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Steam Frame starts at $1059

store.steampowered.com

261–270 of 485 posts

Re: Steam Frame starts at $1059

#261
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.

Now the only problem is I'm not sure if I really have another $1059 worth of playing VR golf and rhythm games in me. Cool hardware though & even cooler software.

Re: Steam Frame starts at $1059

#262
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

The Frame's screens aren't good enough for general computing. This is purely an entertainment device.

I disagree and I've got one

Re: Steam Frame starts at $1059

#263

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.

Doesn't it render at half or even quarter resolution before upscaling, so wouldn't it be less e2e latency overall?

Re: Steam Frame starts at $1059

#264
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.

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 all of the other above issues exist.

Re: Steam Frame starts at $1059

#265
post #196
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.

The question here is whatever Steam Frame displays resolution is sufficient to work with text. So far only mass produced device that was really suitable is a Vision Pro. So far all reviews I've seen been centered around gaming and not work.

I work on a Quest 3 no problem. This is sharper.

Re: Steam Frame starts at $1059

#266
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 don't think the SoC they're using supports displays much larger than this, so they'd have to upgrade that too. When you have such a wide FoV the number of pixels you need to cover it all at high resolution becomes very large.

Re: Steam Frame starts at $1059

#267

It's absolutely wild to me that they didn't include, and have devs ship profiles for some of their games, SuperDepth3D or some other depth map shader officially in some form in the Steam UI for this. If a big focus is playing your pancake library on a huge screen (due to there not being not many native VR games), having that huge screen be 3D would be a huge value add. And they're big enough to get some developers to…

This. This is what I am looking for. I remember using iz3d years ago, with their anaglyph renderer. Playing Half Life 2, Halo and others in stereoscopic 3D was a great experience. Dead Space was particularly nice, as the game uses no HUD.

I guess most of it could run as a Vulkan layer?

Re: Steam Frame starts at $1059

#268
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’m excited. In addition to VR games I’m pretty interested to see how viable it is to do things with the Frame that I’d usually do on a Linux laptop.

I hope the openness of the OS leads to lots of cool 3rd party options. I’d love to see a standalone headset the size of the Bigscreen Beyond 2, and I’d also be much more willing to pay $3000 for a premium VR/AR device that runs Linux than an Apple or Meta device.

Re: Steam Frame starts at $1059

#269
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…

Being able to play without a bunch of setup in your room and without worrying about getting tangled in cables seems great. I have a Valve Index—which is a pretty remarkable device, that I definitely enjoyed—but the hassle of cable management/etc adds some real hassle. And I say this as somebody who actually set up a pulley system to make it work better in my home office :P

Re: Steam Frame starts at $1059

#270

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.

Snapdragon 8 Gen 3 does have a dedicated Hexagon NPU, so supposedly it can be done, but quality might not be great
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