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Steam Frame

store.steampowered.com

161–170 of 717 posts

Re: Steam Frame

#161

The whole "foveated streaming" sounds absolutely fascinating. If they can actually pull off doing it accurately in real time , that would be incredible. I can't even imagine the technical work behind the scenes to make it all work. I'd really like to know what the experience is like of using it, both for games and something like video.

There is a LTT video: https://www.youtube.com/watch?v=dU3ru09HTng Linus says he cannot tell it is actually foveated streaming.

Thats not what he said. What he said was even rapidly moving his eyes around he could not spot the lower resolution part.

Re: Steam Frame

#162
post #63

Will the eye tracking data be directly available to developers? Also, can I hack the OS? Specifically interested in direct VR rendering (other headsets don't allow to bypass compositor).

Pretty sure the OS is just the same old Steam-flavored Linux distro "SteamOS" with ARM support and some new graphics pipeline stuff for the VR portion, though we don't know until it's actually out. Though Valve has put a focus on developer ease and very low software lockdown in the recent years with their hardware, so I'd say the chances on direct rendering are quite good!

Wondering what window/desktop manager will valve ship with the new steam frame. Is there even a desktop/window manager work with 3d space currently? Will that be a mod of kde or something?

Re: Steam Frame

#163

The whole "foveated streaming" sounds absolutely fascinating. If they can actually pull off doing it accurately in real time , that would be incredible. I can't even imagine the technical work behind the scenes to make it all work. I'd really like to know what the experience is like of using it, both for games and something like video.

I'm super curious how they will implement it, if it's a general api in steam vr that headsets like the Bigscreen Beyond could use or if it's more tailored towards the Frame. I hope it's the first as to me it sounds like all you need is eye input and the two streams, the rest could be done by steam-vr.

Re: Steam Frame

#164
post #105

Earlier quoted context omitted.

you run FEX, not direct ARM games

That doesn't magically fix the Qualcomm GPU or the drivers.

The GPU is fine and the drivers Valve are using, if their past hardware is any indication, will be open source. Doesn't magically fix them, but it does allow for Valve to fix them.

Re: Steam Frame

#165

This is going to be an instant buy for me, and my first VR device ever. I've used the previous Steam VR headset over at a friends' place many times, but never bit the bullet to get one myself. The fact that this can run standalone, doesn't have a bunch of wires dangling from it, and is pretty much a fully working Linux box makes this am almost on-brainer for me. I do _hope_ the price is reasonable though, if it ends…

I can't imagine it exceeding ~1k USD - they've got to at least keep it reasonably competitive with the Meta Quest which is around half that.

I imagine there are a non-negligible amount of us here who looked at the Apple Vision Pro with interest, despite its $3,500+ price tag, only to find out it can't meaningfully be used as a standalone development device.

Only question is if 2160px is enough.

Re: Steam Frame

#166

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?

There are some games yes but in my opinion right now the best VR experiences are simulators. Assetto Corsa, iRacing, DCS, MSFS etc.

I bought a Bigscreen Beyond 2 + 5090 gpu basically just to play DCS (Digital Combat Simulator, a flight sim with full fidelity figher jets that you can even fly in PvP multiplayer) and it's the coolest thing VR has to offer for me. All my relatives and friends who tried it were stunned too.

Re: Steam Frame

#167

Earlier quoted context omitted.

OLED only burns in if the content is static for hours. If your head is that stable while using VR, I give you $5.

Do your VR games not have static HUDs / UIs? It has been a long time since I picked up a VR game since I no longer have the room.

Not really, most HUDs are fixed to thigns like your hands, guns, etc. or don't exist at all.

Static objects in your view are VERY nauseating (at least in my experience).

Re: Steam Frame

#168
post #108

Earlier quoted context omitted.

AA means they don’t have to handle battery replacements; and it’s not too-too hard to get rechargeable batteries. I would prefer batteries in machine, too; but this does have some sustainability and repairability (by not needing it) advantages.

You're right that it's "not too-too hard" to get them, but it's also "not too-too easy" to actually use them in comparison just plugging a USB-C cable into the device. The process you will have to go through to recharge this will become incredibly annoying for something that will eat through batteries as quickly as a VR headset. Think of all the criticisms Apple has received over the years due to the Magic Mouses cha…

> this will need to be charged after a few hours of use.

I think you're mixing up the controller and headset batteries. The controllers use AA batteries and should last for potentially months of use.

The headset itself uses a rechargeable 21.6 Wh Li-ion battery with 45W charging over USB-C.

Re: Steam Frame

#169
post #114

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 bro…

Why hasn't Meta tried this given the huge amount of R&D they've put into VR and they had literally John Carmack on the team in the past?

If you mean foveated streaming - It’s available on the Quest Pro with Steam Link.

Re: Steam Frame

#170

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?

The site has been updated, it says "Announced on Steam — not out yet."

The headset isn't being released until early 2026.

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