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Steam Frame

(store.steampowered.com)
880 points Philpax | 1 comments | | HN request time: 0.246s | source
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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.

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monocasa ◴[] No.45905167[source]
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.

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rebeccaskinner ◴[] No.45906440[source]
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.

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1. monocasa ◴[] No.45906555[source]
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.