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Steam Frame

store.steampowered.com

121–130 of 717 posts

Re: Steam Frame

#121

Deckard at last! https://isvalvedeckardout.com/

What a weird site. Am i getting it right that this "Deckard" was the code name for the Frame, it's out now, but the makers of the site went through all that trouble make a dotcom and a pedantic design but can't be bothered update it now that it is, indeed, out?

Re: Steam Frame

#122

Earlier quoted context omitted.

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.

Couldn't you get around that by having a "zoom" feature on a very large but distant monitor?

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

Re: Steam Frame

#123
It looks stunning, great design there

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?

Re: Steam Frame

#124
post #111

Earlier quoted context omitted.

Even 5.8Ghz is getting congested. There's a dedicated router in this case (a USB fob), but you still have to share spectrum with the other devices. And at the 160Mhz symbol rate mode on WiFi6, you only have one channel in the 5.8GHz spectrum that needs to be shared.

Not so much of an issue when neighbors with paper thin walls see that 6ghz as a -87 signal That said, in the US it is 1200MHz aka 5.925 GHz to 7.125 GHz.

The One Big Beautiful Bill fixed that. Now a large part of this spectrum will be sold out for non-WiFi use.

Re: Steam Frame

#125

Earlier quoted context omitted.

There's an awesome shader on shadertoy that illustrates just how extreme the fovea focus is: https://www.shadertoy.com/view/4dsXzM Linus the shrill/yappy poodle and his channel are less than worthless IMO.

Imagine if we could hook this into game rendering as well. Have super high resolution models, textures, shadows, etc near where the player is looking, and use lower LoDs elsewhere. 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)

Game rendering is what they're talking about here. John Carmack has talked about this a bunch if you'd like to seed a google search.

Re: Steam Frame

#127

The only really incredible VR experience I have had so far was Half-life Alyx. Is there anything that tier or even better these days?

On my own system I've played a lot of modded Beat Saber. Arizona Sunshine was good but not very long. Other than that mostly just mini game type things like The Lab.

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.

Re: Steam Frame

#129

Earlier quoted context omitted.

This isn’t likely to be a compelling spatial computer. 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.

I'd be willing to take the L on the hardware in order to be able to actually run the software I care about. (I own a Vision Pro and barely use it because the pejorative description of "an iPad on your face" is more accurate than I would like to admit.)

I don’t know exactly how open the Android XR system on the Galaxy XR is, but it is likely better than the Vison Pro in that regard.

Re: Steam Frame

#130
A resolution of 2160@110° is kind of low normally, effectively being around 20 pixels per degree. I wonder if they could pull off something like what the engineers behind the Simula VR headset did, where they shift the outer resolution to the centre of the lens, up to 35.5 PPD, higher than the Apple Vision Pro. Last I checked, it was difficult to find off-the-shelf VR displays suitable for pancake lenses with a resolution above 2160, so this might be the best option.

https://simulavr.com/blog/ppd-optics/

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