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Steam Frame

(store.steampowered.com)
880 points Philpax | 10 comments | | HN request time: 0.485s | source | bottom
1. vanadium1st ◴[] No.45906570[source]
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.

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2. madsushi ◴[] No.45906812[source]
There's an expansion port on the front with a camera interface, so you could add on better AR cameras.
3. modeless ◴[] No.45907124[source]
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.
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4. vanadium1st ◴[] No.45907328[source]
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.
5. delusional ◴[] No.45907468[source]
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.

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6. modeless ◴[] No.45907489{3}[source]
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.
7. theshackleford ◴[] No.45907504[source]
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.
8. hadlock ◴[] No.45907660[source]
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.
9. cruano ◴[] No.45908066[source]
> 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.

10. bsimpson ◴[] No.45908282[source]
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.