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Steam Frame

store.steampowered.com

271–280 of 717 posts

Re: Steam Frame

#271
post #92

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

this has nothing to do with Android

Re: Steam Frame

#272

Earlier quoted context omitted.

My understanding is that the foveated rendering would reduce bandwidth requirements enough that latency spikes become effectively non-existent. We’ll see in practice - so far all hands-on reviewers said the foveated rendering worked great, with one trying to break it (move eyes quickly left right up down from edge to edge) and not being able to - the foveated rendering always being faster. I agree latency spikes woul…

Enough bandwidth to absolve any latency issues over a wireless connection is not really a thing for a low latency use case like foveated rendering. What do you do when another device on the main wifi network decides to eat 50ms of time in the channel you use for the eye tracking data return path?

I believe all communication with the dongle is on 6GHz - both the video and the return metadata.

So again, you just make sure the 6GHz band in the room is dedicated to the Frame and its dongle.

The 5GHz is for WiFi.

Re: Steam Frame

#273

Earlier quoted context omitted.

What is the draw of the Steam machine though? They say the price is comparable to similarly specced PC. So why not just buy/build any mini PC? There's plenty of options for that

A good while back I abandoned PC gaming because I was sick of driver issues, compatibility, and always having to update hardware to play the next game. Instead, I embraced consoles and haven't considered PC gaming since then. This, however, has me reconsidering that. I want it to "just work". When I want to play games, I don't want to deal with all of that other crap. I'm old, ain't nobody got time for that.

It's wild how experiences can vary so wildly. That's the nature of PC's though I suppose that you are trying to avoid.

I've had no driver or compatibility issues in longer than I can remember. Maybe Vista?

I also rarely upgrade because playing at console level settings means I can easily get effectively the same lifetime out of my hardware. Though I do tend to upgrade a little earlier than console users still leaning a bit more towards the enthusiast side.

Re: Steam Frame

#274
post #92

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

Unfortunately not, at least outside of the Linux VM shipping in new Android versions https://wiki.fex-emu.com/index.php/FAQ#Will_FEX-Emu_.28Linux...

Re: Steam Frame

#275

Earlier quoted context omitted.

IMO there is not much reason to use WiFi 6 for almost anything else. I have a WiFi 6 router set up for my Quest 3 for PC streaming, and everything else sits on its 5GHz network. And since it doesn't really go through walls, I think this is a non-issue? The Frame itself here is a good example actually - using 6GHz for video streaming and 5GHz for wifi, on separate radios. My main issue with the Quest in practice was t…

The thing is that I'd expect foveated rendering to increase latency issues, not help them like it does for bandwidth concerns. During a lag spike you're now looking at an extremely down sampled image instead of what in non foveated rendering had been just as high quality. Now I also wonder if an ML model could also work to help predict fovea location based on screen content and recent eye trackng data. If the eyes ar…

Pretty funny to me that you're backseat engineering Valve on this one. If it didn't have a net benefit they wouldn't have announced it as a feature yet lmao

Re: Steam Frame

#276

Earlier quoted context omitted.

Oh hell yes. There was a leak of specs (via a benchmarking database) of an upcoming machine from Valve and I had my fingers crossed that it was a mini PC and not some VR thingy, saw this thread, and was sad for a moment before I spotted this post. 6x as powerful as the Steam deck (that I use plugged in anyway 98% of the time—I’d have bought a Steam Deck 2, but I’m glad I get the option to put money toward more perfor…

What is the draw of the Steam machine though? They say the price is comparable to similarly specced PC. So why not just buy/build any mini PC? There's plenty of options for that

Some people really don't want to spend time exchanging parts when the memory they buy turns out to be incompatible or that the GPU doesn't fit the sleek mITX case. There's a lot of research to ensure all parts are compatible and optimal when building a PC - for some it's time that could be better spent on using the PC instead of building one.

Re: Steam Frame

#277

This is the first standalone headset with an open ecosystem. That's a big deal. Meta Quests & Apple Visions require developer verification to run your own software, and provide no root access, which slowed down innovation significantly.

Not to mention Meta abandoned the Quest 1 very quickly. I bought a game when it came out and never got around to playing it (had kids). I tried to play it recently and it no longer even works! £30 down the drain, thanks Zuck.

I guess I can't complain too much given that I got it for free.

Re: Steam Frame

#278

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…

I guess there's a market for this but I'm personally disappointed that they've gone with the "cram a computer into the headset" route. I'd much rather have a simpler, more compact dumb device like the Bigscreen Beyond 2, which in exchange should prove much lighter and more comfortable to wear for long time periods. The bulk and added component cost of the "all in one" PC/headset models is just unnecessary if you alre…

They crammed a computer into the headset, but UNLIKE Meta's offerings, this is indeed an actual computer you can run linux on. Perhaps even do standard computer stuff inside the headset like text editing, Blender modeling, or more.

Re: Steam Frame

#279
post #158

Earlier quoted context omitted.

There's no precise criteria but the usual measure is ppd (pixels per degree) and it needs to be high enough such that detailed content (such as text) displayed at a reasonable size is clearly legible without eye strain. > "Could you not just move your face closer to the virtual screen to see finer details?" Sure, but then you have the problem of, say, using an IMAX screen as your computer monitor. The level of head m…

Even the vision pro at 35ppd simply isn't close to the PPD you can get from a good desktop monitor (we can calculate PPD for desktop monitors too, using size and viewing distance). Apple's "retina" HiDPI monitors typically have PPD well beyond 35 at ordinary viewing distances, even a 1080p 24 inch monitor on your desk can exceed this. For me personally, 35ppd feels about the minimum I would accept for emulating a mon…

We get by with lower resolution monitors with lower pixel density all the time.

Re: Steam Frame

#280
post #85

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. But the price is hopefully low. Question, what is the criteria for deciding this to be the case? Could you not just move your face closer to the virtual screen to see finer details?

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.

This all sounds a bit like the “better horse” framing. Maybe richer content shouldn’t be consumed as primarily a virtualized page. Maybe mixing font sizes and over sized text can be a standard in itself.
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