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Steam Frame starts at $1059

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501–510 of 533 posts

Re: Steam Frame starts at $1059

#501
I don't really actually understand how Valve can answer "no" to the data collection questions.

If they have an inside-out tracking system, then they implicitly obtain biometric and environment data (user height, room layout). If they have a microphone, then they implicitly obtain data about humans talking inside your house. If they have an App Store, then they implicitly obtain data about apps installed on your device and the use time thereof.

Now, what they do with that data after the fact is almost certainly less nefarious than Meta - but they do by definition collect that data.

Re: Steam Frame starts at $1059

#502
post #150

Earlier quoted context omitted.

So it may be a good wirk machine to use during long flights, with a compact wireless keyboard. Unless you fly first class, using a laptop on a plane is painful.

How many flights are you people taking that it's cutting into your work time? When I fly I just read a book.

For me it's more that flights are extremely boring. I find watching any movies or TV shows on a plane to be a horrible experience. The noise of the plane can ruin even the best of movies.

Re: Steam Frame starts at $1059

#503
post #494

This might be a stupid question, but presumably this (and similar devices) won't cater to people without 3D vision?

I think it would still work. A lot of people claim VR is about immersion, but I disagree. There is nothing less immersive than having a giant headset strapped to your face. To me VR is about the control scheme. Playing games with your hands with full freedom is very different to playing with a standard controller. That wouldn't be affected by a lack of 3D vision.

Some VR games assume you have depth perception and so you may have trouble with them, such as Beat Saber, but I honestly think most VR games would be perfectly playable without 3D vision. You may not be as good at the games as someone with 3D vision, but you'd probably still enjoy it.

My second favourite VR game is Gorilla Tag. I think that would play fine without 3D vision... as long as you don't get motion sickness - that game can be a lot.

Re: Steam Frame starts at $1059

#504
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.

VR would be a perfect device for sharing or an arcade if it wasn't for the usual issues with sharing anything.

Re: Steam Frame starts at $1059

#506
post #47

Earlier quoted context omitted.

Everyone is missing maybe the biggest point - this isn't just a VR device. You can run some/many (depending on your library) of your regular Steam games on a 'flat screen' inside the VR environment, which makes this much more like a SteamDeck with a giant private screen for a lot of people.

I was really hoping to realise the "Spatial Computing" dream of the Vision Pro, but was largely priced-out of the experience, considering it basically necessitates a MacBook to complete it too. I would wager a simple browser and terminal session is probably all I need, so was looking forward to this device. However, the screen resolution is likely to be too small, I had done some experiments with Virtual Desktop, but…

I have both a Rift S and a Quest 3. The Quest 3's displays and optics blow the Rift out of the water! I've used it for coding using Immersed, and would be happy to use equivalent or slightly better (as the Steam Frame should be) for this purpose.

Re: Steam Frame starts at $1059

#507

Earlier quoted context omitted.

Curious if there's any info about how much Foveated rendering helps performance roughly. Is it like 50% more frames?

It'll be highly dependent on the game. Unlike foveated streaming the implementation of foveated rendering could mean many things. Actually rendering at a lower resolution in areas you aren't actively looking is probably the most complicated approach because it seems like you'd have to render two times (low res + high res) to get the desired effect.

> Actually rendering at a lower resolution in areas you aren't actively looking is probably the most complicated approach because it seems like you'd have to render two times (low res + high res) to get the desired effect

In the newer implementations, you can split the display into tiles, and render each tile at a different resolution, so it's not that bad. A bunch of the intermediate rendering targets are already rendered at reduced resolution, so you won't see a full 4x speed up in the low-res regions, but you should be able to achieve a ~30% overall speed up with modern foveated rendering.

Re: Steam Frame starts at $1059

#508
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.

I feel like Valve will sell a lot more Steam Frames if they can get HL Alyx to run well on it and have every Steam Frame come with it.

Re: Steam Frame starts at $1059

#509
post #493

Earlier quoted context omitted.

> 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

The thing is, the AVP has a ton of quality-of-life features, eg relating to gestures, and most of them locked behind patents. Looks like we'll have to wait 20 years before other devices will be able to match it (or whatever the expiry date is on those patents).

That makes sense. I always wondered why nobody copied their gaze + tap interactions. That seems way too basic to grant a patent for...

Re: Steam Frame starts at $1059

#510
I'm a little late to the party but is there any list for recommended VR games?

I had Quest 3s for a couple weeks but I returned it because I didn't liked it and wanted to buy the Quest 3, but at the end I just decided to wait for the Steam Frame.

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