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Steam Frame starts at $1059

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Re: Steam Frame starts at $1059

#411
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.

compute is fine. its necessary battery is not. compute is almost weightless, battery crushes heads.

Which is why it is in the back part, balancing out the frot part.

Re: Steam Frame starts at $1059

#412
post #209
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…

There are two use-cases. Already sitting at a PC and you just pop your headset on - your idea makes sense. But traditional VR means standing up in a dedicated space (2m x 2m) and demands uninterrupted time. That's a high friction activity, and adding setting up a PC and Oculus Link and Steam VR before you start playing makes that friction even higher to the point where it's a niche hobby. Most casual players are doin…

At least right now, the "mobile" version of VRChat is not that impressive (well, its impressive what can even run when you cut it down this much).

All the really impressive Worlds and avatars are still PC only.

Ideally, there would be some more seamless performance scaling than the current "do 2 versions, one of them ugly but fast, if even possible". :P

Maybe Steam Frame will help this get going by being in a better place to run more advanced stuff, being more powerful than Qeust 3, which was basically the "mobile" VRChat benchmark so far.

Re: Steam Frame starts at $1059

#413

If only it were OLED

Yeah, cannot comprehend why it isn't. At that price tag.

The usual "images burn in" OLED concern isn't even at all applicable on a VR headset, where the entire image naturally changes every frame.

The contrast, low-latency and power efficiency of OLED seem a no-brainer.

Re: Steam Frame starts at $1059

#415
post #295

Earlier quoted context omitted.

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).

I have a dedicated Wifi 6 (not 6e, so just miss/using the 5 GHz band) AP just for VR, directly connected to my PC and it works well Virtual Desktop & Quest 3.

Have done quite a lot of quite active stuff (exploration, driving, flying, fighting games) and it really is seamless and I don't notice any lag as long as the game itself manages good FPS.

If you really concentrate on the graphics, you can see some compression artifacts in places, but it is unnoticeable when you are actually doing VR stuff, not just looking for it. :)

For the Frame, this should all be much better - easier setup, much better available bandwidth (dongle has Wifi 7), efficient foveated streaming, etc. :) I would exect better image quality (more bandwidth, more efficient streaming), better FPS (more efficient rendering) and better image quality (can reduce compression).

Re: Steam Frame starts at $1059

#416
post #117

Earlier quoted context omitted.

Doesn't wearing a headset in public have antisocial "Glasshole" vibes? Honestly, people who cowork in public already give me the ick. Maybe immersing yourself in a headset is just a physical manifestation of the digital immersion that is already plaguing public spaces.

I don't really get the ick about wearing these kinds of things in public, but, having tried to wear XR glasses in public has shown me that the bigger issue is that these things are at a whole other level of distracting compared even to phones. It'd probably be worse with a full face headset, since at least with glasses you have your full field of view. Even despite pinning the display in a corner, I noticed I was ver…

I don't think using a display when walking around is a good idea or even just safe to do. On the other hand, I think it makes perfect sense to have something a like a fighter jet HUD - important information in static places (time/location/notification status/etc.) with possibly some highlights (showing where is the next bus in AR, annotating things when you look at them, seamless translation of text, etc.).

Re: Steam Frame starts at $1059

#417
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'm surprised no one really has answered the implied question. Wireless protocols are hard for VR not because of bandwidth, but because of latency. Head tilt motions have to be processed extremely quickly to not be nauseating. Even with wired systems, the headset often ends up doing all kinds of motion prediction to process motion and shift the image before the game has time to process it, because engines aren't going to round trip input to video output at 120fps/8ms (double buffering doubles your latency!).

Of course, that multiplies with bandwidth requirements, which are also quite extreme at 4k 120fps.

Re: Steam Frame starts at $1059

#418
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

I have barely even considered VR until the Steam Frame. I'm just not interested in closed ecosystems like Oculus. That said, I have barely looked at VR so much that I'm not sure whether to bother with the Steam Frame. Is it just for gaming/movies?

Right, in terms of hardware and price, I've always been tempted by the Meta Quest, but the ecosystem and the fact that it's locked down has always been the major blocker for me. It does suck that this more than twice as much (although some of it is obviously the current surge pricing), but for hardware that I own, it's well worth it.

Re: Steam Frame starts at $1059

#419
post #232

Hacker News should be all over this device. They won't lock it down like the Meta stuff. Go ahead and install BeOS on it.

I think a hackable Linux PC in a VR headset is very exciting. But the major problem is the screen resolution is not good enough to make it a viable desktop replacement. It'll work great for gaming or media consumption, but reading smallish text will be difficult at best. If they made a more expensive version with a better display it would potentially be interesting as a portable workstation/laptop alternative. But I…

> a viable desktop replacement.

xerox intentionally replicated what the typical office desk 'experience' looked like to create the 'the desktop'; this approach either isn't possible or just hasn't been explored by someone with a headset on

maybe we just need to think of work differently to be productive in an enviornment where we sacrificed horizontal and vertical fidelity for a third dimension?

3d desktops? workframes?

Re: Steam Frame starts at $1059

#420
post #18

Earlier quoted context omitted.

Yeah, I've been Linux-only on the desktop since the early aughts and trying to get the Valve Index working was so frustrating and inconsistent I eventually gave up. It sits collecting dust and I've still never played more than the first fifteen minutes of HL: Alyx (because no game is worth installing Windows for). Very much looking forward to maybe actually being able to use VR on my gaming computer.

Just echo'ing the other comment. I'm on arch, and with nearly no tinkering my index just works. Only low level knowledge I think would be useful is the different VR runtimes. SteamVR vs Monado

Can you elaborate on what your setup is? I have tinkered plenty and there are multiple issues I'm still dealing with on my Arch machine, despite being on a setup that Valve claims is supported (KDE Wayland, Nvidia), namely:

- SteamVR won't see my Index unless I power cycle it

- The in-overlay desktop view does not work at all, either shows all black or doesn't render at all, so I can't control my desktop from VR which is a massive pain

- The SteamVR Home environment (the startup app) crashes immediately even if launched manually

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