Now that they've ported Steam to Android with FEX + Proton [0] (what this is running), the question is will they release it for the rest of Android devices? There is a ton of Android gaming handhelds and people are already experimenting with things like Winlator [1] but having well supported way could be awesome. [0] https://github.com/FEX-Emu/FEX [1] https://github.com/brunodev85/winlator
Steam Frame
211–220 of 717 posts
Re: Steam Frame
#212> 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.
Why? It is a bummer to keep them, buy them when suddently they stop working, etc. While chargeable needs just a usb-c socket.
Standard AAA or AA can be rechargeable so you don’t need to keep buying more. I’d suggest buying like a 100 pack or something, they’re not expensive.
Re: Steam Frame
#213Earlier quoted context omitted.
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?
The best known is perhaps https://en.wikipedia.org/wiki/Project_Looking_Glass but there's many others, at varying stages of development. It will be interesting to see if custom OS/UX development is made available for this device. We'd also need quite a bit of custom development to make the OS comprehensively usable with gamepad-like controllers alone (no mouse or keyboard required). The existing work on "10-ft." media center interfaces can provide a useful starting point for this but it's far from covering all possible uses.
Re: Steam Frame
#214Earlier 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.
Re: Steam Frame
#215Foveated 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…
Re: Steam Frame
#216Earlier quoted context omitted.
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
#217The 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.
Re: Steam Frame
#218Earlier quoted context omitted.
They're doing it over 6GHz, if I understand correctly, which with a dedicated router gets you to a reasonable latency with reasonable quality even without foveated rendering (with e.g. a Quest 3). With foveated rendering I expect this to be a breeze.
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.
"6 GHz Wi-Fi" means Wi-Fi 6E (or newer) with a frequency range of 5.925–7.125 GHz, giving 7 non-overlapping 160 MHz channels (which is not the same thing as the symbol rate, it's just the channel bandwidth component of that). As another bonus, these frequencies penetrate walls even less than 5 GHz does.
I live on the 3rd floor of a large apartment complex. 5 GHz Wi-Fi is so congested that I can get better performance on 2.4 in a rural area, especially accounting for DFS troubles in 5 GHz. 6 GHz is open enough I have a non-conflicting 160 MHz channel assigned to my AP (and has no DFS troubles).
Interestingly, the headset supports Wi-Fi 7 but the adapter only supports Wi-Fi 6E.
Re: Steam Frame
#219Re: Steam Frame
#220Earlier quoted context omitted.
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.