrote:
       | Now that they've ported Steam to Android with FEX + Proton [0]
       | (what this is running), the question is will they release it for
       | the rest of Android devices? There is a ton of Android gaming
       | handhelds and people are already experimenting with things like
       | Winlator [1] but having well supported way could be awesome.
       | 
       | [0] https://github.com/FEX-Emu/FEX
       | 
       | [1] https://github.com/brunodev85/winlator
        
         | zzsshh wrote:
         | Google has also agreed to officially open up to competing app
         | stores from the next
         | version(https://www.theverge.com/policy/813991/epic-google-
         | proposed-...), so the time is ideal for this. Valve, if you're
         | reading this, please release Steam for Android.
        
         | robhlt wrote:
         | It's running SteamOS according to the tech specs on the store
         | page, not Android.
         | 
         | https://store.steampowered.com/sale/steamframe
        
         | SSLy wrote:
         | this has nothing to do with Android
        
         | TGower wrote:
         | Unfortunately not, at least outside of the Linux VM shipping in
         | new Android versions https://wiki.fex-
         | emu.com/index.php/FAQ#Will_FEX-Emu_.28Linux...
        
           | tym0 wrote:
           | It appears I was wrong about Android. The fact that they said
           | you could just install APKs on it made me think what they
           | called SteamOS was just Android here but your link is clear
           | that FEX doesn't run there.
           | 
           | Guess they have yet another translation layer to run these
           | APKs?
        
       | cortesoft wrote:
       | This looks fantastic. The only negative I see so far it is only
       | monochrome passthrough. The full color passthrough on the Quest 3
       | is pretty killer, it sucks to go backwards on that.
        
         | Zarathruster wrote:
         | I guess we're in a minority but I'm in full agreement. Color
         | passthrough really felt like a game-changer, and I've long
         | wished for a more open, non-Meta alternative. Guess we'll be
         | waiting a bit longer
        
         | mavamaarten wrote:
         | I have a quest 2 where the passthrough is laughable. Would you
         | really use it for anything other than getting a glimpse of the
         | outside world? I sure don't, but that may be because of the
         | shitty camera's. But I never saw the appeal of passthrough
         | anyways, isn't the point of a VR headset to see a different
         | reality? Like, not the real world?
        
           | dvngnt_ wrote:
           | with the galaxy xr, you don't have to choose. sometimes it's
           | good to have windows in your reality, other times you can go
           | to a fully immersive mode with different environments
        
         | madsushi wrote:
         | There's an expansion port on the front with a camera interface,
         | so you could add on better AR cameras.
        
       | VikingCoder wrote:
       | They mention tracking the new Steam Controller, too.
       | 
       | 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?
        
       | slg wrote:
       | It's interesting to see them putting more attention on playing
       | traditional games with this. I have long thought that the most
       | broadly viable use for VR headsets in gaming is giving users a
       | big screen to play their regular games. There just doesn't
       | actually appear to be much market for true VR games considering
       | all the complicating factors like motion sickness or requiring a
       | big play area. It reminds me of the Nintendo Wii. Taking turns
       | playing Beat Saber with a few of your friends is fun just like
       | Wii Sports was, but in the end people are going to spend a lot
       | more time sitting on their couch to play something more
       | traditional like Mario Kart.
        
       | davedx wrote:
       | It looks stunning, great design there
       | 
       | 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?
        
         | charcircuit wrote:
         | Have you tried adding a second user on the headset with your
         | own account?
        
       | brazukadev wrote:
       | Steam is becoming what Google or Apple was in the past but much
       | better, I like it.
        
       | poly2it wrote:
       | A resolution of 2160@110deg is kind of low normally, effectively
       | being around 20 pixels per degree. I wonder if they could pull
       | off something like what the engineers behind the Simula VR
       | headset did, where they shift the outer resolution to the centre
       | of the lens, up to 35.5 PPD, higher than the Apple Vision Pro.
       | Last I checked, it was difficult to find off-the-shelf VR
       | displays suitable for pancake lenses with a resolution above
       | 2160, so this might be the best option.
       | 
       | https://simulavr.com/blog/ppd-optics/
        
       | StumpChunkman wrote:
       | Anybody know the limiting factor to providing lower IPDs on VR
       | headsets? My wife had always struggled with this with an IPD in
       | the 50s when we were exploring early gen VR headsets. The Frame
       | bottoms out at 60.
        
       | skywal_l wrote:
       | > Steam Frame Controllers: Powered by AA batteries (rated 40
       | hours)
       | 
       | Yes, I want to see standard batteries being used more. Too bad
       | they didn't go with this on the Steam Controller.
        
         | krzyk wrote:
         | Why? It is a bummer to keep them, buy them when suddently they
         | stop working, etc.
         | 
         | While chargeable needs just a usb-c socket.
        
           | akdev1l wrote:
           | Devices with internal batteries basically have embedded
           | expiration dates.
           | 
           | 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.
        
             | archon810 wrote:
             | The ideal would be rechargeable AA battery support with a
             | built-in USB-C that would natively support charging said AA
             | battery.
        
             | benoau wrote:
             | You can also get a USB charger for them which is very
             | convenient.
        
         | mrguyorama wrote:
         | I actually prefer rechargeable batteries.
         | 
         | 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.
        
       | Dilettante_ wrote:
       | That's gonna be one expensive BeatSaber machine, but after having
       | owned an Index (and really feeling how nice that headset was when
       | I got my current Quest 2), there's no way I'm not gonna get one.
        
       | vanadium1st wrote:
       | Such a miss not having good full-color AR included. I'm a VR
       | enthusiast with a Meta Quest 3, and it's a shame that this
       | headset is better than the Quest in every way except the most
       | important one.
       | 
       | 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.
        
         | madsushi wrote:
         | There's an expansion port on the front with a camera interface,
         | so you could add on better AR cameras.
        
         | modeless wrote:
         | Valve is focused on making a device that works well with their
         | existing game catalog. It's a Steam device first, and it needs
         | to be inexpensive to compete with Quest (which is subsidized by
         | Meta), so they need to prioritize which features get included.
         | I wouldn't be surprised to see a first party AR camera
         | attachment a while after launch. The expansion port seems
         | specifically designed for this, with the inclusion of MIPI CSI
         | lanes for two cameras.
        
           | vanadium1st wrote:
           | I get that there needed to be tradeoffs, I just disagree with
           | this particular one. I could suggest many other ways to save
           | ten bucks in hardware costs. Any other cost saving measure
           | would still allow to play the same games, just with worse
           | performance. But this choice cuts the stock device off from
           | an entire class of apps - in my opinion the best of them all.
        
           | delusional wrote:
           | I don't think the greyscale camera is mainly a cost concern.
           | I imagine the greyscale camera has better low light and noise
           | performance, which is quite important for tracking.
           | 
           | 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.
        
             | modeless wrote:
             | The headsets that have AR cameras don't use them for
             | tracking AFAIK. They all have monochrome cameras for that.
             | The AR cameras are an additional cost that is only used for
             | AR.
        
         | theshackleford wrote:
         | I have little to no interest in AR and i'm glad they didnt
         | waste more money or resources on it. I don't use it on my Q3
         | and I wouldnt use it on this.
        
         | hadlock wrote:
         | Apparently Valve was able to use a true cell phone chip and get
         | more raw performance out of it by using lower res monochrome
         | cameras, whereas qualcomm's AR-capable chips use up a lot of
         | the wafer for processing color AR video and DSP. Given it's
         | built to a budget, and I don't ever use AR, monochrome AR seems
         | like an acceptable tradeoff.
        
         | cruano wrote:
         | > It adds a questionable improvement in graphics and immersion
         | at the incredibly high cost of excluding yourself from the real
         | world.
         | 
         | 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.
        
       | AISnakeOil wrote:
       | Valve just defeated Meta and Xbox in one go. nice.
        
       | mottey wrote:
       | If it all launches with Half-Life 3 that works seamlessly across
       | all 3 Steam platforms then we're living in the best timeline...
        
         | krior wrote:
         | > then we're living in the best timeline...
         | 
         | Needs to run GNU Hurd for that.
        
       | robbiet480 wrote:
       | Trying to decide if Steam Frame is going to be better than Apple
       | Vision Pro + ALVR + lighthouses... AVP has higher resolution and
       | OLED displays with higher PPD but obviously weighs a lot more.
        
         | ChicagoBoy11 wrote:
         | There was a lot of discussion about some work they've done to
         | minimize compression artifacts... that's the biggest drawback
         | for me in terms of ALVR + AVP... I suppose time will tell.
        
       | circuit10 wrote:
       | One of the most interesting parts of this to me that not many
       | people are talking about is what their approach will be to making
       | Steam games work on ARM...
       | 
       | 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
        
         | preisschild wrote:
         | Apparently they are heavily funding FEX-emu now and are using
         | that
        
       | arnaudsm wrote:
       | This is the first standalone headset with an open ecosystem.
       | That's a big deal.
       | 
       | Meta Quests & Apple Visions require developer verification to run
       | your own software, and provide no root access, which slowed down
       | innovation significantly.
        
         | IshKebab wrote:
         | Not to mention Meta abandoned the Quest 1 very quickly. I
         | bought a game when it came out and never got around to playing
         | it (had kids). I tried to play it recently and it no longer
         | even works! PS30 down the drain, thanks Zuck.
         | 
         | I guess I can't complain too much given that I got it for free.
        
       | jackhalford wrote:
       | Nice to finally have a hackable headset on the market. I've been
       | using the dji goggles for fpv flying because of vendor lock in. I
       | wonder I could use these with OpenIPC to fly fpv with a fully
       | open video stack.
        
       | RGBCube wrote:
       | Finally, a modern VR headset that doesn't hate you.
        
       | jdprgm wrote:
       | Annoying not to include price or release date.
       | 
       | 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?
        
       | seabombs wrote:
       | Brilliant, I'm anxiously awaiting pricing details but could
       | definitely seeing myself getting one of these as my first VR
       | device, and the controller looks great too.
       | 
       | 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.
        
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