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.
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.
Hoping the next Apple TV will do it.
Edit - updated specs claim it can do this, but it’s limited to HDMI 2.0
Looks like it can do 4k 120hz, but since it's limited to HDMI 2.0 it will have to rely on 4:2:0 chroma subsampling to get there. Unfortunately the lack of HDMI 2.1 might be down to politics, the RDNA3 GPU they're using should support it in hardware, but the HDMI Forum has blocked AMD from releasing an open source HDMI 2.1 implementation.
https://arstechnica.com/gadgets/2024/02/hdmi-forum-to-amd-no...
It seems to me the wireless is pretty important. I have an MQ3 and I have the link cable. For software development I pretty much have to plug the MQ3 into my PC and it is not so bad to wander around the living room looking in a Mars boulder from all sides and such.
For games and apps that involve moving around, particularly things like Beat Saber or Supernatural the standalone headset has a huge advantage of having no cable. If I have a choice between buying a game on Steam or the MQ3 store I'm likely to buy the MQ3 game because of the convenience and freedom of standalone. A really good wireless link changes that.
I'm talking about the Steam Machine here. In theory you could pipe 4k120 to the headset assuming there's enough wireless bandwidth, yeah.
I reckon it can probably stream at 4K@120 if it can game at half that.
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.
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.
I'd really like to know what the experience is like of using it, both for games and something like video.
Linus says he cannot tell it is actually foveated streaming.
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.
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.
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).
Linus the shrill/yappy poodle and his channel are less than worthless IMO.
I would prefer batteries in machine, too; but this does have some sustainability and repairability (by not needing it) advantages.
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.
* cooled aggressively
* constantly changing colors (more even wear)
But it is still always losing durability in a steady way.> 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.
Or that's what I think I may be completely wrong.
(If I move my head closer it gets larger, further and it gets smaller)
Linus says "just like" the valve knuckles a couple times, but who knows how they'll feel comparatively. I've personally never used the knuckles, but they seem like they'd have a different enough feel from these to maybe make a difference.
[0]: https://youtu.be/dU3ru09HTng?t=246 - timestampped @ controller section.
The 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.
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.
> 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.
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
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.
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?
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)
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.
> "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.
With foveated rendering I expect this to be a breeze.
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?
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.
Cost is about 10x that of their non-rechargeable brethren, but obviously there's return on that investment.
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.
MIMO helps here to separate the spectrum use by targeted physical location, but it's not perfect by any means.
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
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?
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.
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.
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).
Zero sense of burn in.
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.
I doubt this would be a dealbreaker for most people, but it's a choice that will provide a consistent small annoyance for users.
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.
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.
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!
And it's not out, it was "revealed" today with "early 2026" estimate for availability. No price yet.
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,)
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.
Only question is if 2160px is enough.
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.
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.
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.
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.
And even if fully static contents were a problem, I guess the foveated streaming would introduce enough noise to counter burn-in.
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.
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.
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.
https://replay.beatleader.com/?scoreId=20010657
:D
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.
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...
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.
See "cheaper than index": https://www.uploadvr.com/valve-steam-frame-official-announce...
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.
https://phrogz.net/tmp/ScreenDensityCalculator.html#find:dis...
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.
So effectively your 1080p monitor has ~6x the pixel density of the VR headset.
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.
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.
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.
"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.
Also I would recommend switching to the IKEA rechargeable batteries which are supposedly the same thing except cheaper.
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
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.
The bulk and added component cost of the "all in one" PC/headset models is just unnecessary if you already have a gaming PC.
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.
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?
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