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Steam Frame

store.steampowered.com

201–210 of 717 posts

Re: Steam Frame

#201

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 but that can create major motion sickness issues - motion that does not correspond top the user's actual physical movements create a dissonance that is expressed as motion sickness for a large portion of the population.

This is the main reason many VR games don't let you just walk around and opt for teleportation-based movement systems - your avatar moving while your body doesn't can be quite physically uncomfortable.

There are ways of minimizing this - for example some VR games give you "tunnel vision" by blacking out peripheral vision while the movement is happening. But overall there's a lot of ergo considerations here and no perfect solution. The equivalent for a virtual desktop might be to limit the size of the window while the user is zooming/panning.

Re: Steam Frame

#202

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, an…

There's an expansion port on the front with a camera interface, so you could add on better AR cameras.

Re: Steam Frame

#203

I'm disappointed it seems to have dropped lighthouse tracking with the previous Valve Index. Especially because with the Valve Knuckles controllers are my favorite with how they strap to your hand.

This is my main concern with the new headset.. hopefully they have a way to support lighthouse.. maybe as an "upgrade" to the tracking if you already have a lighthouse setup. I play a game called VTOLVR and it's atrocious on the quest with inside-out tracking, because the game VERY often has you looking in a direction where your arm is behind your back or behind your leg (from the VR's perspective) and it completely loses tracking.. literally killing you in game sometimes. Think "looking up and behind you for threats" while your hand is in the throttle/stick for a combat plane.

Re: Steam Frame

#204
post #143

Earlier quoted context omitted.

> Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. The real limiting factor is more likely to be having a large headset on your face for an extended period of time, combined with a battery that isn't meant for all-day use. The resolution is fine. We went decades with low resolution monitors. Just zoom in or bring it closer.

2k X 2k doesn't sound low res it is like full HD, but with twice vertical. My monitor is 1080p. Never tried VR set, so I don't know if that translates similarly.

Your 2K monitor occupies something like a 20-degree field of view from a normal sitting position/distance. The 2K resolution in a VR headset covers the entire field of view.

So effectively your 1080p monitor has ~6x the pixel density of the VR headset.

Re: Steam Frame

#205

This looks fantastic. The only negative I see so far it is only monochrome passthrough. The full color passthrough on the Quest 3 is pretty killer, it sucks to go backwards on that.

There's an expansion port on the front with a camera interface, so you could add on better AR cameras.

Re: Steam Frame

#206

Looks exciting! It would be amazing if the headset turns out to be useful for coding without a monitor. Say, in the park.

It's doable. But you need 8k per eye to read text comfortable. But what would you use for input?

Re: Steam Frame

#207

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…

And foveated streaming has a 1-2ms wireless latency on modern GPUs according to LTT. Insane.

Re: Steam Frame

#208

Kind of weird using AA batteries, I'd imagine something else would be better suited for this?

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.

Batteries in machine leads to having to wait 30 minutes for them to charge. Replaceable rechargeable batteries means you can instantly get a full new set. This is ideal

Re: Steam Frame

#209
post #192

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…

> Mouth tracking? What a vile thought in the context of the steam… catalogue.

They're probably thinking of it in comparison to the Apple Pro which attempts to do some facial tracking of the bottom of your face to inform their 'Personas', it notably still fails quite badly on bearded people where it can't see the bottom half of the face well.

Re: Steam Frame

#210

> Steam Frame Controllers: Powered by AA batteries (rated 40 hours) Yes, I want to see standard batteries being used more. Too bad they didn't go with this on the Steam Controller.

I actually prefer rechargeable batteries.

But rechargeable lithium batteries in AA form factor are cheap and cheerful. Even low quality ones will get 20 hours in that situation. So I have no more room to complain.

Valve is weirdly good at making controllers efficient. The original steam controller could get 80 hours out of two AAs if you turn off rumble.

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