[HN Gopher] Steam Frame
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       Steam Frame
        
       Author : Philpax
       Score  : 1810 points
       Date   : 2025-11-12 17:54 UTC (1 days 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
        
               | SchemaLoad wrote:
               | I'm not sure that would work. From what I can tell, the
               | adapters are basically dumb straight through cables, they
               | aren't converting anything. And it's the actual GPU
               | that's outputting a HDMI signal over the Displayport
               | connector, which the adapter than rewires in to a HDMI
               | shaped connector.
        
               | cesarb wrote:
               | > And it's the actual GPU that's outputting a HDMI signal
               | over the Displayport connector, which the adapter than
               | rewires in to a HDMI shaped connector.
               | 
               | There are two kinds of DP to HDMI adapters. The passive
               | ones are like you said, they need special support on the
               | GPU (these ports are usually labelled as DP++), IIRC they
               | only do some voltage level shifting. The active ones work
               | on any DP port (they don't need AFAIK any special support
               | on the GPU), and they do the full protocol conversion.
        
               | baq wrote:
               | Caveat: the good active ones aren't exactly cheap.
        
               | OGWhales wrote:
               | I was able to use this adapter to get my 2070s
               | DisplayPort output to send 4k120hz to my TV, which only
               | has HDMI ports.
               | 
               | Club 3D active adapter:
               | https://www.amazon.com/Club-3D-DisplayPort1-4-Adapter-
               | CAC-10...
        
               | LtdJorge wrote:
               | It will, I'm doing DP to HDMI 4:4:4 4K@120Hz (and
               | expecting HDR in the near future) from an RX 7900XTX to
               | an LG C3 on Linux.
               | 
               | I'm using the Club3D active adapter, which is the only
               | one I found in reviews to reliably work. And it does, 0
               | problems whatsoever.
        
           | 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.
        
               | surajrmal wrote:
               | If valve can convince Qualcomm to open source their GPU
               | drivers I will eat a banana peel. They would need to
               | write a new one from scratch (or reuse freedreno, but
               | those are going to have performance issues).
        
               | scheeseman486 wrote:
               | Not the first time Valve funded the development of FOSS
               | drivers. They've already done so with Intel's Vulkan
               | stack on Linux, AMD (AMDGPU) and Nvidia (NVK).
               | 
               | SteamOS's core functionality leans heavily on Mesa and
               | there's been a lot of commits for the Adreno 750 lately,
               | mostly coming from Linaro.
        
               | bigyabai wrote:
               | It kinda does. Qualcomm's DirectX drivers were the big
               | issue, and Valve is using Mesa instead.
        
           | 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.
        
               | barrkel wrote:
               | I guess you abandoned PC gaming some time in the early
               | 2000s?
        
               | rtkwe wrote:
               | I'm quite confused too, that doesn't align with my
               | experience in the last couple years as well. There's
               | notably been a few very good and long lived video cards
               | and also as time goes on there's an ever deepening
               | library of older games that can be played with very
               | affordable cards.
               | 
               | I'm wondering when and with what hardware they had that
               | bad experience.
        
               | kakacik wrote:
               | Drivers are not an issue for quite some time (but its
               | always good to have latest nvidia ones for example for
               | optimizations focused on given game).
               | 
               | But its trivial to run into some .NET or Visual C++
               | redistributable hell when you just get a cryptic error
               | during starting and thats it. Just check internet. I have
               | roughly 20 of them installed currently (why the heck?)
               | and earlier versions would happily get installed over
               | already-installed version of same for example as part of
               | game installation process, not a stellar workmanship on
               | MS side. Whats wrong with having latest being backward
               | compatible with all of previous ones, like ie Java
               | achieved 25 years ago?
               | 
               | Talking about fully updated windows 10 and say official
               | steam distros of the games.
        
               | baggachipz wrote:
               | > Drivers are not an issue for quite some time
               | 
               | > its trivial to run into some .NET or Visual C++
               | redistributable hell when you just get a cryptic error
               | during starting and thats it. Just check internet.
               | 
               | Thanks for making my point for me.
        
               | niek_pas wrote:
               | I'm guessing you have a very positive experience with
               | gaming PCs; I wish I could say the same. My Windows PC:
               | - Randomly BSODs because of (I think) a buggy Focusrite
               | audio interface driver (that I can't fix and Focusrite
               | refuses to)       - Regularly 'forgets' I have an RX 5600
               | XT GPU and defaults to the integrated graphics, forcing
               | me to go into the 1995 'Device Manager' to reset it
               | - Occasionally just... stops playing audio?       -
               | Occasionally has its icons disappear from the taskbar
               | - Regularly refuses to close applications, making me go
               | into the Task Manager to force-quit them.
               | 
               | These are just the issues I can think of off the top of
               | my head. I've been playing PC games for like 15 years and
               | this is just par for the course for my experience.
        
               | armonster wrote:
               | I also had frequent BSOD issues because of a Focusrite
               | audio interface, lol. I've since thrown it out and gotten
               | an alternative brand product and have never had the
               | issues again.
        
               | IshKebab wrote:
               | Definitely an outlier. Windows has generally been very
               | very solid since about Windows 7. Certainly since Windows
               | 10.
               | 
               | Linux is still quite far behind in terms of desktop
               | stability in my experience. But I guess if Valve fully
               | controls the hardware they can avoid janky driver issues
               | (it sounds like suspend will work reliably!), so this
               | might actually make a good desktop Linux option.
        
               | nilkn wrote:
               | I can't speak for the other poster, but I actually
               | recently "abandoned" PC gaming. For me, it wasn't a
               | deliberate decision but more of a change in behavior that
               | occurred over time. I suspect the key event was picking
               | up a PS5 Pro. For me, it's the first console that's felt
               | powerful enough to scratch a similar itch as PC gaming --
               | except I could just plug it into our Atmos-equipped "home
               | theater" set up and have it not only work flawlessly but
               | be easily accessible to everyone, not just me. Since
               | picking it up, between the PS5 Pro and handheld gaming
               | devices, I just have not played a game on my gaming PC a
               | single time and am currently planning on retiring it as a
               | result.
               | 
               | There may be a connection here with age and the type of
               | games I play too. I'm in my mid-30s now and am not
               | interested in competitive twitch shooters like Call of
               | Duty. In many cases, the games I've been interested in
               | have actually been PS5 exclusives or were a mostly
               | equivalent experience on PS5 Pro vs. PC or were actually
               | arguably _better_ on PS5 Pro (e.g., Jedi Survivor). In
               | some cases, like with Doom: The Dark Ages, I 've been
               | surprised at how much I enjoyed something I previously
               | would've only considered playing on PC -- the PS5 Pro
               | version still manages to offer both 60 FPS and ray
               | tracing. In other cases, like Diablo IV, I started
               | playing on PC but gradually over time my playtime
               | naturally transitioned almost entirely to PS5 Pro. The
               | last time I played Diablo IV on my PC, which has a 4090,
               | I was shocked at how unstable and stutter-filled the game
               | was with ray tracing enabled, whereas it's comparatively
               | much more stable on PS5 Pro while still offering ray
               | tracing (albeit at 30 FPS -- but I've come to prefer
               | stability > raw FPS in all but the most latency-sensitive
               | games).
               | 
               | One benefit of this approach if you live with someone
               | else or have a family, etc., is that investments in your
               | setup can be experienced by everyone, even non-gamers.
               | For instance, rather than spending thousands of dollars
               | on a gaming PC that only I would use, I've instead been
               | in the market for an upgraded and larger TV for the "home
               | theater", which everyone can use both for gaming and non-
               | gaming purposes.
               | 
               | Something else very cool but still quite niche and poorly
               | understood, even amongst tech circles, is that it's
               | possible to stream PS5 games into the Vision Pro. There
               | are a few ways of doing this, but my preferred method has
               | been using an app called Portal. This is a truly unique
               | experience because of the Vision Pro's combination of
               | high-end displays and quality full-color passthrough /
               | mixed reality. You can essentially get a 4K 120"+ curved
               | screen floating in space in the middle of your room at
               | perfect eye level, with zero glare regardless of any
               | lighting conditions in the room, while still using your
               | surround sound system for audio. The only downside is
               | that streaming does introduce some input latency. I
               | wouldn't play Doom this way, but something like Astro Bot
               | is just phenomenal. This all works flawlessly out of the
               | box with no configuration.
        
               | andoando wrote:
               | I mean I just don't see the difference between this and
               | getting any PC and slapping SteamOS on it.
        
               | kevinqi wrote:
               | probably the "slapping steamOS" part of that
        
               | rtkwe wrote:
               | There's not currently a way to officially put SteamOS on
               | Steam* hardware. Plenty of people have done it but
               | there's the usual compatibility issues where the image is
               | built for the very specific hardware Valve installs it on
               | so there's often wake from sleep and fan control issues.
               | All solvable but it's not the level of turn key of even a
               | mainline linux distro.
        
               | rtkwe wrote:
               | Too late to edit and I think it's clear from context but
               | I meant non-Steam* hardware.
        
             | 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.
        
               | andoando wrote:
               | You can still buy prebuilt though and slap SteamOS on it
               | and youre there.
               | 
               | Dont get me wrong this looks very a nice product, but its
               | nothing revolutionary.
        
               | _aavaa_ wrote:
               | The hardware is not, but the implications are pretty
               | close (major gaming company is pushing a first party
               | product of open hardware + open software with a linux
               | box). It is _literally_ the year of linux desktop.
        
               | mjrpes wrote:
               | This thing is meant for a living room media center. A
               | prebuilt PC with discrete GPU is a much bigger profile
               | (and probably cost). You could say, fine, go buy a small
               | Mini PC. But a system with the current best AMD Strix
               | 890m GPU not only is expensive at $700-1000, but would
               | only have half the performance of the Steam Box if its
               | conjectured performance is similar to an RX 7600.
        
             | remir wrote:
             | It's a console basically. It comes ready to play without
             | much maintenance needed from the user.
        
               | baq wrote:
               | One can argue consoles are pcs that the manufacturers try
               | super hard to not allow you to root them.
               | 
               | This steam machine here is a PC with steam preinstalled
               | for a console-like setup and direct boot to your game
               | library - but it's still a pc.
               | 
               | The point is, computers are computers I guess ;)
        
             | rbits wrote:
             | It's tiny. It runs SteamOS which is built to be used with a
             | controller on a TV. And it will probably be a performance
             | target for many developers.
             | 
             | But I think the biggest feature might be the quick suspend
             | and resume. Every modern console has that, but not PCs. You
             | can try to put a computer to sleep, but many games won't
             | like that.
        
               | baq wrote:
               | My Windows desktop doesn't like that. It wakes instantly,
               | no idea why.
               | 
               | Not to mention windows laptops waking up in bags or
               | backpacks in the middle of the night seemingly for the
               | only purpose of burning themselves up.
        
             | foresto wrote:
             | As someone who has been building my PCs for decades, I have
             | to admit seeing some appeal here:
             | 
             | It's apparently small, quiet, capable, and easy.
             | 
             | I'll keep building my own, but most people don't, and the
             | value of saved time and reduced hassle should not be
             | underestimated.
             | 
             | If comparing this device to other pre-built systems,
             | consider that this one is likely to be a first class target
             | for game developers, while others are not.
        
             | archagon wrote:
             | I love SFF PCs, but you can't get the same density as a
             | manufacturer doing a fully bespoke design. Just look at
             | those innards: no space is wasted.
        
               | baq wrote:
               | Yeah the heatsink filling the whole silicon-less volume
               | is... something.
        
             | notatoad wrote:
             | i've spent plenty of time building custom PCs, but life
             | changes and that's really not something i have any interest
             | in doing any more.
             | 
             | there's plenty of people who just want to play games
             | without researching what CPU and video card to buy.
        
             | Normal_gaussian wrote:
             | The experience of using a custom build is terrible.
             | 
             | The best experience you can get atm is to use Steams big
             | picture mode, and that doesn't give you pause/resume, and
             | you will sometimes need to use keyb & mouse to solve
             | issues, plus you need to manage the whole OS yourself etc.
             | 
             | Valves SteamOS which already runs on the Steam Deck gives
             | you all the QoL that you expect out of a console. Pause /
             | resume with power button press, complete control via
             | controller, fully managed OS.
             | 
             | What's missing are "in experience" native apps like
             | Netflix/AppleTV/etc. as well as support for certain games
             | which are blocked on anti-cheat.
             | 
             | My wife is a research scientist who uses linux with her day
             | job, but she isn't interested in dealing with any nonsense
             | when she's relaxing at the end of the day. The Steam Deck
             | has been a wonder for her - suddenly she's playing the same
             | games as me with none of the hassle. The Steam Machine will
             | suddenly open a bunch of my friends and family up to PC
             | games as well.
             | 
             | It won't be long until you can put SteamOS on any machine
             | you make yourself, but the Steam Machine will serve as
             | reference and "default" hardware for the majority.
        
             | spopejoy wrote:
             | PC gaming on the couch at last
        
             | Steltek wrote:
             | Lots of companies tried to recreate the Steam Deck and
             | quite frankly, they're just not as good as the original.
             | 
             | SteamOS is a super controller-friendly desktop that would
             | be right at home in a living room. Like the Deck, the Steam
             | Machine could become a target profile for developers.
        
         | 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"?
        
             | TuringTest wrote:
             | Given that Valve are the ones who released _the Orange Box_
             | , methinks the original comparison is valid
        
           | 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
        
         | komali2 wrote:
         | I am incredibly excited for the new controller. The og steam
         | controller for me was unmatched as a controller, I could never
         | play any first person game on anything else other than mouse
         | and keyboard, not to mention it allows playing rts or point and
         | clicks from the couch.
         | 
         | When they cancelled production I bought 8.
        
           | tosmatos wrote:
           | The controller looks pretty cool for sure, my biggest fear is
           | the dpad though. I hope they go for a clicky feel like on the
           | latest xbox controllers, and not the mushy feel you've got on
           | the Dualshock 5 or even the 8BitDo Pro 2, which, for me,
           | really is the only think missing from those. I'm more of a
           | "Dpad in the top left" kind of guy, but I want it to be
           | clicky like on the Xbox controllers :( We'll see!
        
         | thefz wrote:
         | > Frame is obviously the main headline here
         | 
         | Why? VR headsets are a dying fad of the 2020s. Way more excited
         | for SteamOS on ARM.
        
           | russelg wrote:
           | ... which likely wouldn't have happened if they didn't want a
           | computer inside their VR headset. The steam machine is x86
           | considering it's an AMD processor.
        
       | 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.
        
           | reactordev wrote:
           | This is due to a video that has drm encoding and the browser
           | trying to decode it. The drm blob contains the codec keys in
           | our driver and the browser is supposed to negotiate this. It
           | fails. At least on Nvidia for you. It fails for me on safari
           | on iOS.
        
             | seba_dos1 wrote:
             | DRM in context of that log message is Direct Rendering
             | Manager which is a Linux subsystem for handling GPUs; it's
             | unrelated to Digital Rights/Restrictions Management and
             | there are no DRM-encumbered videos on that page.
        
       | 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.
        
           | skeaker wrote:
           | Monochrome is rough, but I think pixel count is a few orders
           | of magnitude less important than being able to actually use
           | the damn thing. The Vision Pro has been out for over a year
           | and I haven't seen a single notable application that takes
           | advantage of the hardware, and it seems that that's largely
           | in part due to it being nigh impossible to develop and run
           | software on it.
        
           | wayeq wrote:
           | > This isn't likely to be a compelling spatial computer.
           | 
           | neither is the Apple Vision Pro
        
         | 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
        
               | dathinab wrote:
               | The VR headset isn't and it's cable of both running games
               | standalone and displaying games through the dongle from
               | whatever PC you run.
        
       | 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?
        
             | iamcreasy wrote:
             | Rosetta2 will be discontinued.
        
           | SchemaLoad wrote:
           | It technically works since ARM macs can still run x86
           | binaries. But it's so slow and buggy, and the selection of
           | playable games so slim that there is almost no point.
        
         | jagermo wrote:
         | they are porting FEX to Proton, and according to the VRUpload
         | article linked it has "shockingly little performance impact".
         | This could be fun.
         | 
         | https://github.com/FEX-Emu/FEX
        
       | fallingmeat wrote:
       | any idea on price?
        
         | jagermo wrote:
         | "below the index", according to the UploadVR article linked. So
         | below 1000 USD
        
       | 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
        
               | ehnto wrote:
               | If you are lucky enough to have wired as an option
               | anyway, especially in linux this has been shaky. But with
               | Steam continuing to push into linux and VR I have no
               | doubt this will change quickly.
        
           | 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.
        
               | FeepingCreature wrote:
               | Not quite: you can use it for games rendering, but with a
               | Wifi adapter you more importantly want to use it for the
               | video signal, and only transfer highres in the area
               | you're looking at. A 4k game (2048*2048*2 screens) is
               | 25gbit uncompressed at 100fps, which would stress even
               | Wifi-7. With foveated rendering you can probably get that
               | down to 8gbit easy.
        
               | LtdJorge wrote:
               | Not just stress WiFi 7, even if the theoretical limit is
               | 23Gbps, you're not getting anywhere close to that sending
               | to just one device.
        
               | rtkwe wrote:
               | Valve is applying it to the streamed view from the
               | computer to reduce the bandwidth requirements it's not
               | actually doing foveated rendering in the game itself
               | because not all games support it.
               | 
               | Foveated streaming is just a bandwidth hack and doesn't
               | reduce the graphic requirements on the host computer the
               | same way foveated rendering does.
        
             | 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). However, this efficiency starts to drop off as
             | soon as you want to do things like stencil reflections, and
             | especially shadow maps, to say nothing of global
             | illumination.
             | 
             | While there are some recent'ish extensions to do variable-
             | rate shading in rasterisation[0], this isn't variable-rate
             | visibility determination (well, you can do stochastic
             | rasterisation[1], but it's not implemented in hardware),
             | and with ray tracing you can do as fine-grained
             | distribution of rays as you like.
             | 
             | TL;DR for foveated rendering, ray tracing is the efficiency
             | king, not rasterisation. But don't worry, ray tracing will
             | eventually replace all rasterisation anyway :)
             | 
             | [0] https://developer.nvidia.com/vrworks/graphics/variabler
             | atesh...
             | 
             | [1] https://research.nvidia.com/sites/default/files/pubs/20
             | 10-06...
        
               | Taterr wrote:
               | I think you could do foveated rendering efficiently with
               | rasterization if you "simply" render twice at 2 different
               | resolutions. A low resolution render over the entire FOV,
               | and a higher resolution render in the fovea region. You
               | would have overlap but overall it should be less pixels
               | rendered.
        
               | FeepingCreature wrote:
               | I believe the standard way is to downgrade the sampling
               | density outside the area you're looking, see https://docs
               | .vulkan.org/samples/latest/samples/extensions/fr... .
               | Optimally you could attach multiple buffers with
               | different resolutions covering different parts of
               | clipspace, saving vram bandwidth. Sadly this is not
               | supported currently to my knowledge, so you have to write
               | to a single giant buffer with lower sample resolution
               | outside the detail area, and then just downsample it for
               | the coarse layer.
        
             | globular-toast wrote:
             | That's foveated rendering. Foveated streaming, which is
             | newly presented here, is a more general approach which can
             | apply to any video signal, be it from a game, movie or
             | desktop environment.
             | 
             | They are complementary things. Foveated rendering means
             | your GPU has to do less work which means higher frame rates
             | for the same resolution/quality settings. Foveated
             | streaming is more about just being able get video data
             | across from the rendering device to the headset. You need
             | both things to get great results as either rendering or
             | video transport could be a bottleneck.
        
           | ehnto wrote:
           | That's quite harsh, and definitely not accurate.
        
           | globular-toast wrote:
           | That's crazy. I feel dumb for initial thinking it was somehow
           | doing eye tracking to achieve this, despite having no such
           | hardware installed.
           | 
           | I would be curious to see a similar thing that includes
           | flashing. Anecdotally, my peripheral vision seems to be
           | highly sensitive to flashing/strobing even if it is evidently
           | poor at seeing fine details. Make me think compression in the
           | time domain (e.g. reducing frame rate) will be less
           | effective. But I wonder if the flashing would "wake up" the
           | peripheral vision to changes it can't normally detect.
           | 
           | Not sure what the random jab at Linus is about.
        
             | jackwilsdon wrote:
             | It is doing eye tracking for the foveated rendering - it
             | has 2 cameras inside the visor for it.
        
               | x187463 wrote:
               | They're referring to the shadertoy linked above. The
               | illusion simulates foveated rendering on your device
               | without eye tracking.
        
             | LtdJorge wrote:
             | It's normal to be "more sensitive" to brightness
             | differences in the peripheral areas compared to the fovea.
             | The fovea has more color receptors, in the other areas,
             | there are comparatively more monochromatic receptors
             | (brightness). The general density of the fovea is also much
             | larger.
        
         | 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.
        
           | ehnto wrote:
           | These new controllers look just like the Quest 3 controllers.
           | Ergonomically I really like them, and they have capacitive
           | touch for most surfaces as well.
        
         | 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.
        
             | ThatPlayer wrote:
             | The controllers won't have lighthouse tracking though. The
             | IR tracking is the headset tracking the controller's IR
             | LEDs, which the Index controllers do not have. It might be
             | possible to have the headset IR track the lighthouses, and
             | then use the old Index controllers, which also track the
             | lighthouses.
             | 
             | There's also tools to calibrate the different tracking
             | methods together, but that seems less than ideal.
        
               | tart-lemonade wrote:
               | Good catch, I just saw IR tracking on the page and didn't
               | investigate further. I can't wait to see some teardowns
               | (physical and firmware) of the device, then we can get a
               | better look at what it is truly capable of.
               | 
               | Though it wouldn't help the controllers, perhaps the
               | expansion port on the headset could be used for a
               | lighthouse-compatible tracker? (One can dream...)
        
       | 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.
        
           | baq wrote:
           | > You can only right click or left click by pressing against
           | the pad itself
           | 
           | The original steam controller's LT and RT work as mouse
           | buttons in mouse mode, too. Source: have 3 steam controllers
        
         | ehnto wrote:
         | Funnily enough, the Frame is running KDE Plasma so I bet it
         | works pretty well.
        
       | 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.
        
               | cruano wrote:
               | True, but you can just swap in a spare set of charged
               | batteries and you are back online instantly.
        
               | Fabricio20 wrote:
               | Why would I want to go the route of having to plug in the
               | controllers and not be able to use them while I charge
               | them versus just swapping in a set of spare, charged
               | batteries? Rechargeable AAs have been around for decades!
               | It's the same setup my quest 1 and 2 have, and it has
               | never failed me, I got 4 batteries total, 2 in the
               | charger, 2 in the headset, I swap them around when they
               | eventually (after a looooong time) run out.
        
               | Tade0 wrote:
               | To me the greater annoyance would be to have to wait
               | until the device charges, should it lose power mid-game.
        
             | 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.
        
           | xandrius wrote:
           | Nothing against user-replaceable batteries, just that they
           | use AA batteries. I was expecting something a bit more long
           | lasting and rechargeable via USB.
        
             | imtringued wrote:
             | https://www.reichelt.com/de/en/shop/product/lithium-
             | ion_batt...
             | 
             | I'm not trying to sell you on these in particular, it's
             | just that I am struggling to find "non-German" results. Go
             | search for them on ebay or a local store.
        
               | xandrius wrote:
               | Those are cool but it does seem like they are forced to
               | have that form factor to fit in most existing devices.
               | 
               | While a brand new device could employ something more apt?
               | Even say something larger which can store more energy,
               | dunno. It just feel off to still have AA batteries (which
               | are generally not rechargeable) in a new product in 2025
               | which is not targeted to elderlies.
        
               | hadlock wrote:
               | Maybe I'm just old but I bought some Eneloop rechargable
               | batteries in 2008 and then some more Amazon branded
               | rechargable batteries in like 2015 and a single charger
               | and they've been powering devices consistently for over a
               | decade. Half of my toddler's toys run on AA or AAA
               | batteries. Calling them old fashioned feels like
               | complaining the form factor of a 12 oz/330ml soda can is
               | old; technically you're right but it's been around for 50
               | years because it works exceptionally well.
               | 
               | >AA batteries (which are generally not rechargeable)
               | 
               | I can't recall the last time I saw single use batteries
               | in use, except maybe in a brand new remote control
               | bundled with a TV, which was quickly swapped for
               | rechargable. I don't even think of this most months, from
               | where I'm siting I can see my battery chager and there's
               | two sets of AA and a set of AAA sitting on there fully
               | charged, ready to go. I think I paid $12 for the charger
               | in 2008, very low barrier to entry.
        
         | 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.
        
         | jfoster wrote:
         | I think it's a lot better. Rechargeable batteries built into a
         | device degrade over time. The vast majority of people will
         | discard a device as a result of battery degradation.
        
         | blashyrk wrote:
         | Why? You can use rechargeable AA batteries and if you want you
         | can swap them out and basically never have downtime for
         | charging. Also all embedded batteries degrade over time which
         | is a non issue here
        
           | xandrius wrote:
           | Why not replaceable batteries which are not AA? Like any li-
           | on batteries.
           | 
           | Also if the stand is also a charger then the hot-swap is
           | mostly a non-issue. Playing with this for more than X hours
           | should not be the default usage.
        
       | 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,
        
           | gruturo wrote:
           | I have close to 150 hours in Skyrim VR. What makes it
           | unplayable without mods?
        
         | 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
        
           | beAbU wrote:
           | Well done, that must've been really fun to watch from an
           | outsider perspective, unlike almost all other vr games in a
           | social setting!
        
             | riskable wrote:
             | People forget that Beat Saber replays are _performances_!
             | Do some dancing, all you ACC robots! :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
        
           | ehnto wrote:
           | Hitman is amazing insofar as the worlds are so well realised
           | and the gameplay is excellent. But the controls are a bit
           | pants, and I had an issue on Quest three where it was
           | applying a foveated rendering but the mask was off (and the
           | quest 3 doesn't have eye tracking). So it was blurry within
           | my field of view, and sharp just next to it.
        
           | mrguyorama wrote:
           | Various random and unexpected indie games exist. Like the
           | Indie community has fully embraced VR and it is full of
           | unique and experimental and awesome and garbage games.
           | 
           | Euro and American Truck Simulator still have VR support and
           | it's more fun and satisfying than it should be.
           | 
           | Load up Google Earth VR, plop yourself in front of your
           | childhood home and feel more than you expected.
           | 
           | If you like modern air combat: VTOL VR and DCS. If you like
           | WW2 fighter combat, IL-2 Sturmovik.
           | 
           | Hotdogs Horseshoes and Handgrenades for the ultimate American
           | Freedom simulator.
           | 
           | Project Wingman for Ace Combat 7 in VR. Star Wars Squadrons
           | is fully playable in VR. War thunder has VR
           | 
           | BeamNG has unofficial VR
           | 
           | Rec Room if you want to get absolutely schooled by 13 year
           | olds at laser tag and paintball and other games.
           | 
           | Hyperbolica is an exploring and puzzle game about non-
           | euclidean space, where walking in a straight line doesn't
           | work like you expect and apparently it has VR
           | 
           | Pulsar Lost Colony is a game about being a star trek captain
           | with your friends and also can be played without VR.
           | 
           | Phasmaphobia is a game about getting the shit scared out of
           | you and you can do it in VR if you do not fear death
           | 
           | An upcoming game about "Be an artemis astronaut". There was
           | also one to explore a Google Earth style of the ISS. Also
           | Kerbal Space Program at one time had a VR mod.
        
         | 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.
        
           | mrguyorama wrote:
           | I once played a custom Japanese Highway map in Assetto Corsa
           | made for nighttime cruising and was a little high and I
           | forgot what reality was.
           | 
           | I used to do a lot of GoKarting at a local course before the
           | Pandemic, and VR racing is the single most immersive video
           | game experience that you can have. The only thing you are
           | missing is the physical exertion and G-Forces. Even the feel
           | of the helmet and reduced field of view is emulated by the
           | headset. Even cheap wheels have force feedback, and you can
           | feel the weight shifting around. You can intuitively glance
           | around for situational awareness. If you have experience, you
           | will naturally fall into the _look at where you want to go_
           | style of skid recovery, and you will feel the tires about to
           | skid and feel in the wheel when they line back up with your
           | vector of motion. It all transfers so well, even real race
           | car drivers enjoy it.
           | 
           | You can feel your body freak out when you hit a wall at
           | 200mph because you misjudged the distance because you're not
           | a real racecar driver.
           | 
           | Driving an open cockpit car like an old F1 car is insane. You
           | feel like you are just hanging out in the open air. I guess
           | we didn't have survival instincts back then.
           | 
           | If you have a few thousand extra dollars, you can even fix
           | the lack of physical exertion and G-Forces!
           | 
           | Shooting games are super fun too because it feels rewarding
           | to be good at actually aiming, rather than stupid mouse
           | twitches I have never been that good at. Also because Pavlov
           | VR mods let me play Halo 1 Blood Gulch for real and that's
           | magic.
           | 
           | VR Chat is also a pretty incredible experience. When the
           | pandemic first hit, I actually spent several weekends
           | clubbing in VR Chat clubs.
        
             | ehnto wrote:
             | I have driven on tracks in real life and then the same
             | track in VR, and all the spatial cues map perfectly. It's
             | so close to "the same thing" that I really don't mind
             | driving in VR more and then only paying for the occasional
             | real life track day.
             | 
             | My partner also likes that I can't actually die in VR,
             | though sometimes I still close my eyes just before an
             | impact.
        
           | ehnto wrote:
           | Agreed, if you have all the sim racing equipment already
           | adding in VR brings you basically "there". The sim rig is a
           | rabbit hole of immersive technologies of its own, but even
           | just a basic wheel and pedal plus a headset will get you an
           | incredible experience.
           | 
           | I believe sim flight people would have the same opinions on
           | that side of simming too. It's a uniquely ideal situation for
           | VR. Seated with full tactile controls.
        
         | cruano wrote:
         | On the PlayStation VR 2, there is Resident Evil 4 and 8. I'd
         | never cared for those games until I tried them in VR. I'd argue
         | is more like a good game with decent VR support rather than a
         | good "VR" game though. That's also the case for things like
         | Hitman, No Man's Sky, Metro Awakening and such.
         | 
         | And then there are the racing sims. I find these are such an
         | immersive experience it reaches an uncanny-valley type feeling
         | for me, where my body is expecting G-forces that never come, or
         | gets confused with the steering wheel not being the exact same
         | size as my eyes are seeing. It's great though, and definitely
         | recommended if you enjoy cars at all.
        
         | foresto wrote:
         | I've heard that Elite Dangerous is nice in VR.
        
         | cholantesh wrote:
         | I wish the answer was Thief: Legacy of Shadow but considering
         | the war crime that was Eidos Montreal's previous outing on the
         | franchise, I doubt it.
        
       | 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?
        
               | andybak wrote:
               | They vary with quality of eyesight which usually
               | correlates 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.
        
               | pdpi wrote:
               | I keep hearing this argument, and it baffles me. I find
               | that, as I age and my vision gets worse, I need
               | progressively finer text rendering. Using same-size
               | displays (27") at the same distance, with text the same
               | physical size on screen, 1440p gives me a much worse
               | reading experience than 4k with 2x scaling.
        
               | 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.
        
               | numpad0 wrote:
               | I think there is a missing number here: angular
               | resolution of human eyeballs is believed to be ~60
               | ppd(some believes it's more like 90).
        
           | 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.
        
               | ncallaway wrote:
               | On the LTT video he also said that Valve had claimed to
               | have tested with a small number of devices in the same
               | room, but hadn't tried out larger scenarios like tens of
               | devices.
               | 
               | My guess based on that is you likely dont need to totally
               | clear 6GHz in the room the Frame is in, but rather just
               | make sure its relatively clear.
               | 
               | We'll know more once it ships and we can see people try
               | it out and try and abuse the radio a bit.
        
               | 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
        
               | monocasa wrote:
               | I'm not saying it doesn't work; I'm asking what special
               | sauce they've added to make it work, and noting that
               | despite the replies I've gotten, foveated streaming
               | doesn't help latency, and in fact makes the effects of
               | latency spikes worse.
        
               | esseph wrote:
               | MU-MIMO is very nice.
        
               | mastax wrote:
               | Why are you assuming the fob would use the same WiFi
               | channel as your regular 6GHz network? That would be
               | extremely poor channel selection.
        
               | 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.
        
               | cyberax wrote:
               | Here's the overview: https://arstechnica.com/tech-
               | policy/2025/06/senate-gop-budge...
        
               | 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.
        
           | LarsDu88 wrote:
           | They use a 6 Ghz dongle
        
           | swiftcoder wrote:
           | > Saccades are commonly as low as 20-30ms when reading text
           | 
           | What sort of resolution are one's eyes actually resolving
           | during saccades? I seem to recall that there is at the very
           | least a frequency reduction mechanism in play during saccades
        
             | yencabulator wrote:
             | _During_ a saccade you are blind. Your brain receives no
             | optical input. The problem is measuring /predicting where
             | the eye will aim next and getting a sharp enough image in
             | place over there by the time the movement ends and the
             | saccade stabilizes.
        
           | vlovich123 wrote:
           | Yeah. I'd love to understand how they tackle saccades. To be
           | fair they do mention they're on 6ghz - not sure if they
           | support 2.4 although I doubt the frequency of the data radio
           | matters here.
        
             | shwaj wrote:
             | I would guess that the "foveated" region that they stream
             | is larger than the human fovea, large enough to contain the
             | saccades movement (with some good-enough probability).
        
         | 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.
        
               | krzyk wrote:
               | Thank you for explaining, it makes sense now.
        
             | 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.
        
               | MetaWhirledPeas wrote:
               | Totally true, but unlike a real monitor you can drag a
               | virtual monitor close to your face without changing the
               | focal distance, meaning it's no harder on your eyes.
               | (Although it is harder on your neck.)
        
               | rtkwe wrote:
               | To get the same pixel per degree as my work laptop I'd
               | have to put it's virtual replacement screen 11 (virtual)
               | inches from my face and that's probably the lowest PPD
               | screen in my normal life unless I get a bad desk at work
               | that day. Just pasting them inches from your nose is not
               | a great solution, you can already do that with a good set
               | of monitor arms and there's a reason almost no one does
               | it.
        
           | 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,)
        
             | MetaWhirledPeas wrote:
             | One problem is that in most settings a real monitor is just
             | a better experience for multiple reasons. And in a tight
             | setting like an airplane where VR monitors might be nice,
             | the touch controls become more problematic. "Pardon me! I
             | was trying to drag my screen around!"
        
             | Andrex wrote:
             | > (20 year old me also told his gf iPad 1 would be a good
             | laptop for school, so,)
             | 
             | Yikes. How'd that relationship end up? Haha.
        
               | refulgentis wrote:
               | Lol, I laughed then 20 seconds later started taking this
               | literally: I think that was July, it had been two years,
               | and it was over by November (presumably due to my other
               | excellent qualities!) (all joking aside, for younger
               | members in our audience, it was sweet and she was around
               | in my life for at least another decade)
        
           | 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.
        
             | cesarb wrote:
             | > There's also the issue that these things have to compete
             | with what's available _now_. [...] But it 'll never be a
             | full-time replacement, because the modern 4k displays I
             | have are substantially clearer.
             | 
             | What's available _now_ might vary from person to person. I
             | 'm using a normal-sized 1080p monitor, and this desk
             | doesn't have space for a second monitor. That's what a VR
             | headset would have to compete against _for me_ ; just
             | having several virtual monitors might be enough of an
             | advantage, even if their resolution is slightly lower.
             | 
             | (Also, I have used old-school VGA CRT monitors; as could be
             | easily seen when switching to a LCD monitor with digital
             | DVI input, text on a VGA CRT was not exactly sharp.)
        
           | bottlepalm wrote:
           | The weight on your face is half that of Quest 3, they put the
           | rest of the weight on the back which perfectly balances it on
           | your head. It's going to be super comfortable.
        
             | m4rtink wrote:
             | Yeah, already many people use something like the Bobovr
             | alternative headstrap for the Quest3 that has an additional
             | battery pack in the back, which helps balancing the device
             | in the front.
        
               | bottlepalm wrote:
               | Which doubles the weight on your head, which increases
               | the inertia you feel when moving around playing active
               | games. The Frame is half the weight on your face, so
               | active games are going to be a lot more comfortable.
        
         | 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
        
             | dagmx wrote:
             | It lets you pump more pixels in a given bandwidth window.
             | 
             | People are conflating rendering (which is not what I'm
             | talking about) with transmission (which is what I'm talking
             | about).
             | 
             | Lowering the quality outside the in focus sections lets
             | them reduce the encoding time and bandwidth required to
             | transmit the frame over.
        
           | anvuong wrote:
           | It's the same amount of pixels though, just with reduced
           | bitrate for unfocused regions so you save time in encoding,
           | transmitting, and decoding, essentially reducing latency.
           | 
           | For foveated rendering, the amount of rendered pixels are
           | actually reduced.
        
             | entropicdrifter wrote:
             | That depends on the specifics of the encode/decode pipeline
             | for the streamed frames. Could be the blurry part actually
             | is lower res _and_ lower bitrate until it 's decoded, then
             | upscaled and put together with the high res part. I'm not
             | saying they do that, but it's an option.
        
             | dagmx wrote:
             | It's the same number of pixels rendered but it lets you
             | reduce the amount of data sent , thereby allowing you to
             | send more pixels than you would have been able to otherwise
        
             | vlovich123 wrote:
             | At least when we implemented this in the first version of
             | Oculus Link, the way it worked is that it was distorted
             | (AADT [1]) to a deformed texture before compression and
             | then rectilinear regenerated after compression as a cheap
             | and simple way to emulate fixed foveated rendering. So it's
             | not that there's some kind of adaptive bitrate which
             | applies less bits outside the fovea region but achieves a
             | similar result by giving it fewer pixels in the resulting
             | image being compressed; doing adaptive bitrate would work
             | too (and maybe even better) but encoders (especially HW
             | accelerated ones) don't support that.
             | 
             | Foveated streaming is presumably the next iteration of this
             | where the eye tracking gives you better information about
             | where to apply this distortion, although I'm genuinely
             | curious how they manage to make this work well - eye
             | tracking is generally high latency but the eye moves very
             | very quickly (maybe HW and SW has improved but they allude
             | to this problem so I'm curious if their argument about
             | using this at a low frequency really improves meaningfully
             | vs more static techniques)
             | 
             | [1] https://developers.meta.com/horizon/blog/how-does-
             | oculus-lin...
        
               | vablings wrote:
               | Although your eye moves very quickly your brain has a
               | delay in processing the completely new frame you switched
               | to. It's very hard to look left and right with your eyes
               | and read something quickly changing on both sides
        
         | 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.
        
           | SchemaLoad wrote:
           | I'm guessing it's main use case will be VR chat syncing
           | mouths to avatars.
        
             | riskable wrote:
             | The porn industry disagrees.
        
               | Andrex wrote:
               | If the porn industry likes it, it's bad?
               | 
               | Guess we have to get rid of physical home media.
               | 
               | And the internet.
               | 
               | It was a good run I guess.
        
           | willis936 wrote:
           | Funny enough the Digital Foundry folks put a Gabe quote about
           | tongue input in their most recent podcast.
           | 
           | https://www.youtube.com/watch?v=c9zfExb5vCU&t=1h32m44s
        
         | 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)
        
           | tshaddox wrote:
           | That's pretty quick. I've heard that in ideal circumstances
           | Wi-Fi 6 can get close to 5ms and Wi-Fi 7 can get down to 2ms.
           | 
           | I's impressive if they're really able to get below 2ms
           | motion-to-photon latency, given that modern consumer headsets
           | with on-device compute are also right at that same 2ms mark.
        
         | 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 an amazing
           | device, and will be far more comfortable and higher
           | resolution than this one. Valve has supported Bigscreen 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.
        
               | zonkerdonker wrote:
               | Its worse than that. Cameras (plus DToF if you want
               | tracking in the dark), imus, gyros, and necessarily
               | onboard compute/SOC to handle processing that data.
               | Shipping it all off to a remote computer and then making
               | the round trip creates an untenable amount of lag. Thats
               | not even accounting for controller and hand tracking.
               | 
               | And once you have the pipeline and computation power to
               | enable inside out tracking all on device, adding an OS is
               | essentially free.
        
           | 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.
        
             | jijijijij wrote:
             | How is Linux support?
        
               | olejorgenb wrote:
               | From the review section:
               | 
               | Nikos Q: Linux Desktop support? A: Hi,
               | 
               | Linux is not officially supported but can absolutely work
               | with the Beyond 2. I'd suggest joining the Bigscreen
               | Beyond Discord server for more information
               | 
               | Thanks By Bigscreen Support Team
               | 
               | ---
               | 
               | Rant: they have disabled selected text for the reviews
               | for some inexplicable reason.
        
               | jijijijij wrote:
               | Lol, doesn't sound confidence inspiring. "More info in
               | Discord" is such a non-starter.
               | 
               | I wish Valve every bit of success, if they deliver an
               | open platform people can own and hack.
        
               | preisschild wrote:
               | its using SteamVR, so it should work
        
           | 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.
        
             | rpdillon wrote:
             | Yeah, this is exactly what I've been waiting for for quite
             | a long time. I'm very excited.
        
             | fsiefken wrote:
             | Strictly speaking the mobile Oculus/Meta Go/Quest headsets
             | were linux/android based, you can run Termux terminal with
             | Fedora/Ubuntu on them and use an Android VNC/X app to run
             | the 2D graphical part. But I share your SteamOS
             | enthousiasm.
        
           | 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.
        
           | rbits wrote:
           | I was worried about the built in computer as well, but then I
           | found out it's only 185g. It is 78g more than the Bigscreen
           | Beyond 2, but it's still pretty light.
        
           | tfyoung wrote:
           | There's always going to be a computer in it to drive it. It's
           | just a matter of how generalised it is and how much
           | weight/power consumption it's adding.
        
           | numpad0 wrote:
           | It's nice to have some local processing for tracking and
           | latency mitigation. Cost from there to full computer on
           | headset is marginal, so you might as well do that.
        
           | pteraspidomorph wrote:
           | As a current and frequent user of this form factor (Pico 4,
           | with the top strap, which the Steam Frame will also have as
           | an option, over Virtual Desktop) I can assure you that it's
           | quite comfortable over long periods of time (several hours).
           | Of course it will ultimately depend on the specific design
           | decisions made for this headset, but this all looks really
           | good to me.
           | 
           | Full color passthrough would have been nice though. Not
           | necessarily for XR, but because it's actually quite useful to
           | be able to switch to a view of the world around you with very
           | low friction when using the headset.
        
           | bottlepalm wrote:
           | It's super light compared to Quest 3, half the weight on your
           | face, the rest is on the back which balances the headset. Big
           | Screen Beyond isn't wireless and has a narrower field of
           | view.
        
         | bigiain wrote:
         | > Foveated streaming! That's a great idea.
         | 
         | Back when I was in Uni, so late 80s or early 90s, my dad was
         | Project Manager on an Air Force project for a new F-111 flight
         | simulator, when Australia upgraded the avionics on their F-111
         | fighter/bombers.
         | 
         | The sim cockpit had a spherical dome screen and a pair of
         | Silicon Graphics Reality Engines. One of them projected an
         | image across the entire screen at a relatively low resolution.
         | The other projector was on a turret that pan/tilted with the
         | pilot's helmet, and projected a high resolution image but only
         | in a perhaps 1.5m circle directly in from of where the helmet
         | was aimed.
         | 
         | It was super fun being the project manager's kid, and getting
         | to "play with it" on weekends sometimes. You could see what was
         | happening while wearing the helmet and sitting in the seat if
         | you tried - mostly ny intentionally pointing your eyes in a
         | different direction to your head - but when you were "flying
         | around" it was totally believable, and it _looked_ like
         | everything was high resolution. It was also fun watching other
         | people fly it, and being able to see where they were looking,
         | and where they weren't looking and the enemy was speaking up on
         | them.
        
           | zeroq wrote:
           | I'll share a childhood story as well.
           | 
           | Somewhere between '93 and '95 my father took me abroad to
           | Germany and we visited a gaming venue. It was packed with
           | typical arcade machines, games where you sit in a cart
           | holding a pistol and you shoot things on the screen while
           | cart was moving all over the place simulating bumpy ride,
           | etc.
           | 
           | But the highlight was a full 3D experience shooter. You got
           | yourself into a tiny ring, 3D headset and a single puck hold
           | in hand. Rotate the puck and you move. Push the button and
           | you shoot. Look around with your head. Most memorable part -
           | you could duck to avoid shots! Game itself, as I remember it,
           | was full wireframe, akin to Q3DM17 (the longest yard) minus
           | jump pads, but the layout was kind of similar. Player was
           | holding a dart gun - you had a single shot and you had to
           | wait until the projectile decayed or connected with other
           | player.
           | 
           | I'm not entirely sure if the game was multiplayer or not.
           | 
           | I often come back to that memory because shortly after within
           | that time frame my father took me to a computer fair where I
           | had the opportunity to play doom/hexen with VFX1 (or whatever
           | it was called) and it was supposed to revolutionize the world
           | the way AI is suppose to do it now.
           | 
           | Then there was a P5 glove with jaw dropping demo videos of
           | endless possibilities of 3D modelling with your hands,
           | navigating a mech like you were actually inside, etc.
           | 
           | It never came.
        
             | m463 wrote:
             | Maybe something like this?
             | 
             | https://en.wikipedia.org/wiki/Virtuality_(product)
             | 
             | I think I played with the 1000CS or similar in a bar or
             | arcade at some point in early 90's
        
               | zeroq wrote:
               | Yes!
               | 
               | The booth depicted on the 1000CS image looks exactly how
               | I recall it, and the screenshot looks very similar to how
               | I remember the game (minus dragon, and mine was fully
               | wireframe), but the map layout looks very similar. It has
               | this Q3DM17 vibe I was talking about.
               | 
               | Isn't this crazy, that we had this tech in ~'91 and it's
               | still not just there yet?
               | 
               | On similar note - around that time, mid 90s, my father
               | also took my to CEBIT. One building was almost fully
               | occupied by Intel or IBM and they had different sections
               | dedicated to all sorts of cool stuff. One of I won't
               | forget was straight out of Minority Report, only many
               | years earlier.
               | 
               | They had a whole section dedicated to showcasing a "smart
               | watch". Imagine Casio G-Shock but with Linux. You could
               | navigate options by twisting your wrist (up or down the
               | menu) and you would press the screen or button to select
               | an option.
               | 
               | They had different scenarios built in form of an
               | amusement park - from restaurant where you would walk in
               | with your watch - it would talk to the relay at the door
               | and download menu for you just so you could twist your
               | wrist to select your meal and order it without a human
               | interaction and... leave without interaction as well,
               | because the relay at the door would charge you based on
               | your prior selection.
               | 
               | Or - and that was straight out of Minority Report - a
               | scenario of an airport, where you would disembark at your
               | location and walk past a big screen that would talk to
               | your watch and display travel information for you,
               | prompting question if you'd like to order a taxi to your
               | destination, based on your data.
        
               | intrasight wrote:
               | > Isn't this crazy, that we had this tech in ~'91 and
               | it's still not just there yet?
               | 
               | Not really, because feeding us ads and AI slop attracted
               | all the talent.
        
               | m463 wrote:
               | I remember a guy I know went to japan/asia around 1985ish
               | and came back with a watch. It had hands, but also a
               | small LCD display. You could draw numbers on the face
               | with your finger, like 6 then X then 3 then = and the LCD
               | would show the values, and finally 18
               | 
               | This is completely uninteresting now, but this was 40
               | years ago
               | 
               | EDIT: I think Casio AT-552
               | 
               | https://www.youtube.com/watch?v=0aQHnyZdgF4
        
               | somenameforme wrote:
               | It was a really interesting and weird time growing up
               | when Japan was the king of tech. I had a friend who's dad
               | was often over there and bringing all sorts of weird
               | stuff back. There was this NES/Famicon game where you
               | played with a sort of gyroscope. I have no idea how you
               | were supposed to play the game, but found the gyroscope
               | endlessly fascinating. Then of course there were the
               | pirated cartridges with 100 in 1 type games. Oh then we
               | found the box full of his dad's "special" games. Ah, good
               | times.
        
               | vardump wrote:
               | Special games? I thought NES was controlled by Nintendo?
        
               | somenameforme wrote:
               | There were some licensed games in Japan that they'd never
               | release in the West, and also a relatively large scene
               | for unlicensed/'bootleg' games. Fun slightly related
               | factoid - the Game Genie was an unlicensed hardware mod
               | and they actually got sued by Nintendo, and won.
               | 
               | I somehow suspect in modern times they'd have lost.
        
               | whstl wrote:
               | Oh wow, I also played with this one in what might have
               | been a COMDEX, in the 90s.
               | 
               | I remember the game was a commercially available shooter
               | though, but the machine was exactly the same, with the
               | blue highlights.
        
             | somenameforme wrote:
             | That sounds like you're describing dactyl nightmare. [1] I
             | played a version where you were attacking pterodactyls
             | instead of other players, but it was more or less
             | identical. That experience is what led me to believe that
             | VR would eventually take over. I still, more or less,
             | believe it even though it's yet to happen.
             | 
             | I think the big barrier remains price and experiences that
             | are focusing more on visual fidelity over gameplay. An even
             | bigger problem with high end visual fidelity tends to
             | result in motion sickness and other side effects in a
             | substantial chunk of people. But I'm sticking to my guns
             | there - one day VR will win.
             | 
             | [1] - https://www.youtube.com/watch?v=hBkP2to1P_c
        
               | zeroq wrote:
               | It is precisely that! My version was wireframe and I
               | can't recall the dragon, but everything else is exactly
               | like I remembered it!
               | 
               | For me this serves as an example.
               | 
               | Few years later VFX1 was the hype, years later Occulus,
               | etc.
               | 
               | But 3D graphics in general - as seen in video games - are
               | similar, minus recent lumen, it's still stuff from
               | graphics gems from 80-90s, just on silicone.
               | 
               | Same thing is happening now to some degree with AI.
        
               | Bombthecat wrote:
               | Nah, people spend 700 on consoles, the biggest barriers
               | is comfort.
               | 
               | As long as the headsets are heavy, I won't get one, no
               | matter how great the graphics are or how good the game is
        
               | rkomorn wrote:
               | And even more so for people with corrective lenses and/or
               | weird eye behaviors.
               | 
               | Didn't stop me from getting two different Oculus headsets
               | (and some custom corrective lense inserts) but
               | ultimately, comfort is what made me give up.
        
               | gilfoy wrote:
               | Bigscreen Beyond 2 is 107g
        
             | InsideOutSanta wrote:
             | I played that game in Berlin in the late 90s. There were
             | four such pods, iirc, and you could see the other players.
             | The frame rate was about 5 frames per second, so it was
             | borderline unplayable, but it was fun nevertheless.
             | 
             | Later, I found out that it was a game called "Dactyl
             | Nightmare" that ran on Amiga hardware:
             | 
             | https://en.wikipedia.org/wiki/Virtuality_(product)
        
             | brador wrote:
             | >It never came.
             | 
             | Everything you described and more is available from modern
             | home Vr devices you can purchase right now.
             | 
             | Mecha, planes, skyrim, cinema screens. In VR, with custom
             | controllers or a regular controller if you want that. Go
             | try it! It's out and it's cheap and it's awesome. Set IPD
             | FIRST.
        
           | m463 wrote:
           | I remember there was a flight simulator project that had
           | something like that, or even it was that.
           | 
           | it was called ESPRIT, which I believe was eye slaved
           | programmed retinal insertion technique.
        
           | usefulcat wrote:
           | That's reality cool. My first job out of college was
           | implementing an image generator for the simulator for the
           | landing signal officer on the USS Nimitz, also using SGI
           | hardware. I would have loved to have seen the final product
           | in person but sadly never had the chance.
        
         | regularfry wrote:
         | I use a 1920x1080 headset as a monitor replacement. It's
         | absolutely fine. 2160x2160 will be more than workable as long
         | as the tracking is on point.
        
         | nixpulvis wrote:
         | I once lived in a place that had a bathroom with mirrors that
         | faced each other. I think I convinced myself that not only is
         | my attention to detail more concentrated at the center, but
         | that my response time was also fastest there (can anyone
         | confirm that?).
         | 
         | So this gets me thinking. What would it feel like to correct
         | for that effect? Could you use the same technique to
         | essentially play the further parts early, so it all comes in at
         | once?
         | 
         | Kinda a hair brained idea, I know, but we have the technology,
         | and I'm curious.
        
           | TheOtherHobbes wrote:
           | Peripheral vision is extremely good at spotting movement at
           | low resolution and moving the eye to look at it.
           | 
           | I don't know if it's faster, but it's a non-trivial part of
           | the experience.
        
             | nixpulvis wrote:
             | Yea, I've heard and noticed that as well (thought about
             | adding a note about it to my original comment). But what
             | I'm curious about is the timing. What I suspect is that
             | peripherals are more sensitive to motion, but still lag
             | slightly behind the center of focus. I'm not sure if it's
             | dependent on how actively you are trying to focus. I'd love
             | to learn more about this, but I didn't find anything when I
             | looked online a bit.
        
             | consp wrote:
             | It's good enough to see flickering on crt monitors at
             | 50-60hz for some people.
        
               | yencabulator wrote:
               | I can see the spinning color wheels inside cheaper
               | projectors as rapidly-changing rainbow lights leaking out
               | of their ventilation grilles, but only with peripheral
               | vision and mostly only if I'm moving my head at the same
               | time.
        
         | dyauspitr wrote:
         | How the hell would foveated streaming even work, it seems
         | physically impossible. Tracking where your eye is looking then
         | sending that information to a server, it processing it and then
         | streaming that back seems impossible.
        
           | utopiah wrote:
           | Eye tracking hardware and software specifically focus on low
           | latency, e.g. FPGA close to the sensor. The resulting packets
           | they send is also ridiculously small (e.g 2 numbers as x,y
           | positions of the pupils) so ... I can see that happening.
           | 
           | Sure eyes move very VERY fast but if you do relatively small
           | compute on dedicated hardware it can also go quite fast while
           | remaining affordable.
        
           | imtringued wrote:
           | It just needs to be less impossible than not doing it. I.e.
           | sending a full frame of information must be an even more
           | impossible problem.
        
           | LarsDu88 wrote:
           | The data you're sending out is just the position and motion
           | vectors of the pupils. And you probably only need about 16
           | bits for each of these numbers for 2 eyes. So the equivalent
           | of two floating point numbers along a particular channel or
           | 32 bits at minimum. Any lag can be compensated for by simply
           | interpolating the motion vectors.
           | 
           | It actually makes a lot of sense!
        
         | KolibriFly wrote:
         | Yet this is shaping up to be one of the most interesting VR
         | releases
        
         | dspillett wrote:
         | _> Foveated streaming! That 's a great idea._
         | 
         | It would be interesting to see0 how that behaves when presented
         | with weird eyes like mine or worse. Mine often don't always
         | point the same way and which one I'm actually looking through
         | can be somewhat arbitrary from one moment to the next...
         | 
         | Though the flapping between eyes is usually in the presence of
         | changes, however minor, in required focal distance, so maybe it
         | wouldn't happen as much inside a VR headset.
         | 
         | ----
         | 
         | [0] Sorry not sorry.
        
         | jagermo wrote:
         | > Very cool, should be very hackable. Very unlike every other
         | standalone VR headset. That might be the reason I'm going to
         | buy it. I want to support this and Steam has done a lot to get
         | gaming on linux going.
        
         | bob1029 wrote:
         | > 2160 x 2160 LCD (per eye) 72-144Hz refresh rate
         | 
         | I question that we could not create a special purpose video
         | codec that handles this without trickery. The "per eye" part
         | sounds spooky at first, but how much information is typically
         | different between these frames? The mutual information is
         | probably 90%+ in most VR games.
         | 
         | If we were to enhance something like x264 to encode the 2nd
         | display as a residual of the 1st display, this could become
         | much more feasible from a channel capacity standpoint. Video
         | codecs already employ a lot of tricks to make adjacent frames
         | that are nearly identical occupy negligible space.
         | 
         | This seems very similar (identical?) to the problem of
         | efficiently encoding a 3d movie:
         | 
         | https://en.wikipedia.org/wiki/2D_plus_Delta
         | 
         | https://en.wikipedia.org/wiki/Multiview_Video_Coding
        
           | starkrights wrote:
           | I'm entirely unfamiliar with the vr rendering space, so all I
           | have to go on is what (I think) your comment implies.
           | 
           | Is the current state of VR rendering really just rendering
           | and transporting two videostreams independent of eachother?
           | Surely there has to be at least some academic prior-art on
           | the subject, no?
        
         | chaostheory wrote:
         | > But the price is hopefully low.
         | 
         | The main value of Meta VR and AR products is the massive price
         | subsidy which is needed because the brand has been destroyed
         | for all generations older than Alpha.
         | 
         | The current price estimate for the Steam Frame is $1200 vs
         | Quest 3 at $600 which is still a very reasonable price given
         | the technology, tariffs, and lack of ad invading privacy
        
           | coolspot wrote:
           | Quest 3 is $499 and Quest 3S is $299 in the US
        
       | 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.
        
         | SparkBomb wrote:
         | They have been trying to make VR thing since the 90s. It has
         | never reached mass appeal and never will.
         | 
         | I can't wear one of those headset (I get severe motion
         | sickness).
        
       | 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
        
           | Mashimo wrote:
           | I thought 6Ghz is not allowed world wide? For example
           | Germany?
           | 
           | Are you sure it's not just wifi6?
        
             | fulafel wrote:
             | Germany allowed it in 2021 or so.
             | 
             | The biggest variation is above 6 GHz: most of the world
             | allows 5.9-6.4 but reserves 6.5-7 GHz for cellular or
             | haven't decided yet if it'll be for wifi or cellular.
             | There's a nice map on https://6ghz.info/
        
               | Mashimo wrote:
               | Ah, thanks for sharing.
        
         | 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.
        
             | egoisticalgoat wrote:
             | Seconding this, I love my Quest 1 but at this point it's
             | looking more and more like it'll turn into a brick at some
             | point. The Frame looks like the next best non-meta
             | alternative, and a damn good one at that.
        
           | 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.
        
               | ehnto wrote:
               | I somewhat agree except that you can still make the
               | screen however big you want, and the pixel density is the
               | same across the new area.
               | 
               | Clarity has been totally fine for work reading text on,
               | if I were inclined to code in VR that would totally work
               | for me.
        
             | elxr wrote:
             | If the lenses are good, it's enough. Just have to up the
             | font size a bit and give up some information density
             | compared to, say, a 16-17 inch laptop.
             | 
             | The Quest 3 is already close to good enough to spend decent
             | chunks of time in reading text. Just have breaks every 30m
             | to avoid mild strain.
             | 
             | To me, the sweaty face issue is the main annoyance with
             | working in these types of headsets.
        
           | elxr wrote:
           | > at least keep it reasonably competitive with the Meta Quest
           | 
           | Having the headset also be a PC (and not essentially a phone
           | OS) is worth a premium of >$250 at least. You can build
           | desktop apps/games on this thing, it can (hopefully) do just
           | about anything a normal PC can.
           | 
           | The Quest is impressive in many ways, but it's a much
           | narrower-use device. I don't think Valve's pricing needs to
           | be in that same bracket to still sell.
        
         | 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.
        
           | wolfd wrote:
           | I think it's possible that there's a technical reason for
           | monochrome cameras. For example, to let in the maximum amount
           | of IR light for tracking. Bayer filters reduce the amount of
           | light getting in, so it might help the IR LEDs be visible on
           | surrounding walls in the dark.
           | 
           | Still hoping that you're right, though.
        
         | 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.
        
           | piva00 wrote:
           | Valve kinda shows how a well-managed private business ought
           | to run: respect your customers, find a cash cow and use it
           | for slowly expand into related markets to your niche, develop
           | good products over a long period (SteamOS took many years to
           | become something actually useful) without focusing on the
           | mentality of hyper-growth, keep the stereotypical
           | contemporary MBA thinking away, have a small but competent
           | team.
           | 
           | There are, of course, the issues with lootboxes but even
           | there they've kept their hands much cleaner than any other
           | game developer.
           | 
           | It's a very well oiled machine, I had another VR headset
           | ordered for sim racing, immediately canceled it when saw the
           | Frame announcement because even if specs-wise it's a bit of a
           | downgrade, I want to buy what Valve is selling.
        
             | ehnto wrote:
             | > There are, of course, the issues with lootboxes but even
             | there they've kept their hands much cleaner than any other
             | game developer.
             | 
             | They do seem to get a pretty big pass on that. Wonder what
             | it is about.
             | 
             | Almost every other aspect of the company I find great, and
             | I do wish they would release more games. Maybe Alyx 2 will
             | come out with the headset? Could be what HLX has been this
             | whole time, where people think it is HL3.
             | 
             | On sim racing in VR, absolute game changer. I would never
             | go back to screens, it's the perfect application for VR.
        
               | Insanity wrote:
               | I'm hoping for L4D3 in my lifetime lol. L4D2 is still my
               | most played game of all time (~3000 hours in that game).
               | I love it.
        
               | msh wrote:
               | Back4blood is more or less l4d3
        
               | dns_snek wrote:
               | That's sacrilege, that game doesn't even come close to
               | the quality of Left 4 dead series and suffers from just
               | about every problem that plagues so many modern games.
               | 
               | Back 4 blood was just another "live service" game that
               | stirred up hype, released in an extremely buggy state,
               | poorly balanced, with terrible AI that was never fixed,
               | without mod support or community servers. They cashed in
               | on the initial surge of popularity, cashed in on the
               | DLCs, and then it quickly died off because it didn't have
               | any of the charm or reply value of the games they claimed
               | to improve upon.
        
         | 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...
        
           | rbits wrote:
           | Thanks for the article link. Nice quote from the article:
           | 
           | > Unlike the Index controllers, Steam Frame Controllers don't
           | have built-in hand grip straps. But Valve says it will sell
           | them as an optional accessory for people who want them, a
           | similar strategy to Meta.
           | 
           | I was disappointed seeing no hand grip straps. I've never
           | used a Valve Index but they seemed very useful. Very glad
           | that they will still be available.
        
             | pteraspidomorph wrote:
             | As an Index controler and Pico user: The back straps are
             | pretty much essential for any serious use; the controller
             | purportedly includes finger tracking (capacitive) but you
             | can't really open your hand without dropping the controller
             | unless you have the strap.
             | 
             | If as I currently intend I end up purchasing this device, I
             | will definitely endeavour to obtain the controller straps
             | as well as the top strap for the headset at the same time,
             | and I recommend others do the same.
        
               | koolala wrote:
               | It also includes the spacer for wearing glasses.
        
               | cloogshicer wrote:
               | Genuine question, if you already own an Index, why would
               | you also get this? Wireless functionality, or something
               | else?
        
               | MrDrMcCoy wrote:
               | Wireless, weight, no lighthouses, standalone use, more
               | polished rendering. It won't be prefect, but it'll be a
               | heck of a lot better experience than what came before.
        
         | 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.
        
           | baq wrote:
           | Can it run the terminal and vscode comfortably is what I'm
           | very interested about. Not having high hopes due to it being
           | only 2160px, but... a man can dream
        
             | koolala wrote:
             | We just need a terminal with stereo rendered distance field
             | font.
        
               | baq wrote:
               | plug me into the matrix already so I can do without any
               | screen at all
        
               | riskable wrote:
               | "I don't even see the code anymore... I see Steam,
               | Proton, Fex..."
        
             | alias_neo wrote:
             | > Can it run the terminal and vscode comfortably is what
             | I'm very interested about
             | 
             | This. The combination of this being from Valve, and the
             | fact it's highly likely to be an open Linux machine you can
             | strap to your face, I'm looking to finally bite the bullet
             | on a headset and the one thing I need to know is, can I use
             | it for productivity, I'm used to working on 27"+ 4k
             | monitors, _how much_ clarity am I going to sacrifice with
             | this.
        
           | m4rtink wrote:
           | Sure, but there are already quite a few pretty nice looking
           | games on Quest 3 running locally, so it can be done and
           | should not be discounted as a gimmick.
           | 
           | It has pretty important benefits - lowest possible latency &
           | being able to just pick the headset any play anywhere.
        
         | ehnto wrote:
         | You're gonna love where VR is at right now. If you had been
         | holding off until it's good enough, then I think you've timed
         | it well. The Quest 3 from an experience point of view was the
         | watershed headset for me, but the ecosystem being Meta makes it
         | less good from a privacy and ownership point of view.
         | 
         | But this headset solves the ecosystem aspect and brings that
         | visual experience with it.
        
         | dyauspitr wrote:
         | At 2.5x fewer pixels vs the Vision Pro it doesn't make sense.
         | That's 12 million pixels per eye vs 4.5 million pixels. Feels
         | like a much more inferior product. The games aren't going to
         | look great.
        
           | 7bit wrote:
           | Financially, it makes sense. I don't need the absolute best
           | of everything. The Steam Frame already has a very solid and
           | comparable display. The Vision Pro is the one that's
           | absolutely insane - and the only one on the market with those
           | specs
        
             | m4rtink wrote:
             | Yeah, Frame already seems to do all the right tradeoffs for
             | an early 2026 VR headset - has resolution similar to the
             | Quest 3 AND has eye tracking, enabling very nice and useful
             | eye tracking based optimizations for both rendering and
             | streaming.
             | 
             | In comparison Meta might have cut down too much in Quest 3
             | by omitting eye tracking.
        
       | 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.
        
           | dontlaugh wrote:
           | Some motherboard have a rear USB-C, but no internal front
           | panel header.
           | 
           | Desktop is so far behind on ports.
        
       | 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.
        
           | ehnto wrote:
           | 100%, a non-spyware Quest 3 is what I wanted. The Q3 is a
           | fantastic headset, easily the best amalgamation of features
           | at the right level of performance. Very pragmatic.
           | 
           | But Meta basically having access to my room in 3D, full
           | audio, is not ideal. The very last company I want to invite
           | into my home.
        
       | 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.
        
         | SchemaLoad wrote:
         | Maybe, but I've seen more controllers destroyed by AA batteries
         | that leaked and corroded the contacts than internal batteries
         | that failed.
        
           | jackvalentine wrote:
           | It's good that we have decent NiMH batteries that I don't
           | think leak like alkaline ones do (I've never seen one!).
           | 
           | Lower voltages, but flatter discharge curve so pretty much
           | everything works with them.
        
           | foresto wrote:
           | Let me guess: were they alkaline batteries, left in the
           | device while not in use for several weeks or months?
        
           | arduinomancer wrote:
           | I've never seen that in my entire life
        
       | 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?
        
             | rbits wrote:
             | Probably Waydroid [1]. It's been around for a while and
             | apparently works very well.
             | 
             | [1] https://waydro.id
        
       | 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
        
           | cortesoft wrote:
           | I have both a quest 2 and quest 3 and you are right, the
           | quest 2 is laughable. The quest 3 is WAY better, and is way
           | closer to making it feel like you are just looking through
           | glass (not quite, but on the way).
           | 
           | Eh, I don't use it for augmented reality a TON, but there are
           | some fun apps that my kids and I like to use that use the
           | passthrough for augmented reality... one is a virtual
           | aquarium thing where you can draw 'windows' on your wall that
           | become a window to the ocean, with things swimming around. It
           | is pretty cool.
           | 
           | I mostly use it, though, for short term moving around things,
           | like to pick up something in the real world or to figure out
           | where I am. I guess that can work in monotone, but it really
           | feels cool in full color.
        
         | madsushi wrote:
         | There's an expansion port on the front with a camera interface,
         | so you could add on better AR cameras.
        
         | lloda wrote:
         | I think the passthrough is more useful when there's a VR OS to
         | take advantage of it (map your real room/hands/kb/screen onto
         | VR, let you pin stuff, etc.) and I'm not sure Valve is even
         | planning to do that, or anyone is on the Linux side of things
         | (?)
        
         | bottlepalm wrote:
         | It's so you can use it in a dimly lit room or even the dark.
         | The Quest 3 doesn't work in either of those environments.
        
       | 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?
        
           | davedx wrote:
           | Yes that was the next thing I tried, but only the device
           | "owner" can do development on it.
           | 
           | The only solutions were
           | 
           | 1) factory reset and take ownership of my son's device
           | 
           | 2) buy another Quest
        
         | TGower wrote:
         | It sounds like the dev kit is more of a way to get devices out
         | to devs before the full launch, I'm sure you can develop using
         | the consumer hardware. The Adam Savage Tested video had
         | interviews with the Valve team and it was pretty clear that
         | "it's your computer" was a core part of the philosophy.
        
           | mmis1000 wrote:
           | I'm sure you can develop using the consumer hardware. I'm
           | sure you can develop using the consumer hardware.
           | 
           | > It depends though. Some console's devkit have memory or
           | vram larger than consumer device. So it will allow un-
           | optimized dev version of the softwares to run without crash.
           | (And allow you to check what part goes wrong later instead of
           | immediately fix it) Although you will need to test the
           | production build on retail device eventually, it will make
           | development easier.
        
           | davedx wrote:
           | Ah okay, a bit confusing wording there. I really think they
           | should make that clearer...
        
       | 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.
        
         | daemonologist wrote:
         | As you lower the IPD you're scrunching the displays and optics
         | closer and closer together and at some point you mechanically
         | run out of room. You'd need to reduce the FOV or add mirrors or
         | something to get the lenses to fit.
         | 
         | There's probably also an element of it not being worth
         | complicating the design to chase users in the long tail of
         | IPDs. (My IPD is about 72, which is slightly outside the range
         | on the _other_ end for this and most other headsets, despite it
         | being less of a mechanical challenge.)
        
       | 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.
        
               | SchemaLoad wrote:
               | AA batteries have lots of different chemistries and they
               | require different chargers or can't be charged at all.
        
             | benoau wrote:
             | You can also get a USB charger for them which is very
             | convenient.
        
             | WorldPeas wrote:
             | At this point so many battery packs use the 2 double-a
             | batteries side-by-side, I wish they just sold those as a
             | usb-c rechargeable cartridge, that would make a lot of
             | sense
        
           | foresto wrote:
           | Allow me to recommend low self-discharge NiMH batteries
           | (Eneloop brand is excellent) and a good charger made for that
           | chemistry.
        
           | WhyNotHugo wrote:
           | I've seen mice with rechargeable AA batteries. Plugging in
           | the mouse recharged the battery (the mouse is basically a
           | battery charger). But you can also quickly swap them in and
           | out if the cable is inconvenient. Best of both worlds.
        
           | xmcqdpt2 wrote:
           | Check this out
           | 
           | https://addison-electronique.com/en/aaa-li-poly-
           | rechargeable...
           | 
           | Has technology gone too far
        
         | 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.
        
       | nick49488171 wrote:
       | 2160x2160 in each eye for the headset
        
         | moffkalast wrote:
         | 110 deg fov is a bit on the low side but I guess it'll have to
         | do. I hate how 90% of VR headsets are designed to feel like you
         | have binoculars strapped to your face, absolutely zero
         | peripheral vision.
        
           | hinkley wrote:
           | One of the reasons I put off getting corrective lenses for a
           | long time and kept trying to use contacts despite how
           | horrible they make my eyeballs feel, is that I have an
           | extremely wide peripheral vision. I can see my fingers wiggle
           | behind the plane defined by my shoulders, I will react to
           | motion out there.
           | 
           | Having my FoV dumbed down to 90o sounds like hell, especially
           | in a game where we are looking for opponents.
           | 
           | Playing Doom on a widescreen monitor with the FoV
           | modifications made it a lot less annoying. I want that even
           | more today.
        
             | reliabilityguy wrote:
             | > I can see my fingers wiggle behind the plane defined by
             | my shoulders
             | 
             | I am a bit confused: you can see your shoulders while you
             | are looking forward?
        
               | embedding-shape wrote:
               | > I am a bit confused: you can see your shoulders while
               | you are looking forward?
               | 
               | I can just about see my shoulders when i look forward,
               | I'd probably also say my field of vision to be "the plane
               | of view defined by my shoulders".
        
               | hinkley wrote:
               | The normal human field of vision is about 190deg, which
               | mine is just about. If you don't have a stoop that will
               | catch the front edge of your shoulders. Fingers wiggling
               | with your shoulders slightly overextended is just easier
               | to see than a shoulder shrug.
               | 
               | It's the amount of compute power that my brain allows for
               | peripheral vision that's the only unusual thing. But it
               | makes video games feel claustrophobic to an unpleasant
               | degree.
        
             | lynnharry wrote:
             | Have you tried rimless glasses? I don't think you need eye
             | sight correction for your peripheral vision.
        
           | yencabulator wrote:
           | It's not that they're "designed to feel like", it's that the
           | technology for better than 110 degrees just isn't there yet.
        
       | 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.
        
             | mavamaarten wrote:
             | I'm sure they did their market research. For me it's the
             | exact opposite. Performance is absolutely key to me, and AR
             | is just a fad in my eyes. All it does for me is give a
             | glimpse into the real world if I'm about to bump into
             | something. AR games are scarce and have never truly
             | impressed me.
        
           | 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.
        
           | bsimpson wrote:
           | I wonder if this will be a VR trojan horse.
           | 
           | The Steam Deck was wildly popular for a non-Nintendo device.
           | It's got Linux up to 3% of total Steam playtime. If this has
           | a similar draw (play every game on Steam without having to
           | buy a TV), maybe the install base of VR will grow to a point
           | where it's more feasible to make games that support it.
           | 
           | It also makes SteamVR relevant again in a world where Oculus
           | has been eating a lot of the mindshare by releasing
           | affordable headsets and buying the most successful game
           | studios.
        
             | modeless wrote:
             | It will be more expensive than Quest 3s and so is unlikely
             | to grow the VR market significantly beyond what Meta has
             | achieved so far IMO. I'd love to be wrong.
        
         | 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.
        
           | mavamaarten wrote:
           | Exactly. Performance is welcome for everyone. AR is, right
           | now, a gimmick that would eat into performance if you kept
           | the price point the same. Good choice by Valve imo.
        
         | 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.
        
         | ricardobeat wrote:
         | > 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.
         | 
         | You clear the area within the boundaries, leave a little buffer
         | space to the walls, and respect the boundary warnings in game.
         | No problems. You do need a few square meters without any
         | furniture to do this.
         | 
         | Boxing and ping pong feel just as great in VR as they do in AR.
         | It's more a matter of the level of immersion: AR works well for
         | table tennis, but fantasy games are severely limited in what
         | they can do. The most impressive experiences are always in VR -
         | "flying in space" doesn't work while looking at your living
         | room walls.
        
         | koolala wrote:
         | What pass-through apps are you using for all this? I tried
         | pass-through pingpong but it didn't fit in my room so it
         | clipped through the wall uncomfortably. There is AR golf?
        
           | vanadium1st wrote:
           | Home Sports is a collection of five sports that includes
           | amazing AR pickleball and badminton, and a pretty good AR
           | mini-golf. So I would recommend starting with it. But it does
           | need quite a bit of space--about 2 x 1.5 m. I had to
           | rearrange my room to make it fit.
        
         | bottlepalm wrote:
         | AR is a gimmick. VR has real games people spend many hours in.
         | People don't want to see their boring surroundings unless it's
         | to find the couch or a bag of chips.
         | 
         | The real reason the Frame is monochrome AR is because the
         | cameras are also used for IR tracking which is better in
         | monochrome. You can use the Frame in the dark or a dimly lit
         | room - Quest 3 you can't. For real VR users the trade off is
         | worth it.
        
         | 7bit wrote:
         | Most important one is so subjective. I don't care for AR a bit
        
       | cadamsdotcom wrote:
       | Looks exciting! It would be amazing if the headset turns out to
       | be useful for coding without a monitor. Say, in the park.
        
         | z3t4 wrote:
         | It's doable. But you need 8k per eye to read text comfortable.
         | But what would you use for input?
        
           | cadamsdotcom wrote:
           | A compact keyboard and an accelerometer based mouse
           | replacement. All wireless of course. There are a few devices
           | on the market that'd fit the bill.
        
             | gdown wrote:
             | Like a wii-mote kind of thing? Is there anything out that's
             | good enough for general desktop usage? I'd be really
             | interested if it's actually at a usable state.
        
               | cadamsdotcom wrote:
               | https://www.tapwithus.com/
        
         | p1necone wrote:
         | Being in the park kinda loses its lustre when you've got a
         | headset strapped to your face - I'd prefer a laptop with a
         | screen that's still visible in sunlight.
        
           | thaumasiotes wrote:
           | > I'd prefer a laptop with a screen that's still visible in
           | sunlight.
           | 
           | I don't understand why Amazon worked so hard to replace their
           | neutral gray Kindles with "Kindle PaperWhite".
           | 
           | Paper, the material, is so white that trying to read it in
           | sunlight will hurt your eyes. Why would you want a white
           | reading surface instead of a gray one?
        
             | danudey wrote:
             | It's not actually paper-white, though, thankfully. It's
             | more just 'not as dingy gray'
        
             | seba_dos1 wrote:
             | The main shtick of Kindle Paperwhite, aside of the obvious
             | ability to read in the dark, is not how white it is but
             | rather how it can remove shadows when outside or in
             | brightly lit rooms. You don't really notice this effect
             | until you disable backlight and suddenly can notice the
             | shadows cast by your fingers.
        
               | thaumasiotes wrote:
               | > aside of the obvious ability to read in the dark
               | 
               | My Kindle Keyboard came with a case that hooked into it
               | to draw power for a nice, orange booklight. It was a much
               | better reading-in-bed experience than the Kindle Oasis
               | with its uniform glow. :(
        
           | cadamsdotcom wrote:
           | Yeah I'd go a sunglasses-like setup - preferably driven by my
           | phone. But big tech companies have yet to take a shine to
           | that use case.
        
         | Mashimo wrote:
         | > Say, in the park.
         | 
         | But why not use a laptop?
        
       | PaulKeeble wrote:
       | Little disappointing its not got colour passthrough. I am not
       | convinced this generation of headsets will really be the ones
       | that AR breaks through but still its a bit disappointing and has
       | been useful with the latest Quest headsets. Other than that it
       | looks fairly solid.
        
         | wlesieutre wrote:
         | It was noted in some articles that the "expansion port" could
         | hypothetically be used for a color passthrough module later.
         | But I also read that the Index had a similar port and never did
         | much of anything with it, so that may never happen.
         | 
         | Definitely a cost measure to not include color passthrough, I'm
         | not in the market to replace my Quest 3S but I'm very curious
         | to see what price they hit with this.
         | 
         | Nice that it has a microSD slot so you can buy the low storage
         | on and not be stuck with 256 GB forever.
        
       | 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.
        
           | Zambyte wrote:
           | If we're going that route, it should really be Lisp :)
        
         | ehnto wrote:
         | I am beginning to wonder if the rumoured HLX is actuallya VR
         | native experience, perhaps Alyx 2. All the leaks have pointed
         | toward increased focus on systems like objects having physical
         | properties that would really add to immersion in VR.
        
       | 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.
        
         | mobiledev2014 wrote:
         | I own the Index and Vision and haven't tried this yet. I was
         | considering buying PSVR2 controllers since they're officially
         | supported but maybe I shouldn't bother?
        
       | 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
        
         | rbits wrote:
         | Yes! Steam on ARM finally! I hope it works well
        
       | 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.
        
           | throwaway89201 wrote:
           | I bought an Oculus Go last year for EUR 30. Its support has
           | been dropped for quite some time, and you can only activate
           | developer mode and sideloading through an old version of the
           | Meta Horizons app [1]. But if you do that, there are 71 GiBs
           | of games to explore on the Internet Archive [2]. Some need
           | patching to remove an online check to a server that no longer
           | exists, but that is easy enough to do with a (regrettably
           | Windows) tool someone published.
           | 
           | The Go is not the best headset of course, but the games are a
           | different style because of the 3DoF tracking without
           | camera's. Somewhat slower paced and sitting down. A style I
           | personally like more.
           | 
           | You can also unlock the device to get root on it [3], which
           | is quite neat, although there doesn't seem to be any homebrew
           | scene at all. Not even the most bare-bones launcher that
           | doesn't require a Meta login.
           | 
           | [1] That doesn't even seem intentional, but it does mean that
           | once the old version of the app can't communicate with Meta
           | servers anymore, any uninitialized Go turns into a brick.
           | 
           | [2] https://archive.org/details/gear-vr-oculus-go
           | 
           | [3] https://developers.meta.com/horizon/blog/unlocking-
           | oculus-go...
        
           | wayeq wrote:
           | > PS30 down the drain, thanks Zuck.
           | 
           | I'm sure he put it to good use. Like 500ms worth of upkeep
           | for one of his yachts.
        
         | Razengan wrote:
         | I just want a "dumb" headset that I can use as a portable
         | private display for my laptop.
         | 
         | That's it.
         | 
         | I don't need 3D, I don't need VR, I don't need weirdass
         | controllers trying to be special. Just give me a damn simple
         | monitor the size of my eyes.
         | 
         | Fuck off with your XR OSes and "vision" for XR, not even Apple
         | could get it fully right, the people in charge everywhere are
         | too out of touch and have no clue where the fuck to go after
         | smartphones.
        
           | krastanov wrote:
           | I am currently writing this from an xreal one pro. I think it
           | fits what you are asking for.
        
           | iddan wrote:
           | There you go https://www.sightful.com/
        
           | ehnto wrote:
           | Then this is actually much closer than previous headsets?
           | 
           | There is a lot going on to render the desktop in a tracked 3D
           | space, all that has to happen somewhere. If you're expecting
           | to plug a HDMI cable into a headset and have a good time then
           | I think you're underestimating how much work is being done.
           | 
           | OpenVR and OpenXR are really great software layers that help
           | that all work out.
        
           | scheeseman486 wrote:
           | HUD glasses kind of suck since having a display oriented to
           | your head is uncomfortable. Adding 3DOF tracking only
           | partially solves that, so you go 6DOF to maximize
           | optical/vestibular comfort. Now you're rendering a virtual
           | display within a virtual environment, but look at all that
           | wasted space! So add more virtual monitors! Now you need some
           | mechanism to manage them, so you add that and now you have a
           | windowing system... so why are you rendering virtual monitors
           | with fixed space desktops when you can just be rendering the
           | application windows themselves?
           | 
           | The best portable private display for your laptop will
           | inevitably be a 6DOF tracked headset with an XR native
           | desktop.
        
             | Razengan wrote:
             | Yes sorry about my excessive use of French in the comment,
             | I didn't mean it has to be a fixed 1:1 slab of the
             | realspace screen, desktop app windows in XR space would be
             | ideal, but none of the products seem to be able to get it
             | all right yet.
             | 
             | Apple's visionOS comes close but it's crippled by the
             | trademark Apple overcontrolling.
        
           | strix_varius wrote:
           | I don't understand your comment. What you're describing has
           | existed for years.
        
             | Razengan wrote:
             | Well maybe not compatible with MacBooks then, with just a
             | USB-C plug-and-play experience? or I presumed it didn't
             | exist
        
           | MrDrMcCoy wrote:
           | My Viture AR glasses are just a dumb display with an
           | accelerometer, and work extremely well.
        
         | contrarian1234 wrote:
         | sorry, maybe i missed it. But how do you know the ecosystem is
         | open?
         | 
         | from the link we don't know if the OS can be changed (might be
         | locked like many Android phones) or if a connected machine is
         | required to run their DRM/Steam. The drivers may also not be
         | open source
        
           | mmis1000 wrote:
           | Even just have direct access to hardware apis is already a
           | big win. On Oculus quest. The closest you can get is running
           | with webxr. But webxr suffer from all those performance
           | problem of web platforms. (And bug of meta softwares. The
           | recent quest browser have bug that prevent you from disabling
           | spatial audio, rendering it not usable for watch video at
           | all)
        
           | theknarf wrote:
           | It said its running Steam OS, which is just Linux.
        
             | contrarian1234 wrote:
             | Android is also just Linux. But i cant install Debian on my
             | phone
        
               | wombarly wrote:
               | SteamOS at its base is just Arch with Steam and some
               | additional software installed.
        
               | contrarian1234 wrote:
               | that doesn't in any way mean you can install an alternate
               | OS. But i get your point that at least you can run Arch
               | stuff. Isnt Arch ARM support unofficial? (its been ages
               | since i tried) You dont hear of people running it on RPis
               | for example
        
               | mavamaarten wrote:
               | Well. It doesn't say in any docs or specs, but for what
               | it's worth, Valve's hardware has always been open like
               | that. You're free to install windows on your steam deck,
               | for example.
        
               | embedding-shape wrote:
               | > Well. It doesn't say in any docs or specs, but for what
               | it's worth
               | 
               | They do _hint_ that you can install a different OS on it:
               | 
               | > Just like any SteamOS device, install your own apps,
               | open a browser, do what you want: It's your PC.
               | 
               | Every other SteamOS device does allow you to install
               | whatever OS on the device, so seems Frame will be the
               | same, judging by that landing page blurb.
        
               | surajrmal wrote:
               | They also explicitly mention os. I'm highly doubtful a
               | product with a Qualcomm soc will support installing an
               | alternative os.
        
               | scheeseman486 wrote:
               | https://lists.archlinux.org/archives/list/arch-dev-
               | public@li...
               | 
               | They're being a little vague about it but this
               | collaboration to improve Arch's build
               | service/infrastructure is being done in part to faciliate
               | support of multiple architectures.
               | 
               | iirc it was in Tested coverage that Valve said the
               | hardware supports other OSes. It'd be out of character
               | for Valve not to allow for this.
        
               | sensanaty wrote:
               | If it's anything like the Deck, then the version of
               | SteamOS on it won't be locked down in any way whatsoever.
               | You can install Windows or any other distro you want on
               | the Deck with 0 issues (other than regular ones you'd
               | experience anyways on any regular computer, nothing to do
               | with Valve locking anything down).
        
               | surajrmal wrote:
               | The steam deck was not arm. Unlike the steam machine
               | page, the steam frame page does not insinuate you can put
               | a custom OS on it. On top of custom drivers which are not
               | necessarily upstreamed, qualcomm socs always require
               | closed source userspace daemons which are coupled to the
               | kernel.
        
               | tete wrote:
               | Android isn't "just Linux". It's a heavily modified
               | kernel, it's often an even closed source bootloader in
               | many cases and it's completely untrue for userspace,
               | where it incorporates stuff from other OSs (BSDs, etc.).
               | There are huge amounts of blobs.
               | 
               | Yes, there technically is a Linux kernel, but if it's
               | "just Linux" then macOS is "just FreeBSD", because grep
               | -V tells you so, because it has dtrace, because you run
               | (ran?) Docker with effectively FreeBSD's bhyve, etc.
               | 
               | If you wanna spin it even further neither are Safari and
               | Chrome or any other Webkit browsers just Konqueror
               | because they took the layout engine code from KDE
               | (KHTML).
               | 
               | And you can totally install Debian and even OpenBSD, etc.
               | on a Steam Deck and at least the advertisement seems to
               | indicate it won't be all that different for the VR
               | headset.
        
               | surajrmal wrote:
               | The problem is that you're talking about the Linux
               | desktop ecosystem whereas the op could be talking about
               | the kernel. Both are just Linux (and the fact we've not
               | evolved our nomenclature to differentiate the two is
               | surprising). Also, fwiw, the android kernel is no longer
               | heavily modified. Most of the custom stuff has been
               | upstreamed.
        
               | oceansky wrote:
               | I'd just like to interject for a moment. What you're
               | refering to as Linux, is in fact, GNU/Linux, or as I've
               | recently taken to calling it, GNU plus Linux. Linux is
               | not an operating system unto itself, but rather another
               | free component of a fully functioning GNU system made
               | useful by the GNU corelibs, shell utilities and vital
               | system components comprising a full OS as defined by
               | POSIX.
               | 
               | Many computer users run a modified version of the GNU
               | system every day, without realizing it. Through a
               | peculiar turn of events, the version of GNU which is
               | widely used today is often called Linux, and many of its
               | users are not aware that it is basically the GNU system,
               | developed by the GNU Project.
               | 
               | There really is a Linux, and these people are using it,
               | but it is just a part of the system they use. Linux is
               | the kernel: the program in the system that allocates the
               | machine's resources to the other programs that you run.
               | The kernel is an essential part of an operating system,
               | but useless by itself; it can only function in the
               | context of a complete operating system. Linux is normally
               | used in combination with the GNU operating system: the
               | whole system is basically GNU with Linux added, or
               | GNU/Linux. All the so-called Linux distributions are
               | really distributions of GNU/Linux!
        
               | Andrex wrote:
               | Great username for this type of comment.
        
           | piperswe wrote:
           | It's SteamOS and SteamVR - you can run arbitrary aarch64
           | Linux binaries that talk to SteamVR and they should just work
        
             | bullen wrote:
             | Yep, I'm back into VR with this move, specially if the
             | price is closer to $500 than $1000.
             | 
             | Unless the lenses/displays are bad, but I figure we would
             | have heard by now?
        
             | contrarian1234 wrote:
             | from a cursory look . it seems SteamVR is intended to be
             | used with their DRM platform and isn't open source. Maybe
             | its a bit less limiting vs Meta's offering?
             | 
             | i wouldnt characterize this as an "open ecosystem" though
        
               | bullen wrote:
               | The key takeaway is that you will rebuild the drivers
               | less often:
               | 
               | 1) The stack is mature now, we know what features can
               | exist.
               | 
               | 2) For me it's about having the same stack as on a 3588
               | SBC, so I don't need to download many GB of Android
               | software just to build/run the game.
               | 
               | The distance to getting a open-source driver stack will
               | probably be shorter because of these 2 things, meaning
               | OpenVR/SteamVR being closed is less of a long term issue.
        
               | contrarian1234 wrote:
               | I'm confused. Why would you develop a game on a SBC
               | (that's not powerful enough to do VR)? Why are you not
               | just cross compiling?
               | 
               | It's possible that you can have a full open source stack
               | some day on these goggles.. but I don't think that's
               | something that's obviously going to happen. SteamVR
               | sounds like their version of GooglePlay Services
        
               | bullen wrote:
               | 3588 can do VR, just not Unity/Unreal VR. That is a
               | problem with bloated engines not the 3588.
               | 
               | All mainstream headsets get open-source drivers
               | eventually: https://github.com/collabora/libsurvive
        
         | utopiah wrote:
         | > first standalone headset with an open ecosystem
         | 
         | What about the Lynx XR1? Running Android sure but officially
         | rooted (details https://lynx.miraheze.org/wiki/Rooting_Process
         | ) and with Linux proper (details
         | https://wiki.postmarketos.org/wiki/Lynx_R1_(lynx-r1) ) even
         | though experimental.
        
           | stanlarroque wrote:
           | Yes we released our headset with root access and an open
           | bootloader. We are going to announce our next headset in a
           | couple of months :-)
        
             | arnaudsm wrote:
             | Sorry Stan, forgot about the Lynx, huge fan of your work!
        
             | m4rtink wrote:
             | Cool! Do you have a link for a store where I can buy it ?
             | ;-)
        
           | m4rtink wrote:
           | There is but one issue with the Lynx XR1 - no one really got
           | it. A few backers randomly got a few pieces but many others
           | (including myself) are still waiting for their device to
           | arrive (and will most likely wait for ever).
           | 
           | This has a serious impact on the developer ecosystem - there
           | are still a few people who got their devices and are doing
           | interesting work, but with so few users actually having
           | devices the community is too small for much progress to be
           | expected.
           | 
           | It's kinda similar to the old Jolla Tablet - it was a very
           | interesting device (an x86 tablet running an open Linux
           | distro in 2013!) but it ended up in too few hands due to
           | funding issues & the amount of Sailfish OS apps actually
           | supporting the tablet (eg. big screen, native x86 builds,
           | etc.) reflected that.
        
             | utopiah wrote:
             | > many others (including myself) are still waiting for
             | their device
             | 
             | Sucks, sorry to hear that :(
        
         | KolibriFly wrote:
         | Valve giving users root access out of the box is huge. It puts
         | the headset in the same category as a real PC
        
           | teaearlgraycold wrote:
           | Praise be to gaben
        
       | 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.
        
         | robocat wrote:
         | I'm looking forward to seeing what hacks get done to the
         | devices and what software is dreamed up.
        
       | Pet_Ant wrote:
       | Saw that the Steam Frame was wireless and lost interest. Wireless
       | is always an extra complication that never improves things. I've
       | learned lots about framing to hardwire my home network. Sure,
       | make it an option, but I won't pay for latency, battery life,
       | battery weight, cost, or pairing issues of wireless solutions.
       | Give me (replaceable, standard) cables anyday!
       | 
       | That said, there is hope, because if there is a wireless version
       | and it takes off, it can't be hard to make a wired version.
        
         | p1necone wrote:
         | I agree with you for most things, but a VR headset is
         | definitely something where the pros outweigh the cons vis a vis
         | avoiding wires for me.
        
         | ZeWaka wrote:
         | It's also wired, and you could even take out the battery for
         | the weight.
        
         | wlesieutre wrote:
         | It doesn't improve quality and latency, but for VR it
         | absolutely improves not dealing with a cable that you can't see
         | and will tangle yourself up with if you turn either direction
         | more than once
         | 
         | Two notes on how Steam Frame is handling this
         | 
         | - It's a standalone headset, less demanding games run directly
         | on the Steam Frame and the wireless connection doesn't factor
         | in to anything.
         | 
         | - It makes two simultaneous wifi connections, one on 5 ghz for
         | connecting to your wifi network / internet, and another on 6
         | ghz for connecting to your streaming PC. They include an
         | official 6 ghz USB dongle for the PC so you don't have to deal
         | with finding which 3rd party option will work reliably.
        
       | 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 Australian pricing details (and
       | release dates...) 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.
       | 
       | Also hate to be picky, but looks like the frame controllers pair
       | directly to the headset so maybe can't be used on their own?
       | Would be nice to use them standalone too.
        
         | month13 wrote:
         | I really hope it's not going to take years to be sold in
         | Australia, like the Steam Deck took.
        
           | ehnto wrote:
           | The VR base stations and controllers were/are also hard to
           | get.
        
           | pcchristie wrote:
           | I'm fairly sure/wishful thinking that the reason the last
           | round of Valve hardware was very late/absent in Australia was
           | because it was the time that the ACCC took Valve to court for
           | its no refunds policy (and won). Now that Valve has rectified
           | that and are in good standing in Australia, I'm hoping we see
           | all this new hardware ASAP, alongside the rest of the world.
        
       | makeitdouble wrote:
       | The dedicated communication dongle between the PC and the headset
       | sounds like a real game changer.
       | 
       | Right now getting fast enough and reliable wireless connection
       | means either tweaking to death one's setup or spending car money
       | on the entire setup. In particular normal people usually don't
       | realize how crappy their wi-fi and assume it's all the same,
       | which would end in blaming the poor perf on the headset.
        
         | banana_giraffe wrote:
         | Reminds me of Apple's AWDL, a similar workaround for crappy
         | networks when the devices need a high speed low latency
         | network. I do wonder if the headset here will do similar
         | channel hoping tricks to join both the dongle's network and the
         | normal wifi network.
        
           | makeitdouble wrote:
           | As I understand it it's two separate radio and stack to have
           | continuous link to both.
        
       | sergiotapia wrote:
       | It will be strange to be playing on a big VR screen with your
       | controller and it's colored and beautiful and everything around
       | it is black and white.
       | 
       | I wonder what their solution to that is. Virtual environments?
        
       | sensanaty wrote:
       | Probably a dumb question, I might've missed it in the description
       | somewhere, but I assume the onboard PC is mostly to facilitate
       | the streaming functionality, and it will stream from your main
       | machine to the headset right?
       | 
       | I'm very curious about the latency if that's the case. This might
       | be the trigger for me to get into VR finally, but I'm worried
       | that if there's noticeable lag in the stream that I'll basically
       | cover myself in vomit from motion sickness lol
        
         | boopmaster wrote:
         | it supports standalone, may allow sideloading apks too, sounds
         | more powerful than quest3 and also - no lag because the 6Ghz
         | wifi doesn't go through the router, so long as you are close to
         | the PCVR source - it's probably lag free. how did you do?
        
         | ehnto wrote:
         | The latency introduced by the network link will be tiny
         | compared to most games total frame latency. I would prefer a
         | cable link just so I don't have to worry about charging it
         | ever, but I think the wireless link will be fine from a lag
         | perspective.
        
       | anonzzzies wrote:
       | I will buy. When is it out?
        
         | skeaker wrote:
         | If it's anything like the Deck, they will eventually announce a
         | more tangible release date (right now it's early 2026) and then
         | announce a date for preorders to open. For the Deck unless you
         | got into the preorder queue within ~1 minute you had to wait
         | several months for it to be delivered to you.
        
       | senectus1 wrote:
       | Not a single piece of footage with someone wearing glasses and
       | the Steam Frame
       | 
       | I guess we get screwed over again :-(
        
         | ixwt wrote:
         | I'm in the same boat. But the specs do mention "Eye Glasses Max
         | Width 140mm"
        
           | senectus1 wrote:
           | oh i missed that. nice, I'm hopeful.
        
         | vimredo wrote:
         | The LTT video on the Steam Frame mentions an optional spacer
         | for glasses and that Valve is working on getting prescription
         | lenses for the Steam Frame.
        
         | WhyNotHugo wrote:
         | I find it mind boggling that so many VR headsets cannot be used
         | with glasses.
         | 
         | Imagine an engineering team and developers working on the
         | device. There must be a pretty large proportion of folks with
         | glasses. Does the fact that they cannot use their own product
         | not raise a flag in any way!?
         | 
         | Anyway, for this particular model, others indicate that there
         | may be an (optional?) spacer.
         | 
         | "Optional" sounds kinda sucky. Someone buys the headset, has a
         | friend over, and the friend can't use it because support for
         | glasses is optional? It's not like glasses are a niche thing.
        
       | iamcreasy wrote:
       | Will SteamFrame ARM support paired with Alyssa Rosenzweig's work
       | - large amount of Steam games are very close to be able to run on
       | mac hardware, right?
        
         | pornel wrote:
         | Apple already has excellent x86 emulation. But Apple has
         | locked-down GPU with a proprietary API that adds another
         | unnecessary translation layer where it hurts more.
        
         | zhynn wrote:
         | Give it a try: https://fex-emu.com/
        
       | famahar wrote:
       | The main thing I dislike about VR is how uncomfortable it is on
       | my head and how hard it is to adjust that comfort. Too much
       | friction to enjoy. If I can just easily slip these on that would
       | be perfect.
       | 
       | I also never got used to the feeling of being completely detached
       | from my own world. I know that's the point of VR, for it to be
       | completely immersive but it felt very jarring not knowing what
       | was going on around me.
        
       | abtinf wrote:
       | It is unfortunate that it doesn't have a strap that goes over the
       | top of your head. It is extremely irritating that almost every
       | headset does this, then charges extra for an actually usable
       | strap that takes the pressure off of your face.
        
         | ehnto wrote:
         | Yeah I noticed that as well. There is no material that can defy
         | the physics, top strap is the best.
        
       | tripdout wrote:
       | > Steam Frame is a PC: ... Just like any SteamOS device, install
       | your own apps, open a browser, do what you want: It's your PC.
       | 
       | Always glad to see this.
        
       | thefunnyman wrote:
       | I'm surprised no one is talking about the fact that the headset
       | is ARM and that valve has been heavily contributing to the
       | translation layer FEX.
       | 
       | I love my steam deck, but lately find myself reaching for
       | emulation handhelds like the Retroid Pocket 5 more due to smaller
       | size, especially when I'm leaving the house. There's already
       | projects like GameNative that try to hack steam onto these
       | devices, but if valve offers an official client on Android and
       | other arm devices that would be incredible.
       | 
       | Edit: Some interesting insights in the FEX FAQ about why it's not
       | a great fit for Android right now [0]. Interested to see if this
       | ARM version of steamos is installable on other devices though.
       | RP5 can already run alternatives like Rocknix
       | 
       | [0] https://wiki.fex-emu.com/index.php/FAQ
        
       | serf wrote:
       | I would've never bet on an Arch being the one that won the gaming
       | market, but here we are. Wild.
        
         | ehnto wrote:
         | I am running Endeavour OS an Arch based distro, and it has been
         | almost hassle free for games. Even less hassle than windows
         | since I didn'teven have to download and install GPU drivers.
         | Games with anti-cheat sometimes won't run, but that's not the
         | fault of the OS.
         | 
         | I don't play just niche games either, AAA titles work too.
         | Currently playing Arc Raiders without issue and that only just
         | came out. Installed it via steam, started playing. 10 years ago
         | I would never have seen this coming.
        
       | ivanb wrote:
       | It was so thoughtful of them to use IR tracking. Bed time gaming
       | becomes much easier. I wonder if there was a choice between color
       | passthrough and IR tracking and they chose the latter. Good
       | choice!
        
         | koolala wrote:
         | Night vision computer goggles!
        
       | bastawhiz wrote:
       | It really cannot be understated how big of a deal this is. The
       | tech here is impressive AND they're not trying to lock you in.
       | Practically speaking it's the only VR headset that holds real-
       | world appeal for the vast majority of gamers, because it plays
       | the games they're already playing.
        
       | quux0r wrote:
       | I'm holding out hope that this could be utilized in a similar
       | fashion to the Apple Vision Pro's Remote Desktop. I'd love the
       | chance to work in a coffee shop or plane and not need to look
       | down for prolonged periods of time. I'm hoping that that dongle
       | is able to be used as video pass through.
        
         | randyrand wrote:
         | It's probably too low res. AVP is 3.4K, this is 2.1K spread
         | over a wider FOV.
        
       | fra wrote:
       | Extremely impressive that they were able to ship inside-out
       | tracking, pancake lenses, and eye tracking + foveated rendering.
       | Each of these is a serious engineering challenge. Very few
       | organizations could pull this off.
        
         | arduinomancer wrote:
         | It's not foveated rendering, it's foveated streaming
        
       | martin82 wrote:
       | People warn to not hold smartphones near the head for too long
       | due to too strong signal strenghts...
       | 
       | Is it not a concern to strap such a powerful defive that receives
       | super strong signals right onto the head for hours??
        
         | Tadpole9181 wrote:
         | No.
        
       | jayd16 wrote:
       | So are we getting a Steam Phone? If not, why not?
        
       | yugioh3 wrote:
       | i wonder if foveated streaming combined with foveated rendering
       | could be used in the cloud gaming space?
       | 
       | if latency is low enough, then you could get a super high
       | fidelity experience on a thin client VR display with low cost
       | rendering server side.
       | 
       | Nvidia GeForce Now is already very impressive for streaming games
       | at full field of view 4k.
       | 
       | thin client VR gives you longer battery life, lighter devices,
       | lower entry cost. and with a cloud gaming service rendering the
       | game, an even lower barrier to entry
        
       | karlkloss wrote:
       | Steam does a lot of things right here, but also some things
       | wrong, which is unfortunately a dealbreaker for me.
       | 
       | I read the specs and got excited, until I read about the
       | resolution. 2160x2160 is what I have now with the Pico 4, and
       | while it's ok for entertainment, and acceptable for browsing and
       | reading, it's far too low for professional work.
       | 
       | Linux would have been great, but I can't justify spending money
       | on a headset with exactly the same low resolution as my current
       | one.
       | 
       | Also, I've become used to color passthrough, and going back to
       | monochrome would feel like a big regression.
        
         | arduinomancer wrote:
         | To be fair its obviously not meant for professional work
         | 
         | Valve is a game company
        
         | bottlepalm wrote:
         | I don't think any VR headset is good for professional work due
         | to the focal plane mismatch which causes eye strain with long
         | term use. Unless you like using a computer with a screen 4 feet
         | away. For most people that's pretty uncomfortable for
         | productivity work.
        
       | koolala wrote:
       | LinuxVR on this + the Steam Machine will be awesome.
        
       | rudimentary_phy wrote:
       | I've actually just recently started using my Quest 3 again
       | through virtual desktop. I found the sharpening feature to
       | actually make text look good enough that I'm able to work in it
       | for hours uninterrupted, mostly writing papers and coding.
       | 
       | I'm super excited for this launch and for all the crazy open
       | source builds, mods, and fun that are going to come from an open
       | VR system (or at least that's my hope).
        
         | barrenko wrote:
         | I am unable to parse announcements such as for this Valve
         | product. Could I use this as a thing through which to spawn
         | multiple monitors and code / read papers?
        
           | rudimentary_phy wrote:
           | Definitely. There will be apps that will allow this (Virtual
           | Desktop Classic is on steam already), and I foresee some neat
           | things coming from its more open environment.
           | 
           | On the other hand, it will be highly subjective. I have found
           | that the sharpening algorithms they have put into apps like
           | Virtual Desktop to be sufficient for me to read text with,
           | but it will probably bother some people. The Quest 3 and
           | Valve's will have very similar resolutions.
           | 
           | And although it looks like this Valve product will actually
           | be quite light, the weight could be another factor in its use
           | over many hours.
           | 
           | For some people, XR glasses with OLED screens might provide a
           | better experience as well if you are looking solely for
           | monitor or tv support. I kind of like going to an entirely
           | new environment to work in for a while, so I appreciate the
           | VR aspect, but if you are looking only for screen support, XR
           | glasses may be the better choice (there are quite a few
           | models, though, and I unfortunately don't know the market
           | well enough to make suggestions on that).
        
       | coopykins wrote:
       | It's the first VR device I consider buying.
        
       | ranguna wrote:
       | This feels like a really great headset. It was going to be an
       | instant buy for me until I realised it has LCDs instead of OLEDs.
       | I'll wait for reviews. I don't really want to buy these if they
       | release another OLED version down the line.
       | 
       | Also, if this is arm and it has steam in it, that means we can
       | finally run steam on arm, which means we can finally install
       | steam "natively" on android Linux, specially now that we have the
       | terminal app on android 16.
       | 
       | Can't wait for graphical acceleration to be fully merged to the
       | terminal app and we have Linux running on android with near
       | native performance and steam.
        
         | bottlepalm wrote:
         | OLEDs have problems in VR with glare, persistence, refresh
         | rate, power usage, heat, etc.. the LCDs in the Frame can hit
         | 144 hertz - that's what you really want for VR gaming.
        
           | LtdJorge wrote:
           | Can the miniature OLEDs not go to 144Hz yet? Or is it because
           | of power/heat density?
        
       | heisnotanalien wrote:
       | Yesss. I will never buy anything Meta so happy to see this.
        
       | nottorp wrote:
       | Stupid links insist on opening in the steam app on mobile. I do
       | have it installed but my login expired years ago and I'm not
       | renewing it.
       | 
       | Guess I won't find out what this is about any time soon...
        
         | hn111 wrote:
         | Opening it in private tabs should help, at least on iOS.
        
       | rifty wrote:
       | It felt like the headset hardware had reached a sweet spot for
       | the moment, but with this announcement the software situation is
       | now also going to be reaching a similar place. Now we have a
       | continuity of freedom with a PC OS on the headset away from home
       | as well as the full mobility of a untethered headset display with
       | the full power of a stationary PC at home. Can't wait to see what
       | dev's do with this.
        
       | KolibriFly wrote:
       | Cool to see Valve committing to the ecosystem like this
        
       | poulpy123 wrote:
       | The IPD range is a bit on the lower side, which is unfortunate
       | knowing it can make a VR headset unusable and that it is just a
       | matter of design and not technology
        
       | neves wrote:
       | I use glasses. Can I use it?
        
       | isoprophlex wrote:
       | This will probably make me vomit as hard as any other vr headset
       | i tried, right?
        
       | divan wrote:
       | Are there any real-world tests or reviews of foveated streaming
       | in actual gameplay? I'm wondering how it holds up in fast
       | shooters where you depend on tiny cues in your peripheral vision.
       | Wouldn't the lower-resolution periphery make it harder to notice
       | subtle movement?
        
       | InterlooperX wrote:
       | I am wondering about this "dedicated 6 GHz dongle". So, I am
       | gathering that this thing, just like the quest will be able to
       | run things locally but is also supposed to be able to stream pcvr
       | stuff from a connected pc where steam is running.
       | 
       | I would have thought they give you a wired connection for that.
       | you know, like the quest. but with the option to do it wireless.
       | 
       | My question would be: given that the wireless solution in the
       | quest apparently is a peer-to-peer pairing of the headset and the
       | pc through the local networks wireless router, just much of a
       | difference will this dedicated 6GHz dongle make?
       | 
       | Would I be kidding myself if I assumed using this dongle would
       | give me the analog experience of when I am using a dedicated
       | dongle to connect my xboy controller to my pc? I mean, I plug it
       | in, the dongle automagically comes pre-paired with the headset, I
       | start steam on pc, hit play on a VR title and I get to play right
       | away? Because that is my current experience with my controller
       | that is connected via a dedicated wireless dongle. I hated the
       | bluetooth connection. But using this dongle is really making a
       | difference here.
       | 
       | So, I wonder just how "painless" this will all be with the new
       | headset. I held out on buying a quest because the wireless
       | connection through my router would not be possible simply because
       | I cant change my router at the moment and while it is fine for
       | everything i use it for, it would not be enough to stream the
       | quest data. Therefore I would have always wanted a "wired"
       | connection, simply because my router wouldnt be able to do it.
       | 
       | Therefore I was a bit miffed when I learned that this new headset
       | would not come with a wired option. But if this dongle can do
       | everything a wired connection can do without having to go through
       | my router then this would be absolutely game changing for me.
        
       | nektro wrote:
       | another slam dunk from Valve
        
       | antonyh wrote:
       | I have a Quest 2 that I don't care for, so it's caught me
       | somewhat offguard how much I want this. The whole set please. I
       | thought I'd just want the controller, but everything here looks
       | exciting to me.
        
       | storus wrote:
       | OK, so it's Valve's version of HP Reverb G2 just released 5 years
       | later. It doesn't even match the best Pimax/HTC, not to mention
       | Apple's one.
        
       | VikingCoder wrote:
       | YouTube just happened to show me Gamers Nexus Lossless Scaling &
       | Lossless Frame Generation video just now. [1]
       | 
       | Which, I can't help but wonder. If this ran on the Frame... To
       | aid in streaming from your desktop... In conjunction with
       | Foveated Streaming...
       | 
       | What's even more bonkers to me is the idea that this could really
       | be baked in to the streaming, if you think about it.
       | 
       | Server generates 100 beautiful frames in one second.
       | 
       | The streaming hardware reminds the server that with the current
       | network conditions, that it can only handle X bits per second.
       | 
       | The Frame says, "Hey, here's where the eyes were looking, here's
       | where they are looking, here's where they're projected to look."
       | 
       | The Server knows how many actual frames it can send in a second.
       | 
       | But the Server can run the same Lossless Scaling & Lossless Frame
       | Generation that the client will run.
       | 
       | The Server can then compare the predicted frames against the
       | actual frames, and it can send the delta needed to correct the
       | predictions. Especially in areas close to where the eyes are
       | looking.
       | 
       | The Client consumes the stream, predicts frames, applies the
       | delta, and ends up with better framerate and quality...
       | 
       | Can you do this all low latency, too? I suspect so.
       | 
       | Add it all up, and this is pretty bonkers. I mean, it's kind of
       | obvious that that's how streaming "should work," but I think I
       | hadn't really put it all together yet in my mind. My mental model
       | was too "off the shelf." It didn't include how much effort the
       | client could do... And that the server could then also do, to
       | help the client... It's really a beautiful pairing, when you
       | think about it.
       | 
       | What's really bonkers is that Steam could learn what final images
       | are supposed to look like, for a given game, and train AI
       | specifically for that game. Update the server and the client, and
       | bam, everyone gets better quality. With zero developer
       | interaction.
       | 
       | [1]: https://www.youtube.com/watch?v=8w_Hqngky0s
        
         | WithinReason wrote:
         | This would solve the problem of bandwidth which is not a
         | problem (250MB/s is enough, Valve says)
        
           | VikingCoder wrote:
           | This immediately made me wonder about a Steam Machine driving
           | multiple Steam Frames for multiplayer games.
           | 
           | That could be super easy for a developer to make, all in one
           | process, with no networking requirement for the game logic...
        
       | VikingCoder wrote:
       | Next question in my head...
       | 
       | Can we use one Steam Machine to drive, say, 4 to 16 Steam Frames.
       | 
       | Multiplayer gameplay, like Goldeneye. With the convenience that
       | all of the state is in memory in one process, so there's no
       | networking layer in the gameplay logic itself.
       | 
       | And you can't peak at the other players' screens.
        
         | Scene_Cast2 wrote:
         | GPU horsepower isn't there for that.
        
           | VikingCoder wrote:
           | It depends entirely on the game.
           | 
           | For a AAA modern game, you're right - of course not.
           | 
           | But remember, they're saying this thing is six times as
           | powerful as the Steam Deck.
           | 
           | That sounds like it might be able to handle 4 players running
           | at about as good as on the Steam Deck.
           | 
           | And that's ignoring the whole idea of the server running on
           | the Steam Machine, and custom clients running on everyone's
           | Steam Frames. That would give you even more compute power.
           | 
           | I like the idea that the Steam Frame, in this "Living Room"
           | scenario, doesn't even need to do network prediction. It just
           | blasts game state to each of the clients.
           | 
           | So what, there's multi-player games on the same TV, like
           | Goldeneye 64.
           | 
           | There's LAN games.
           | 
           | And now there's maybe a new category... Living Room, Multi-
           | Screen games?
        
       | dcchambers wrote:
       | This is so much more interesting than the Apple Vision Pro/Quest
       | for one main reason: An open builder-friendly platform.
        
       | yuters wrote:
       | Wow this is perfect timing! I've dusted out my old Valve Index
       | tuesday so my kids could try The Lab. It now shows a green pixels
       | line on the right. Also the headset is too heavy for them and not
       | easy to adjust, and I had to hold the cable so they don't trip
       | over it. This new headset will be perfect for them.
        
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