Steam Frame starts at $1059
store.steampowered.com
store.steampowered.com
It comes with a black and white passthrough camera but you can add on a 5K color one.
There's ongoing work for a full Plasma XR mode, so you aren't restricted to a "virtual desktop" experience: https://invent.kde.org/plasma/kwin/-/merge_requests/8671
My tinfoil-hat take is that Lepton looks like it's just aimed at Facebook but will ultimately make Google's Android less... uniquely impenetrable. Certain hardware-dependent stuff will probably never fully work here (GPS for instance), but having a registry of what is and isn't compatible with a third-party Android derivative, on a specific reference device, will benefit every third-party Android derivative. And not that it won't have similar anticheat issues, but having a games ecosystem outside of Google Play will also cover some of the infrastructure that would require that dependency otherwise -- including payments.
And not that I don't see a net positive if gacha games never successfully make the jump... but as a Linux device there's also a lot of stuff where you just don't have to care about Play Integrity, because instead you can just run the PC version and/or a desktop browser.
(edit: shameless plug for my recent, longer writeup on this @ bhmt.dev/blog/frame)
If this is the biggest point, then I don't see why Xreal isn't more popular.
I could see how a kid might want that on Quest when they don’t have their own TV. And it might be nice on a plane.
But $1000 is a lot for that. I know people say that watching video in the Vision Pro is really nice, I wasn’t that thrilled when I tried it, but it felt to me more like a “you can do this because you have the hardware“ not a “this is why you buy it” feature.
I can already run 100% of my Steam games on a flat screen in front of my real eyes
If I want to game with glasses I'll just use my $200 xreal airs. I do sometimes on holidays using Samsung DeX and a gamepad, and GeForce now. Works well, I played through half of Cyberpunk that way.
I would wager a simple browser and terminal session is probably all I need, so was looking forward to this device. However, the screen resolution is likely to be too small, I had done some experiments with Virtual Desktop, but the Rift S was too low-res, everything had to be like 48pt.
Reviews showing the desktop being fully accessible, does give quite a bit of hope, however.
You really think people have been waiting to drop $1k for a device that lets them play games designed for a monitor inside of a headset rendering a larger virtual monitor with all of the additional complexity that brings?
I have a tiny handheld with a Snapdragon 8 Gen 2 chip and among many other things it plays GTA V and RDR2 almost perfectly, using FEX nonetheless. And because it's arm, battery life is so much better than on my laptop that I use it as a tiny mini linux laptop now.
HL Alyx was awesome though, nothing else on VR has been worth it for me.
Edit: I missed the point here, see reply.
Have you seen G-Rebels? Gunman-Contracts? NMS. Games such as Doom 2016, Assassin's Creed Odyssey, Half Life 2, many many more are being modded currently.
I'd also recommend games such as Pistol Whip and Synth Riders if you'd like to exercise at home.
There are now many good quality games, and I purchased a headset only a month ago.
I also still mini golf regularly. It's such a fun, low effort way to hang out with friends and family that we wouldn't otherwise see all that often.
Now imagine how intense that will become with even more realism. It could be actually seriously traumatic.
Unfortunately, it is a technical and artistic marvel but the relatively high cost to entry (decent PC and headset) meant that it was simply out of reach for most people. A high price takes it from an impulse purchase to try, and makes it a dedicated purchase and investment in the ecosystem. That killed any momentum.
For some examples - PROJECT: SUMMER FLARE: https://vrclist.com/world/2924
Complex 7: https://vrclist.com/world/870431 (and Fins worlds in general)
1:1 model of an Oneil Cylinder space colony that cna be fully explored: https://vrclist.com/world/7780 (and Asagiris space/science worlds in general)
Far Future Propulsion˸ Museum of Nuclear Starflight (1:1 models of space propulsion concepts all the way to Project Daedalus) https://vrclist.com/world/1270747
Really, amazing things are being built in VRChat and most people even in the VR community itself are completely ignorant to that. At best they go "LOL SOCIAL VR APP" without actually checking what is possible with modern VRChat.
I love the idea of the Apple Vision Pro 2, but its wildly expensive and it sounds too heavy to wear for very long throughout the day unless you're reclined. I'd just use it for virtual screens for development and in my workshop ideally - but that requires me moving around, and the weight makes that a no-go.
I'm into these things, but they still just aren't there yet- and the ecosystem is still lacking geniune investment beyond HL:A and some cool tech demos.
In particular, I don't know if the Steam Frame will have the power for this, but something like a native ARM build of Dolphin (so no FEX) that exposes the 3D nature of polygonal games is very interesting to me. If you can cross your eyes to get stereo you can see what that would look like for something like Super Mario 3D Galaxy here: https://www.youtube.com/watch?v=XmgdqCL2toE (I find a conventional, unfolding phone to be a pretty good size for that. On a big monitor getting it small enough to cross eyes can be a challenge.) In general any emulation target that has 3D polygons is really interesting to me. I'm also pretty interested in what full 3D does to Skies of Arcadia (could be a complete disappointment, could be absolutely amazing) and Sin & Punishment: Star Successor, where I feel like the game that was a bit crowded and struggling with being 2D in SD might just come alive. (Assuming they didn't play too many games with the distance that doesn't work if we see it in true 3D.)
I gather the modding community is already gearing up for modding more games to be true 3D in the VR space. That is, not necessarily VR (though there's a mod community for that as well), but having a visible screen floating in 3D VR space where the screen itself is fully 3D. There is also a wide variety of games from the past couple of decades that I suspect might be very difficult to "convert to VR" but might be relatively easy to trick into rendering full 3D instead of down to 2D.
Nothing really stops any of this from happening now, but I've tried to set it up before and I was unsuccessful with my current stack. Being able to give out instructions that say "Install the Dolphin3D Build from the Flatpak Store and load up your ROMs" rather than the current set of ad hoc complex instructions that I couldn't even get through successfully could be a game changer.
I will giggle like a schoolgirl if the reason why Steam Frames sell like hot cakes in six to twelve months is that they become recognized as the premier way to emulate 3D systems from the Playstation forward. Overclocking, texture packs, modding, all that's great, but how about all those things and true 3D for a lot of games?
Just the metaphors and "magnetics" for fiddling and dealing with your gun were so good. The conveyance system was also just so much more intuitive. I think they even seemed to have done something to deal with the very mild nausea I felt with some title.
Oh, and the game was fun.
I dove into VR first with X-Plane 11 I think, which was janky at best, but nowadays Microsoft Flight Simulator has really good VR mode, and it's just such a great experience. Spaceflight simulators like Elite Dangerous are quite fun as well, but harder to relate to, so seems my brain doesn't get as fooled as more "real life sims".
It's not very good resolution by today's standards but it's the cheap entry point. Quest 3 (non-S) has resolution comparable to the Steam Frame but costs $250 more.
If you only want to use it for streaming, you might look a used Quest 2, which has similar optics and screens as the 3S. I'm not sure the state of software support or whether its worse CPU/GPU matter for streaming performance. But I bet they're very cheap secondhand by now.
here's a great video about exactly this, might be outdated as it's 6 years old
I wonder why there are not that many 3D shooters, or 3D RPGs that use VR. The idea sounds great. Never used any of VR headsets and I was wondering if I should try out Steam Frame and if I don't like it I assume I could resell it later.
Also I wonder how well it would work with my headless linux gaming rig that I use for Game on Whales/Moonlight playing on my 3060ti card.
On the other hand, I still have Steam Deck that I used to play about 3 games total, it is unused besides that. But the initial investment is pretty high (well, it is AFAIR +50% from the Steam Deck 512GB price when I bought)
2. There have been some big advances in converting traditional flat games to VR, especially UEVR (for Unreal games) and various custom mods. It takes a bit more work, but the experience is worth it, even for games you've played 1000 times before.
In regards to shooting games, while some of them were nice (especially modded H3VR, all of the guns you could build etc.), the shooting and movement always felt off - rounds not always going where you'd think they should regardless of the game, aiming being a bit clunky especially with scopes and so on, same with some RPG combat games. I also tried out Into the Radius VR, CONVRGENCE, SUPERHOT VR and Zero Caliber VR. There was something weird going on, like the world scale feeling off and even when adjusting through the SteamVR options, the experience still being odd, no matter what IPD or height offsets or other settings I'd try. Never really got used to it.
But let me tell you, vehicle games were on another level. It's perhaps the best way to fly in War Thunder because the proper depth perception completely changes the feel of it (if they'd fix the damn camera, I don't want to break my neck trying to look far back), same with VTOL VR and racing games like Dirt Rally and even Euro Truck Simulator 2. You'd think I'd get motion sickness or something but no, it just felt good and more proper than staring at a flat screen, despite the limited resolution and all else. Oh and oddly enough Derail Valley also felt nicer than the FPS games, despite you also moving around a bunch (though it's mostly a train game).
VR is definitely a cool novelty, if sadly underpopulated. There was also some cool productivity software like Immersed but they kinda ruined it by removing support for multiple physical monitors and also the Virtual Desktop program and SteamVR won't let you display like 4x1080p monitors all at the same time, what's even the point of being limited to just one or two in VR? You have 360 degrees around you (well, or however much your neck can comfortably do)!
There are a lot of good games and unique experiences (Lone Echo). A lot of these games also get you moving i.e. you won't need to do cardio exercise if you play games. Many of these games aren't even considered fitness games
Batman
Beat Saber
Mother Gunship
Superhot
Pistol Whip
Gasland
Thrill of the Fight
Underdogs
Synth Riders
Guerilla Tag
Blade and Sorcery
Gorn
Les Mills Body Combat
FitXR
Creed
If you get a slip rig, just walking around Fallout VR or Skyrim VR will give you a lot of cardio while essentially enjoying a more immersive game than the flat screen version.
Name a popular flat screen game and there is likely a decent VR version. There are lots of good racing games and FPS's
Zero Caliber
Arizona Sunshine
Walking Dead Saints and Sinners
Bonelab
Pavlov
Breachers
Contractors
Into the Radius
Tactical Assault
It's also worth for having your own private movie theater. YouTube VR is great
There's a lot missing of games missing from my comment, and I didn't even touch on VR mods for games like Cyberpunk or even Zelda BOW
What your comment tells me is that you didn't really use VR for more than a few days.
Most are short bursts of fun and don't really have any moat.
Also VR headset has limited re-playability ... table tennis was my VR golf.
Porn. This, like every other vr device, will see more use streaming 3d porn than it will vr games.
This is not unussual. Porn has often been at the forefront of the internet, from the first cc transactions to the first streaming video.
I had a Rift 2, Reverb G2, then Quest 2 and eventually Quest 3. Despite the Quest 3 having a resolution similar to the G2, it looked more like the Rift 2 than the awe inspiring G2. Wireless gaming never looked as sharp and streaming over USB was also a very poor experience, with input latency and artifacting.
Wireless headsets also _suck_ for simulators and productivity - where a battery only adds weights and a wire is not noticable.
Personally, I would love to see a wired headset that resembles the bigscreen beyond but with inside out tracking and a universal face gasket. For wireless experiences, I'd love to be able to plug my phone in, put it in my back pocket and use it that way.
That sort of "head mounted display"-first approach would make it practical to use the device for productivity / screen replacement while gaming would be dependant on your phone or computer.
Been doing this with my wired XREALs for the past few months. They are light enough to be unnoticeable and can display a large monitor when plugged into my phone or computer. Since I have a Samsung phone, it just opens DeX on my glasses and the phone screen becomes a giant trackpad. Completely seamless except for the onscreen keyboard.
For my laptop it's good enough for all the coding I need and I use it in the office because I'm used to ultrawide.
Like $500.
Steam Frame is solving this with a dedicated dongle, if I recall, which I think is a good choice.
you could... just plug it in? unless the frame cannot be used while charging, but i haven't seen anyone claim that.
For example, there's no way I could do an 8 hour work day inside a Quest - but I imagine a cool lightweight bigscreen beyond would be fine.
I used to love shooting games in my G2, I got the Quest and, despite having a similar resolution, I could hardly make out distant targets whether wired or not. It entirely killed VR for me and I haven't used it in over 6 months.
I liked shooters and going from the G2 where I could actually use sniper rifles to barely being able to make out people down a corridor - wired or wireless - really killed it for me.
I have pretty much given up on VR as a result.
If they made a more expensive version with a better display it would potentially be interesting as a portable workstation/laptop alternative. But I don't think the SoC they're using supports displays much larger than this, so they'd have to upgrade that too. When you have such a wide FoV the number of pixels you need to cover it all at high resolution becomes very large.
There are still many issues that VR hasn't solved (and may never solve).
- You still have to wear a device on your head
- You still (can) get motion sickness and/or headaches
- There is still not a lot of great content around VR
- Many people still prefer the flat screen medium and content
The openness/closeness is only one of the many issues this solves, and it doesn't matter when all of the other above issues exist.
There are other devices with what seems like unofficial Linux support, but this seems like the only modern VR system with official support for it.
I hope the openness of the OS leads to lots of cool 3rd party options. I’d love to see a standalone headset the size of the Bigscreen Beyond 2, and I’d also be much more willing to pay $3000 for a premium VR/AR device that runs Linux than an Apple or Meta device.
How unexpected! I love this comment.
I mean Valve definitely are very open-source friendly but I wouldn't just assume.
They're very lovely devices with big GPUs, and I would love to (one day when ram prices go back to normal!) repurpose my M3 Max as a under TV Steam Machine when I upgrade.
I mean, you can comfortably play GTAV on this thing and it’s powered by a smartphone processor.
Your dreams are going to become true.
Can someone explain why you'd want to actually run things on it instead of having a much lighter screens-and-headphones-only unit that plugs it into a more powerful machine that renders things for it? What's the benefit of having to strap all this extra hot hardware and batteries to your face.
Is it just about it being wireless? Surely there are wireless protocols that can stream high-bandwidth videostreams from your PC to VR goggles.
Not trying to be snarky or facetious, but genuinely curious.
Of course, that multiplies with bandwidth requirements, which are also quite extreme at 4k 120fps.
An advantage of a standalone unit is you can take it with you, or for people who don't already have a gaming computer.
You're also asking why not have it plug to a more powerful machine. The answer for that is simple: wires get snagged and pulled on, in practice it's a poor experience (remember, you cannot see the wires when you are wearing the headset).
Not to mention the trip hazard or ripping it out of the PC while playing room-scale games.
I concur, given hardware constraints that a far more slimmed down unit would have been appealing, and more future-proof, but I believe there's still a requirement for onboard compute for inside-out tracking and handling disconnection events, at some point making it self-sufficient (at the time) was seen as not much more expense.
As for wireless communication. I also thought it would be easy, but the lack of options despite the demand in the Oculus Rift / HTC Vive days proved otherwise. There have been some attempts, some worked, none of them great, and they usually involved hot hardware and batteries.
Steam Frame is apparently the best at being a wireless, PC-driven headset.
As for standalone functionality, my guess is that a headset hardware powerful enough to deliver a good wireless PC VR experience is powerful enough to work as a standalone headset for less demanding applications.
2. Fitness. If you're moving and turning a lot, you're just going to hate wires. Your arms will slam into them and you'll almost trip on them and pull your computer down.
Wireless to a desktop isn't perfect, but it's doable. Stand alone is ideal if you don't the visuals being turned down a bit.
With the price increases it is likely not a good value for an average person, but for myself and some other tinkerers I think it is very acceptable.
That depends. Having had a Quest 2 and dealt...nay, put up with with Meta and their god awful ecosystem you couldn't pay me to touch another one of their headsets. I'll take an open linux based one over a Q3 any day. That alone makes the price difference worth it to me. Throw in the foveated streaming and the vastly superior quality and latency of streaming and it makes for a fairly decent offering.
Honestly, people who cowork in public already give me the ick. Maybe immersing yourself in a headset is just a physical manifestation of the digital immersion that is already plaguing public spaces.
It's full of technical details and down-to-earth analysis, and includes interviews with the Valve engineers.
You might look at why it's out of stock. Here in the US, it looks like they're out of stock of the base stations, the right controller (but not the left!) and replacement face gaskets. [0]
> They design great products, but are useless at getting them produced in quantity.
shrug I've little doubt that there were a great many periods between the Index release and now that you could have gotten a full set of equipment. I'm very suspicious of the claim that you never found a time when you could purchase one from the Steam Store.
The Index had the misfortune of being released during the start of The Global Plague when everyone with a sizable chunk of disposable cash found themselves with a great need for new toys to play while stuck at home... and global manufacturing got turbofucked by said plague, which didn't make it especially easy to ramp up production.
The Steam Frame has the misfortune of being released in the beginning of The Great Abandonment of The Consumer PC Market, which has just screwed the availability of parts and their price.
I'd say that neither of those things are Valve's fault, but what can I really know? They're a secretive private company, so maybe they engineered both catastrophes. ;)
[0] <https://store.steampowered.com/app/1059530/Valve_Index_Heads...>
A few of the more interesting ones, newest to oldest:
Left 4 Dead VR [9/14/2026]: https://www.youtube.com/watch?v=r-blXLU_oy8
DOOM [9/11/2026]: https://www.youtube.com/watch?v=AkxVI2KEKrk
Call of Duty Zombies VR [9/2/2026]: https://www.youtube.com/watch?v=h9VjFpInLiU
Dead Island 2 VR [8/28/2026]: https://www.youtube.com/watch?v=notfg5bjUdM
The Simpsons: Hit & Run VR [8/26/2026]: https://www.youtube.com/watch?v=UQJZKjkRzyI
GTA: Vice City VR [8/18/2026]: https://www.youtube.com/watch?v=tH5k5Un8_HE
The Legend of Zelda: Ocarina of Time VR [8/6/2026]: https://www.youtube.com/watch?v=fzhbhrotI1Q
Cyberpunk 2077 VR [8/4/2026]: https://www.youtube.com/watch?v=wXho2LdD1qo
The Legend of Zelda: Breath of the Wild VR [5/17/2026]: https://www.youtube.com/watch?v=F0Mpqk2X3ww
Pokémon VR [9/1/2026]: https://www.youtube.com/watch?v=ZlEl1IVU8PA
Ready or Not UEVR Mod [9/8/2025]: https://www.youtube.com/watch?v=QnGfQBQJP8Y
(1) trying GTA5 in VR using a patch. It was amazing once the game gave me control. But by that time I was already sick from the unskippable in game intro
(2) Breath of the Wild - Labo version. When Nintendo came out with a cardboard holder for Switch and a VR option for BotW, I tried it. The fact that it wasn't designed for VR made me sick really fast
I was surprised by both. I'd played 100s of hours of VR by that point and no sickness. Both of those games made me feel seriously ill and it took a while (30-60 minutes?) to recover.
Will be super interesting to benchmark various ARM chips and see where they land performance-wise!
Our expectations have been warped by Meta's decade long subsidization of VR hardware
And yes, I've tried third-party solutions like Virtual Desktop under Windows and ALVR under Linux. Even with some of the best WiFi 6E hardware available standing within 10ft of the router with the PC being wired into the network with ethernet, nothing has beat a tethered USB connection using the native Link functionality on my Quest 2.
Any SteamVR based solution fixes most of these issues and the Frame sounds like it might make wireless actually viable. Even if it doesn't, tethered with Valve software instead of with Facebook software is still a meaningful improvement.
Money is just a number and far less precious than personal dignity and privacy. I don't even get the idea why people really would compare something around 1k usd range in developed countries, it's a no brainer.
This is for people who want control over their devices. Despite the poor timing and somewhat high price tag I am glad there's competition in this space. Meta's stance on software and hardware openness is not great & it's suffocating the whole space.
Am I paying $1000 for a minor improvement? Yes. It's a hobby. It costs money sometimes. I don't do this for nearly anything else, like phones that other people seem fine for paying $1000 every other year. I expect this device to last until another 6 years when I can justify spending another $1000 on another iterative improvement. Similarly, I may spend $1000 on a new setup for simracing soon.
Spending $6k on a gaming PC, a VR headset, and wheels and pedals is an experience you otherwise cannot get. I would spend money on VR even if it only worked with one or two driving games and nothing else. For those of us in that niche, VR has been anything but a "Failure", that business people seem convinced it is because it couldn't be the next "Platform" to put an app store on.
But, that's the market for VR. It's a niche toy for people with expendable income. It's not a mass market to rival the smartphone.
I'm just not interested in closed ecosystems like Oculus.
That said, I have barely looked at VR so much that I'm not sure whether to bother with the Steam Frame.
Is it just for gaming/movies?
Its a steep premium to not have zucc peering through your headset cameras.
Anyone know how well it works/doesn't work yet?
I've waited for years to get a VR heads for DCS (its a flight simulator folks) .. and now, maybe, this is it.
Once you hit the advanced 3rd Gen or any 4th Gen fighter or attack aircraft (essentially anything where you go "heads down" for any significant portion of the aircrafts mission profile) VR becomes more of a liability than an asset.
For those aircraft being a pilot is secondary to being a systems operator.
Think of an F-14; you have the front seat who would want to be in VR because they fly the aircraft, but the RIO would NOT want to be because they have very little need to be, especially since it makes interfacing with their mission systems so much harder. AH-64's are the same split.
Now if you are the sole person in the aircraft and need to do both missions being able to operate the systems fluently and smoothly via dedicated interfaces FAR exceeds any benefit from being in VR.
I've done it all, and I far prefer flying in VR. But for accomplishing complex mission profiles multiscreen with each being an MFD and a rich control set far beat that immersion.
Perhaps the best mix is using a curved UW and trackir plus dedicated MFD screens. Once you get that setup its amazing for that advanced capability set.
All of this assumes you want to use the full capability set of an airframe, or use an attack profile at all. If all you want is to use them for A2A, then VR is wonderful as long as you have a full HOTAS set, understand the preset modes on everything, and memorize the controls and alternate control schemes properly for BVR to close in conversion, countermeasures, etc.
But you better have your HOTAS controls memorized because it's a pain not having visibility of them.
One thing I keep seeing reviewers skip over is VR Chat, which is weird since it’s a core VR experience that continues seeing average player count increases YoY compared to the boom-bust cycle of most VR games/experiences. It’s also an experience the headset seems uniquely targeted for - wandering the home or apartment streaming over 6GHz Wi-Fi, hanging out with friends or going to raves, no umbilical needed or dodgy Quest support limiting the experience.
For VRC alone, $1300 is a very respectable price for the experience on offer, especially compared to the $1k “entry point” of the Index. Common man VR this ain’t, this is targeting the VR serious as well as those who value privacy higher than what Meta offers in subsidies. The 2D support is a clever way of justifying the higher price though, and giving folks a more private way of enjoying their libraries in non-gaming spaces.
Some quick googling shows the ARPU of a meta user is approx 57$ a year, and ~65$ in NA. Even if the quest provided useful advertising data (it doesn't) it would never come close to 600$ over the lifetime of a user.
I don't even understand what you mean by "biometric data" for advertising purposes. What biometric data is the quest collecting? How in the world is biometric data useful for advertising?
There's a reason why Meta is tens of billions of dollars in the hole for reality labs. It's not to subsidize for advertising that's for sure.
I do think hardcore sims and vrchat are the only good reasons to get into vr now, though
Lower volume with consumers fully covering the device cost will probably become the norm, which doesn't bode particularly well for this industry (at least in the short term)
dont know about lower volume, but having the consumer pay the cost of the device fully (instead of subsidized by the later sale of games on the system) is better aligned with the interests of the consumer. You'd be less likely to get monopolistic device sellers signing exclusivity for games like the consoles of the past.
I want the device to be as good as it can be, rather than wanting the device for the exclusive game that it has.
I also think they just couldn’t justify selling the valve index anymore because of the current state of technology, but didn’t want to discontinue offering VR entirely. A large percentage of Steam sales are back catalog games. A game being 7, 10, 20, 30 years old doesn’t mean it’s bad or that someone won’t buy it.
Another aspect here is “steam store on everything” is a strategy. It doesn’t matter if it’s a niche, because the mere presence of endless hardware options adds value to the Steam store. You can be confident in buying lots of games on Steam because you know they’ll run on more stuff than games you buy on PS5 or Switch or the Microsoft Store.
They’re not a public company, they don’t have to make stock price go up. At the same time, this thing existing is a net positive for them.
AR glasses are much more suited towards that vertical at a lower cost, yet imo still struggle to be compelling in productivity.
I guess most of it could run as a Vulkan layer?
As someone who made a purchase on steam (that I can't even play) after the release of the Steam Machine, but before the release of the Steam Frame, in the hopes that the date would be later, I am disappointed that they used the same date, such that that purchase still does not unlock the ability to order.
I still remember Michael Abrash's talk from 2016 where he talks about Foveated Rendering + Eye tracking as one of the key pillars of next-gen headsets https://youtu.be/o7OpS7pZ5ok?t=5438. Interestingly, his prediction was that it would be widespread as of about 5 years ago. Is next-gen finally here after 10 years?
For me personally steam frame would be worth it if only for running these kinds of games on a large virtual screen, watching movies and intermittently using it as a linux computer (with a limitation that text is likely not readable if the screen is comparable with Quest 3). And some VR native apps like Alyx.
Basically the stuff that Steam Deck already does save for all the new games (which run worse and worse with each year anyway)
I see no reason meta quest headsets couldn't do it next gen.
My personal ambition is to see VR/AR be cheap enough.
Including standalone and an SSD and ram and stuff does nothing but jack up the prices drastically, for functionality that nobody's gonna use. Rest assured, I will not be buying one.
How are they even intending for the Steam Frame to be used with the Steam Deck? As far as I know, it’s not meant to be used with a cable, and the wireless adapter it ships with is USB-A.
If this actually works, this is quite a nice, if a bit niche, combination. I really like the control layout of the Deck and it has more performance than the Frame. If you can put the screen on your head instead of having to look down on it, it might be a bit more comfortable. Sadly it seems the Deck has no IR LEDs so it can get picked up like the Controller by the Frame. Maybe a case/sleeve for the Deck can add those LEDs for full integration.
Although I can play many, it's really a hit and miss. And thus I avoided VR not really knowing how it would render me useless.
Although IDK... "3D games" is a shockingly low bar. Can you watch movies...?
> If they were trying to make this an affordable device I'd understand, but it's over a thousand dollars.
It costs less than a third of the Vision Pro, and less than the Meta Quest Pro. It's relatively affordable, for a RAM crisis.
Bad news: I'm poor. Just wish I had pocket money for niche products like this.
Bad news: It's trapped in a VR headset and not a pocket-size steam deck
:(
I had Quest 3s for a couple weeks but I returned it because I didn't liked it and wanted to buy the Quest 3, but at the end I just decided to wait for the Steam Frame.
Playing Superhot VR for the first time made me experience actual physical euphoria. I hadn't had that reaction to a new tech thing since I first got a ZX Spectrum as a little kid.
The only downside of starting with these is that it sets the bar incredibly high. But I still recommend it - it's hell of an introduction to a new medium.
The 4K we've all been waiting for - the (2x2)K.
USD$1059 (256GB) should be AUD$1483, retailing for AUD$1609 - a AUD$126 premium.
USD$1299 (1TB) should be AUD$1819, retailing for AUD$1969 - a AUD$150 premium!
Ther are countries that get it at 100% or even 200% more.
Many of the comments here do speak to the experience, which is helpful!
I see no price in the linked page. I only see "This item is not available for purchase in your region."
(Still waiting for the Steam Deck...)
199,980 base 256GB
244,980 1TB model
considerable markup even over the current USDJPY rate
There is some chatter about using the expansion port to add a 3rd party colour camera to get over this, but I wouldn't hold my breath for it.
Edit: I stand corrected, there is such a 3rd party camera linked on the page!
Also you can run steam os on arm portables. https://armadaos.dev/
So all this was possible before the Steam frame was launched
Some VR games assume you have depth perception and so you may have trouble with them, such as Beat Saber, but I honestly think most VR games would be perfectly playable without 3D vision. You may not be as good at the games as someone with 3D vision, but you'd probably still enjoy it.
My second favourite VR game is Gorilla Tag. I think that would play fine without 3D vision... as long as you don't get motion sickness - that game can be a lot.
been there
We gave VR headsets enough time and this is just going to be a repeat failure of the previous ones.
Glasses such as the XReal on the other hand have a far better future than these VR headsets.
Far into the future, perhaps. These glasses may be fine for short stints, but not for serious 8+hrs of productivity. I have a Viture Beast and I regret buying it. Even for short gaming stints, I still prefer my laptop or smartphone display as these glasses are such a downgrade.
I'm not sure that's appealing to me for a couple reasons that mostly boil down to "I don't really want a computer strapped to my face for hours at a time", but I'm the right kind of weirdo who sees the appeal in being able to eliminate the 32 inch monitor from my desk. I'd love to have all this desk space back to put "not computers" in. Or even just leave it empty.
Outside that, so much of this feels very ... I dunno. Answer in pursuit of question. Sure, I can play my Steam library "anywhere" (* caveats apply), but how often do I really want to do that, and especially how often do I want to take the very expensive gadget around to do that?
I've got a Lenovo x86 handheld purchased for around $500, which I'd already be a bit reluctant to drag out on the train or wherever public. For an even more expensive headset with optics and other difficult-to-clean parts, much more so.
VR games themselves are very "meh" to me. Some are insanely cool, but they just aren't enough to rationalize buying a headset. I've got a CV1 that's collected dust for years because it's just not worth it.
It looks like this does support a pretty robust sort of virtual desktop environment, though. That could make this almost compelling, I think. But that's a steep price for "it's almost interesting"...
Unfortunately none of the current generation VR/AR/XR glasses come close to replacing a monitor full-time. They may be okay for using in a pinch (like if you're travelling and need a bigger/secondary/private display), but they suck for long term use.
Biggest issues:
- Screen resolution is still pretty low. At 2160x2160, it feels like you're just sitting really close to a 27" 720p monitor. You will see the pixels. It may not matter much for movies and some games, but you will notice it for productivity. If you have a decent monitor already, it's a very noticeable downgrade, even when compared to using any modern laptop display.
- They're just not comfortable for long term wear. I can work 8+ hours in front of a regular screen with almost no issues, but that's just impossible with current generation VR/AR/XR glasses.
- The big screen promise is a lie for productivity. You'd need to constantly move your head around to be able to see the whole screen; you can't see it all in one go, without dealing with blurry/distorted edges. If you do want to see the entire screen in one go then not only does the image become smaller (breaking the big screen promise), the clarity of text drops sharply.
So if you're considering getting any of the current generation glasses for long-term productivity: just don't.
What’s the appeal? Can someone enlighten me? :)
Can't be used more than 30min without major discomfort for most people. Any talks about it replacing monitors are lies.
The real issue for replacing monitors seems to be screen fidelity.
https://arstechnica.com/gaming/2026/09/steam-frame-the-ars-t...
The usual "images burn in" OLED concern isn't even at all applicable on a VR headset, where the entire image naturally changes every frame.
The contrast, low-latency and power efficiency of OLED seem a no-brainer.
1. It is SteamOS with desktop mode, the SteamDeck made me really miss that feature on any newer console i use like my ps5 or switch 2. Like even if we just limit it to games, playing games like The Binding of Isaac or Minecraft unmodded is a pain for me. Even just using websites for Streaming Services that dont have their app on every system ever, PS5 and Switch 2 dont even have webbrowsers you can just access, I think you have to edit DNS settings to make it think you have to sign up for a free wifi in the browser IIRC.
2. Wireless Streaming without the (Quest 3S) downsides of Wireless Streaming. I have a 6ghz router in my room, connected to my Laptop with an ethernet cable and tried the streaming on a quest 3S. I dont want todo that ever again, it was so inconsistent. It felt like the beatsaber song and gameplay speed up and slowed down like 1-5% in waves to catch up with the stream. Also sometimes my right eye turned into a chess grid of black pixels but i would assume that was more of a Linux Quirk. Also since i use a Laptop i dont want any wires from my headset to the Laptop, I dont want to pull my laptop and possibly more off my desk in the middle of a game. Also for movement games like beatsaber i find cables really annoying when you want to quickly accelerate.
3. Both the Windows mixed reality Headset and Quest 3S had TERRIBLE software. To continue using the WMR i had to reinstall windows like once every 1-2 months. Which just ended up with me stopping to play VR (Like why would i reinstall my PC like 6-12 times a year just to play those 3-4 games. From what i know from the steamdeck, the frame will be so so much better in this regard. On the Quest i wouldnt even have my steam library without connecting to a PC.
4. An ARM linux device that doesnt contain 10-15 year old somewhat mid phone hardware. Like i had been thinking about getting a macbook for asahi linux for a long time now just because it seemed like the best in that regard and i really really wanted a finished, high performance ARM device. And if i can run that many steam games on my non actively cooled phone already without the frame even being out (Since both use the FEX layer) (which has the same chip as the frame) I feel like i will really enjoy it for local Minecraft VR and Beatsaber and probably more.
5. The controllers. LTT complained about the "Default Xbox layout" because reaching all buttons is a bit hard, but for me, both the meta quest 3S and Samsung odyssey + controllers had a severe lack of buttons to bind game actions to. Also i like bigger controllers anyway, I like the Steam controller, I like the Wii u Gamepad, I like the steamdeck and I even like the OG xbox controller. To me those werent big clunky controllers, they were (or are) the most comfortable controllers i have used so far.
The only 2 things im eagerly waiting for more Info on is the "Much better comfort" i have been hearing about and the ability to install .APK files.
Either way im already sold on this thing and believe i will LOVE it for years and years to come.
Having said that, there really is no other game quite like Half Life Alyx. It's so good, immersive and one of a kind. Perhaps worth the price of admission. It's so good that it kind of ruined VR gaming for me because all other games kind of felt like tech demos from that point on.
Yikes, what a terrible price. 55 minutes playing on-device Half Life Alyx. 1hr 30min streaming from a PC with dongle. 3 hours charge time. It's just pretty lame tbh. Damn :(
The only reason why Facebook has been able to swing such low prices is with steep subsidization, and the Quest hardware itself isn't much less bulky.
Maybe I’m just being picky, but I feel like I’m playing a submarine periscope simulator when I use these things. It’s been over a decade since the early VR headsets like the Rift, and it’s pretty much the same as it’s always been.
The only headset that didn’t give me this tunnel effect was the Pimax 8K, but it had its own problems.
If they have an inside-out tracking system, then they implicitly obtain biometric and environment data (user height, room layout). If they have a microphone, then they implicitly obtain data about humans talking inside your house. If they have an App Store, then they implicitly obtain data about apps installed on your device and the use time thereof.
Now, what they do with that data after the fact is almost certainly less nefarious than Meta - but they do by definition collect that data.
I know, that’s an almost absurd concept in this day and age. But apparently it is possible.