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Steam Frame starts at $1059

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Re: Steam Frame starts at $1059

#291
post #187
post #56

Earlier quoted context omitted.

How long is that comfortable? For sure not couple of hours in 1 go

Valve thought of that. Its got a 1 hour battery life and you have to wait 3-5 hours for it to charge back up!

Reviews say around 2-4 hours when streaming from PC, 1 hour is if you're gaming directly on the device with the graphics turned all the way up.

Re: Steam Frame starts at $1059

#292

Earlier quoted context omitted.

It's still VR. It's still niche. There are still many issues that VR hasn't solved (and may never solve). - You still have to wear a device on your head - You still (can) get motion sickness and/or headaches - There is still not a lot of great content around VR - Many people still prefer the flat screen medium and content The openness/closeness is only one of the many issues this solves, and it doesn't matter when al…

The motion sickness in particular is something that's been mostly solved by using non-stick locomotion, like Gorilla Tag ( https://store.steampowered.com/app/1533390/Gorilla_Tag/ ). Both the 'big name' developers and the various flat-to-VR mod makers still insist on stick locomotion, though, even though that actively makes the experience worse.

That's not a solution, that's a workaroud. Gorilla Tag is still a niche game where you're simulating gorillas.

Most games are human-centric, so until we're able to move around using our legs & feet, stick locomotion is still the preferred way to get around in a human-centric simulated environment.

Re: Steam Frame starts at $1059

#293

Earlier quoted context omitted.

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

36 FPS makes running it on the device a rather theoretical possibility for a VR game.

A great option if you're having trouble throwing up.

Re: Steam Frame starts at $1059

#294
post #7

At basically quest 3 levels of on device performance, this thing better have amazing software. This price is way too high. Our expectations have been warped by Meta's decade long subsidization of VR hardware

There's an incredibly simple product case I think HN is missing: I bought a Vive and then an Index. This has higher resolution than the Index, lower mass (even with a battery!), and easier setup that can enable more spontaneous use. In addition, I now get the benefits of "standalone" headsets that I previously did not think were worth hundreds of dollars on their own.

Am I paying $1000 for a minor improvement? Yes. It's a hobby. It costs money sometimes. I don't do this for nearly anything else, like phones that other people seem fine for paying $1000 every other year. I expect this device to last until another 6 years when I can justify spending another $1000 on another iterative improvement. Similarly, I may spend $1000 on a new setup for simracing soon.

Spending $6k on a gaming PC, a VR headset, and wheels and pedals is an experience you otherwise cannot get. I would spend money on VR even if it only worked with one or two driving games and nothing else. For those of us in that niche, VR has been anything but a "Failure", that business people seem convinced it is because it couldn't be the next "Platform" to put an app store on.

But, that's the market for VR. It's a niche toy for people with expendable income. It's not a mass market to rival the smartphone.

Re: Steam Frame starts at $1059

#295

Earlier quoted context omitted.

It is designed to stream wirelessly from a powerful computer too

I’m shocked that this is performant enough to work in practice. Isn’t the timing window for VR responsiveness extremely tight?

It works, but there is usually a noticeable difference (at least with Quest).

Re: Steam Frame starts at $1059

#296

Earlier quoted context omitted.

It's still VR. It's still niche. There are still many issues that VR hasn't solved (and may never solve). - You still have to wear a device on your head - You still (can) get motion sickness and/or headaches - There is still not a lot of great content around VR - Many people still prefer the flat screen medium and content The openness/closeness is only one of the many issues this solves, and it doesn't matter when al…

The motion sickness in particular is something that's been mostly solved by using non-stick locomotion, like Gorilla Tag ( https://store.steampowered.com/app/1533390/Gorilla_Tag/ ). Both the 'big name' developers and the various flat-to-VR mod makers still insist on stick locomotion, though, even though that actively makes the experience worse.

Funnily, I always found all the anti motion sickness "hacks" (especially teleporting for movement) to be the only things that actually caused motion sickness for me when I started out using VR. "Normal" controller movement was never a problem for me, so it was kind of unexpected that the safe mode was actually harder for me.

I often wonder how common this is. As in, how many people consider motion sickness in VR a problem specifically because they only ever experienced it with these workarounds applied, and then never even found out that actual normal movement (which their brains might be completely used to from years of video games) would have been completely problem free for them.

Re: Steam Frame starts at $1059

#297

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.

Something to keep in mind that a lot of simmers (DCS specifically) don't get when they want to jump into VR: Once you hit the advanced 3rd Gen or any 4th Gen fighter or attack aircraft (essentially anything where you go "heads down" for any significant portion of the aircrafts mission profile) VR becomes more of a liability than an asset. For those aircraft being a pilot is secondary to being a systems operator. Thin…

Personally I use physical MFDs in my simulator together with a VR headset, it works out great. Initially I thought I would need to get some kind of hand tracking cameras or passthrough in order to see what buttons I was pressing, but I found that you develop muscle memory super quickly, and seeing the buttons move in VR when you press them physically is good enough.

Re: Steam Frame starts at $1059

#298
The Meta model (of cheaper hardware, highly subsidized) is probably not long for this world, with the recent increase in component costs.

Lower volume with consumers fully covering the device cost will probably become the norm, which doesn't bode particularly well for this industry (at least in the short term)

Re: Steam Frame starts at $1059

#299

Earlier quoted context omitted.

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

I just want to clarify for others reading that the resolution is really mainly limited by your PC hardware, NOT VR headsets.

As in, it's totally possible to have completely clear text on DCS screens and labels even with an older lower res headset like the Valve Index, as long as you render the game at a sufficiently high resolution (via SteamVR settings or similar).

Just wanted to point this out, since a lot of folks aren't aware how drastically increasing the render resolution (even far past the native HMD panel resolution) affects image clarity.

Re: Steam Frame starts at $1059

#300
post #99

Earlier quoted context omitted.

I don’t know. I can’t even take a nap while having my glasses on, so the thought of lying down with a much weightier VR headset pressing down on my face doesn’t sound super comfortable.

I know lots … and lots … of people that sleep in VR. I don’t know how they do it either, but there we are! This product doesn’t look half bad for sleeping in VR for people that are used to doing so with other headsets. Definitely easier than some offerings.

> I know lots … and lots … of people that sleep in VR.

Funny how demographics work. I don't know a lot of people who use VR. In fact I don't know a single person who is remotely interested in ehat looks to me and my friends like a very niche technology.

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