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Steam Frame starts at $1059

store.steampowered.com

241–250 of 471 posts

Re: Steam Frame starts at $1059

#241
post #8

GamersNexus released a video comparing the Frame VR vs Meta Quest 3 today, worth a watch for the Frame review alone: https://www.youtube.com/watch?v=vcerOYY_K1g

I appreciate that the review goes into the privacy issues and legal disclaimers with each. I don't doubt that everyone expects the Meta product to be much worse there, but wow it's a stark contrast.

Re: Steam Frame starts at $1059

#242

I want this for one reason and one reason only: DCS. Anyone know how well it works/doesn't work yet? I've waited for years to get a VR heads for DCS (its a flight simulator folks) .. and now, maybe, this is it.

If you enjoy DCS give VTOLVR a shot as well. Fantastic fun. https://store.steampowered.com/app/667970/VTOL_VR/

IMO VTOL VR is better than DCS in VR (albeit unavoidably more arcade-y) because it's designed for VR first, while DCS's screens and labels are much more difficult to read given the limited resoultion

Re: Steam Frame starts at $1059

#243
post #186

I've never been interested in VR headsets and am not very educated about it. Can someone explain why you'd want to actually run things on it instead of having a much lighter screens-and-headphones-only unit that plugs it into a more powerful machine that renders things for it? What's the benefit of having to strap all this extra hot hardware and batteries to your face. Is it just about it being wireless? Surely there…

I like wired for the better graphics and unlimited playtime. In practice even a single cable gets wound up, stuck on things, and generally feels in the way. It's a difficult trade off to accept, even with a long and light weight cable.

Re: Steam Frame starts at $1059

#244
post #16

Half-Life Alyx is the greatest gaming experience I have ever had the pleasure to witness. I now occasionally VR golf. It's a steep price for a niche with not a lot of games.

You can even run Half-Life Alyx on Steam Frame itself (standalone mode), albeit at around 36FPS according to Tested https://youtu.be/C9JyWAVj94E?t=3330

Re: Steam Frame starts at $1059

#245

> Reservations are currently not available for customers who have not made a purchase on Steam before Mon, April 27, 2026. As someone who made a purchase on steam (that I can't even play) after the release of the Steam Machine, but before the release of the Steam Frame, in the hopes that the date would be later, I am disappointed that they used the same date, such that that purchase still does not unlock the ability…

Just ask someone you trust to make the reservation from their account.

Re: Steam Frame starts at $1059

#246
post #231
post #210

Earlier quoted context omitted.

If it can do innside out tracking its way more data efficent to have compute onboard. And if you already have a decent amount of compute you can scale it up just a little more to have. a fully standalone unit.

I'm not sure going from less than $50 of RAM and a $50 processor for foveated eye tracking to 16 GiB of RAM ($300) and a Snapdragon 8 ($200) is a "slight bump".

Wait I don't realise ram prices where this bad. Bought my kit for about a tenth of that a while ago. Ouch.

Re: Steam Frame starts at $1059

#247
post #217
post #134

Earlier quoted context omitted.

This machine runs Linux, it comes with KDE. This is the open Apple Vision Pro alternative that you can use as a real computer. It comes with a black and white passthrough camera but you can add on a 5K color one. There's ongoing work for a full Plasma XR mode, so you aren't restricted to a "virtual desktop" experience: https://invent.kde.org/plasma/kwin/-/merge_requests/8671

Being able to comfortably sit back / lie down and work is an interesting proposition. The Apple Vision Pro is too bulky and expensive to carry that whole category on its own, they need an 'Android equivalent'. But I think Apple messed this up by creating an absolute patent minefield (some 5k patents for AVP features iirc).

> Android equivalent

That's the samsung galaxy xr which is cheaper and lighter but it's not good enough run high resolution content for long periods without thermal throttling

Re: Steam Frame starts at $1059

#248

Foveated Streaming seems to be buried on the page, this feels like a true game changer, especially for PCVR. Coupled with eye tracking it unlocks about 2-3x more compute for rendering. Now sparkle DLSS-like upscaling and you can render 144hz native resolution PCVR games without buying a 5090. Truly exciting stuff. I still remember Michael Abrash's talk from 2016 where he talks about Foveated Rendering + Eye tracking…

DLSS adds lag, as does wireless, that 144hz may not help as much in those cases. For me it's the lag that gives me headaches.

Re: Steam Frame starts at $1059

#249
post #186

I've never been interested in VR headsets and am not very educated about it. Can someone explain why you'd want to actually run things on it instead of having a much lighter screens-and-headphones-only unit that plugs it into a more powerful machine that renders things for it? What's the benefit of having to strap all this extra hot hardware and batteries to your face. Is it just about it being wireless? Surely there…

I suspect the answer is actually very simple, when you compare this device to one that is made deliberately dumber there are far too few actual differences to make it make sense.

Re: Steam Frame starts at $1059

#250

Foveated Streaming seems to be buried on the page, this feels like a true game changer, especially for PCVR. Coupled with eye tracking it unlocks about 2-3x more compute for rendering. Now sparkle DLSS-like upscaling and you can render 144hz native resolution PCVR games without buying a 5090. Truly exciting stuff. I still remember Michael Abrash's talk from 2016 where he talks about Foveated Rendering + Eye tracking…

I do wonder if they use local upscaling after foveated rendering/streaming. The screenshot I've seen look a bit aliased in the periphery, which I hope isn't too distracting.
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