←back to thread

Steam Frame

(store.steampowered.com)
855 points Philpax | 4 comments | | HN request time: 0s | source
Show context
modeless ◴[] No.45904494[source]
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.

replies(9): >>45904910 #>>45905167 #>>45905538 #>>45905540 #>>45905841 #>>45906677 #>>45906840 #>>45906875 #>>45907352 #
xeonmc ◴[] No.45904910[source]
> 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?

replies(3): >>45904957 #>>45905175 #>>45906004 #
modeless ◴[] No.45904957{3}[source]
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.
replies(2): >>45905267 #>>45907643 #
1. Fernicia ◴[] No.45905267{4}[source]
Couldn't you get around that by having a "zoom" feature on a very large but distant monitor?
replies(3): >>45905567 #>>45906714 #>>45906792 #
2. wongarsu ◴[] No.45905567[source]
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

3. rtkwe ◴[] No.45906714[source]
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.
4. potatolicious ◴[] No.45906792[source]
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.