Top
Best
New

Posted by Philpax 11/12/2025

Steam Frame(store.steampowered.com)
1915 points | 698 comments
modeless 11/12/2025|
Foveated streaming! That's a great idea. Foveated rendering is complicated to implement with current rendering APIs in a way that actually improves performance, but foveated streaming seems like a much easier win that applies to all content automatically. And the dedicated 6 GHz dongle should do a much better job at streaming than typical wifi routers.

> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.

It's an ARM Linux PC that presumably gives you root access, in addition to being a VR headset. And it has an SD card slot for storage expansion. Very cool, should be very hackable. Very unlike every other standalone VR headset.

> 2160 x 2160 LCD (per eye) 72-144Hz refresh rate

Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. But the price is hopefully low. I'd love to see a high-end option with higher resolution displays in the future, good enough for monitor replacement.

> Monochrome passthrough

So AR is not a focus here, which makes sense. However:

> User accessible front expansion port w/ Dual high speed camera interface (8 lanes @ 2.5Gbps MIPI) / PCIe Gen 4 interface (1-lane)

Full color AR could be done as an optional expansion pack. And I can imagine people might come up with other fun things to put in there. Mouth tracking?

One thing I don't see here is optional tracking pucks for tracking objects or full body tracking. That's something the SteamVR Lighthouse tracking ecosystem had, and the Pico standalone headset also has it.

More detail from the LTT video: Apparently it can run Android APKs too? Quest compatibility layer maybe? There's an optional accessory kit that adds a top strap (I'm surprised it isn't standard) and palm straps that enable using the controllers in the style of the Valve Index's "knuckles" controllers.

bigiain 11/12/2025||
> Foveated streaming! That's a great idea.

Back when I was in Uni, so late 80s or early 90s, my dad was Project Manager on an Air Force project for a new F-111 flight simulator, when Australia upgraded the avionics on their F-111 fighter/bombers.

The sim cockpit had a spherical dome screen and a pair of Silicon Graphics Reality Engines. One of them projected an image across the entire screen at a relatively low resolution. The other projector was on a turret that pan/tilted with the pilot's helmet, and projected a high resolution image but only in a perhaps 1.5m circle directly in from of where the helmet was aimed.

It was super fun being the project manager's kid, and getting to "play with it" on weekends sometimes. You could see what was happening while wearing the helmet and sitting in the seat if you tried - mostly ny intentionally pointing your eyes in a different direction to your head - but when you were "flying around" it was totally believable, and it _looked_ like everything was high resolution. It was also fun watching other people fly it, and being able to see where they were looking, and where they weren't looking and the enemy was speaking up on them.

zeroq 11/13/2025|||
I'll share a childhood story as well.

Somewhere between '93 and '95 my father took me abroad to Germany and we visited a gaming venue. It was packed with typical arcade machines, games where you sit in a cart holding a pistol and you shoot things on the screen while cart was moving all over the place simulating bumpy ride, etc.

But the highlight was a full 3D experience shooter. You got yourself into a tiny ring, 3D headset and a single puck hold in hand. Rotate the puck and you move. Push the button and you shoot. Look around with your head. Most memorable part - you could duck to avoid shots! Game itself, as I remember it, was full wireframe, akin to Q3DM17 (the longest yard) minus jump pads, but the layout was kind of similar. Player was holding a dart gun - you had a single shot and you had to wait until the projectile decayed or connected with other player.

I'm not entirely sure if the game was multiplayer or not.

I often come back to that memory because shortly after within that time frame my father took me to a computer fair where I had the opportunity to play doom/hexen with VFX1 (or whatever it was called) and it was supposed to revolutionize the world the way AI is suppose to do it now.

Then there was a P5 glove with jaw dropping demo videos of endless possibilities of 3D modelling with your hands, navigating a mech like you were actually inside, etc.

It never came.

somenameforme 11/13/2025|||
That sounds like you're describing dactyl nightmare. [1] I played a version where you were attacking pterodactyls instead of other players, but it was more or less identical. That experience is what led me to believe that VR would eventually take over. I still, more or less, believe it even though it's yet to happen.

I think the big barrier remains price and experiences that are focusing more on visual fidelity over gameplay. An even bigger problem with high end visual fidelity tends to result in motion sickness and other side effects in a substantial chunk of people. But I'm sticking to my guns there - one day VR will win.

[1] - https://www.youtube.com/watch?v=hBkP2to1P_c

zeroq 11/13/2025|||
It is precisely that! My version was wireframe and I can't recall the dragon, but everything else is exactly like I remembered it!

For me this serves as an example.

Few years later VFX1 was the hype, years later Occulus, etc.

But 3D graphics in general - as seen in video games - are similar, minus recent lumen, it's still stuff from graphics gems from 80-90s, just on silicone.

Same thing is happening now to some degree with AI.

Bombthecat 11/13/2025|||
Nah, people spend 700 on consoles, the biggest barriers is comfort.

As long as the headsets are heavy, I won't get one, no matter how great the graphics are or how good the game is

rkomorn 11/13/2025|||
And even more so for people with corrective lenses and/or weird eye behaviors.

Didn't stop me from getting two different Oculus headsets (and some custom corrective lense inserts) but ultimately, comfort is what made me give up.

gilfoy 11/13/2025|||
Bigscreen Beyond 2 is 107g
Bombthecat 11/14/2025||
1400 Euro, yeah... No...I would like to have something light, with just enough power to stream from my pc via WiFi.

That's it. No idea why something like this doesn't exist. ( Or it exists and I don't know it?)

somenameforme 11/14/2025||
I expect part of it is that the contemporary recommendations for VR are extremely meaty - something like 2160x2160 and 120hz with stereoscopic rendering meaning you're rendering every frame twice.

That's more than 1.1 billion pixels per second. At 24 bits a pixel that's something like 26Gb/s of raw data. And that's just in bandwidth - you also need to hit that 120hz of latency, in an environment where hiccups or input lag can cause physical discomfort for a user. And then even if you remote everything you need the headset to have enough juice to decompress and render all of this and hit these desired throughputs.

I'm napkin mathing all of this, and so I'm sure there have been lots of breakthroughs to help along these lines, but it's definitely not a straightforward problem to solve. Of course it's arguable I'm also just falling victim to the contemporary trappings of fidelity > experience, that I was just criticizing.

InsideOutSanta 11/13/2025||||
I played that game in Berlin in the late 90s. There were four such pods, iirc, and you could see the other players. The frame rate was about 5 frames per second, so it was borderline unplayable, but it was fun nevertheless.

Later, I found out that it was a game called ”Dactyl Nightmare” that ran on Amiga hardware:

https://en.wikipedia.org/wiki/Virtuality_(product)

m463 11/13/2025||||
Maybe something like this?

https://en.wikipedia.org/wiki/Virtuality_(product)

I think I played with the 1000CS or similar in a bar or arcade at some point in early 90's

zeroq 11/13/2025|||
Yes!

The booth depicted on the 1000CS image looks exactly how I recall it, and the screenshot looks very similar to how I remember the game (minus dragon, and mine was fully wireframe), but the map layout looks very similar. It has this Q3DM17 vibe I was talking about.

Isn't this crazy, that we had this tech in ~'91 and it's still not just there yet?

On similar note - around that time, mid 90s, my father also took my to CEBIT. One building was almost fully occupied by Intel or IBM and they had different sections dedicated to all sorts of cool stuff. One of I won't forget was straight out of Minority Report, only many years earlier.

They had a whole section dedicated to showcasing a "smart watch". Imagine Casio G-Shock but with Linux. You could navigate options by twisting your wrist (up or down the menu) and you would press the screen or button to select an option.

They had different scenarios built in form of an amusement park - from restaurant where you would walk in with your watch - it would talk to the relay at the door and download menu for you just so you could twist your wrist to select your meal and order it without a human interaction and... leave without interaction as well, because the relay at the door would charge you based on your prior selection.

Or - and that was straight out of Minority Report - a scenario of an airport, where you would disembark at your location and walk past a big screen that would talk to your watch and display travel information for you, prompting question if you'd like to order a taxi to your destination, based on your data.

m463 11/13/2025|||
I remember a guy I know went to japan/asia around 1985ish and came back with a watch. It had hands, but also a small LCD display. You could draw numbers on the face with your finger, like 6 then X then 3 then = and the LCD would show the values, and finally 18

This is completely uninteresting now, but this was 40 years ago

EDIT: I think Casio AT-552

https://www.youtube.com/watch?v=0aQHnyZdgF4

somenameforme 11/13/2025||
It was a really interesting and weird time growing up when Japan was the king of tech. I had a friend who's dad was often over there and bringing all sorts of weird stuff back. There was this NES/Famicon game where you played with a sort of gyroscope. I have no idea how you were supposed to play the game, but found the gyroscope endlessly fascinating. Then of course there were the pirated cartridges with 100 in 1 type games. Oh then we found the box full of his dad's "special" games. Ah, good times.
vardump 11/13/2025||
Special games? I thought NES was controlled by Nintendo?
somenameforme 11/13/2025||
There were some licensed games in Japan that they'd never release in the West, and also a relatively large scene for unlicensed/'bootleg' games. Fun slightly related factoid - the Game Genie was an unlicensed hardware mod and they actually got sued by Nintendo, and won.

I somehow suspect in modern times they'd have lost.

intrasight 11/13/2025|||
> Isn't this crazy, that we had this tech in ~'91 and it's still not just there yet?

Not really, because feeding us ads and AI slop attracted all the talent.

whstl 11/13/2025|||
Oh wow, I also played with this one in what might have been a COMDEX, in the 90s.

I remember the game was a commercially available shooter though, but the machine was exactly the same, with the blue highlights.

brador 11/13/2025||||
>It never came.

Everything you described and more is available from modern home Vr devices you can purchase right now.

Mecha, planes, skyrim, cinema screens. In VR, with custom controllers or a regular controller if you want that. Go try it! It’s out and it’s cheap and it’s awesome. Set IPD FIRST.

amypetrik8 11/13/2025|||
[flagged]
barbecue_sauce 11/13/2025|||
My dad had an Apple Newton.
taneq 11/13/2025|||
Tell us more about how Microsoft Bob was a user agent LLM? :P
SideburnsOfDoom 11/13/2025||
William Gibson's 1984 novel Neuromancer, about 2 AIs with the same creator, locked in conflict, is actually prophetic. About Microsoft Bob and Clippy in the 1990s.
usefulcat 11/13/2025||||
That’s reality cool. My first job out of college was implementing an image generator for the simulator for the landing signal officer on the USS Nimitz, also using SGI hardware. I would have loved to have seen the final product in person but sadly never had the chance.
m463 11/13/2025|||
I remember there was a flight simulator project that had something like that, or even it was that.

it was called ESPRIT, which I believe was eye slaved programmed retinal insertion technique.

bob1029 11/13/2025|||
> 2160 x 2160 LCD (per eye) 72-144Hz refresh rate

I question that we could not create a special purpose video codec that handles this without trickery. The "per eye" part sounds spooky at first, but how much information is typically different between these frames? The mutual information is probably 90%+ in most VR games.

If we were to enhance something like x264 to encode the 2nd display as a residual of the 1st display, this could become much more feasible from a channel capacity standpoint. Video codecs already employ a lot of tricks to make adjacent frames that are nearly identical occupy negligible space.

This seems very similar (identical?) to the problem of efficiently encoding a 3d movie:

https://en.wikipedia.org/wiki/2D_plus_Delta

https://en.wikipedia.org/wiki/Multiview_Video_Coding

starkrights 11/13/2025||
I'm entirely unfamiliar with the vr rendering space, so all I have to go on is what (I think) your comment implies.

Is the current state of VR rendering really just rendering and transporting two videostreams independent of eachother? Surely there has to be at least some academic prior-art on the subject, no?

dagmx 11/12/2025|||
Foveated streaming is cool. FWIW the Vision Pro does that for their Mac virtual display as well, and it works really well to pump a lot more pixels through.
anvuong 11/13/2025|||
It's the same amount of pixels though, just with reduced bitrate for unfocused regions so you save time in encoding, transmitting, and decoding, essentially reducing latency.

For foveated rendering, the amount of rendered pixels are actually reduced.

vlovich123 11/13/2025|||
At least when we implemented this in the first version of Oculus Link, the way it worked is that it was distorted (AADT [1]) to a deformed texture before compression and then rectilinear regenerated after compression as a cheap and simple way to emulate fixed foveated rendering. So it’s not that there’s some kind of adaptive bitrate which applies less bits outside the fovea region but achieves a similar result by giving it fewer pixels in the resulting image being compressed; doing adaptive bitrate would work too (and maybe even better) but encoders (especially HW accelerated ones) don’t support that.

Foveated streaming is presumably the next iteration of this where the eye tracking gives you better information about where to apply this distortion, although I’m genuinely curious how they manage to make this work well - eye tracking is generally high latency but the eye moves very very quickly (maybe HW and SW has improved but they allude to this problem so I’m curious if their argument about using this at a low frequency really improves meaningfully vs more static techniques)

[1] https://developers.meta.com/horizon/blog/how-does-oculus-lin...

vablings 11/13/2025||
Although your eye moves very quickly your brain has a delay in processing the completely new frame you switched to. It's very hard to look left and right with your eyes and read something quickly changing on both sides
entropicdrifter 11/13/2025||||
That depends on the specifics of the encode/decode pipeline for the streamed frames. Could be the blurry part actually is lower res and lower bitrate until it's decoded, then upscaled and put together with the high res part. I'm not saying they do that, but it's an option.
dagmx 11/13/2025|||
It’s the same number of pixels rendered but it lets you reduce the amount of data sent , thereby allowing you to send more pixels than you would have been able to otherwise
eptcyka 11/12/2025|||
I think it works really well to pump the same amount of pixels, just focusing them on the more important parts.
Psillisp 11/12/2025|||
Always PIP, Pump Important Pixels
dagmx 11/13/2025|||
It lets you pump more pixels in a given bandwidth window.

People are conflating rendering (which is not what I’m talking about) with transmission (which is what I’m talking about).

Lowering the quality outside the in focus sections lets them reduce the encoding time and bandwidth required to transmit the frame over.

monocasa 11/12/2025|||
Foveated streaming is wild to me. Saccades are commonly as low as 20-30ms when reading text, so guaranteeing that latency over 2.4Ghz seems Sisyphean.

I wonder if they have an ML model doing partial upscaling until the eyetracking state is propagated and the full resolution image under the new fovea position is available. It also makes me wonder if there's some way to do neural compression of the peripheral vision optimized for a nice balance between peripheral vision and hints in the embedding to allow for nicer upscaling.

rebeccaskinner 11/12/2025|||
I worked on a foveated video streaming system for 3D video back in 2008, and we used eye tracking and extrapolated a pretty simple motion vector for eyes and ignored saccades entirely. It worked well, you really don't notice the lower detail in the periphery and with a slightly over-sized high resolution focal area you can detect a change in gaze direction before the user's focus exits the high resolution area.

Anyway that was ages ago and we did it with like three people, some duct tape and a GPU, so I expect that it should work really well on modern equipment if they've put the effort into it.

mycall 11/16/2025|||
It is amazing how many inventions duck tape found its way into.
monocasa 11/12/2025|||
Foveated rendering very clearly works well with a dedicated connection, wiht predictable latency. My question was more about the latency spikes inherent in a ISM general use band combined with foveated rendering, which would make the effects of the latency spikes even worse.
cube2222 11/12/2025||||
They're doing it over 6GHz, if I understand correctly, which with a dedicated router gets you to a reasonable latency with reasonable quality even without foveated rendering (with e.g. a Quest 3).

With foveated rendering I expect this to be a breeze.

monocasa 11/12/2025||
Even 5.8Ghz is getting congested. There's a dedicated router in this case (a USB fob), but you still have to share spectrum with the other devices. And at the 160Mhz symbol rate mode on WiFi6, you only have one channel in the 5.8GHz spectrum that needs to be shared.
zamadatix 11/12/2025|||
You're talking about "Wi-Fi 6" not "6 GHz Wi-Fi".

"6 GHz Wi-Fi" means Wi-Fi 6E (or newer) with a frequency range of 5.925–7.125 GHz, giving 7 non-overlapping 160 MHz channels (which is not the same thing as the symbol rate, it's just the channel bandwidth component of that). As another bonus, these frequencies penetrate walls even less than 5 GHz does.

I live on the 3rd floor of a large apartment complex. 5 GHz Wi-Fi is so congested that I can get better performance on 2.4 in a rural area, especially accounting for DFS troubles in 5 GHz. 6 GHz is open enough I have a non-conflicting 160 MHz channel assigned to my AP (and has no DFS troubles).

Interestingly, the headset supports Wi-Fi 7 but the adapter only supports Wi-Fi 6E.

esseph 11/12/2025|||
Not so much of an issue when neighbors with paper thin walls see that 6ghz as a -87 signal

That said, in the US it is 1200MHz aka 5.925 GHz to 7.125 GHz.

cyberax 11/12/2025|||
The One Big Beautiful Bill fixed that. Now a large part of this spectrum will be sold out for non-WiFi use.
esseph 11/12/2025|||
Different spectrum. They're grabbing old radar ranges.

Also talking about adding more spectrum to the existing ISM 6GHz band.

cyberax 11/13/2025||
Here's the overview: https://arstechnica.com/tech-policy/2025/06/senate-gop-budge...
esseph 11/14/2025||
This is part of my job, dealing with spectrum and Washington.

I communicate with the FCC and NTIA fairly often at this point.

You need to pay attention to Arielle Roth, Assistant Secretary of Commerce for Communications and Information Administrator, National Telecommunications and Information Administration (NTIA).

https://policy.charter.com/2025-ntia-spectrum-policy-symposi...

From the article, about the November event:

"... administration’s investment in unlicensed access in 6 GHz ensures the benefits of the entire spectrum band are delivered directly to American families and businesses in the form of more innovation and faster and more reliable connectivity at home and on the go, which will continue to transform and deliver long-lasting impact for communities of all sizes across the country.

Charter applauds Administrator Roth's leadership, and her recognition of the critical role unlicensed spectrum plays today and in the future, both in the U.S. and across the globe."

---

Now here: https://www.ntia.gov/speech/testimony/2025/remarks-assistant...

"... To identify the remainder, NTIA plans to assess four targeted spectrum bands in the range set by Congress: 7125-7400 MHz; 1680-1695 MHz; 2700-2900 MHz; and 4400-4940 MHz."

"On the topic of on-the-ground realities, let’s also not forget what powers our networks today. While licensed spectrum is critical, the majority of mobile traffic is actually offloaded onto Wi-Fi. Born in America, led by America, Wi-Fi remains an area where we dominate, and we must continue to invest in this important technology. With Wi-Fi, the race has already been won. China knows it cannot compete and for that reason looks for ways to sabotage the very ingenuity that made Wi-Fi a global standard."

Roth is not going to take away 6GHz from current ISM allocation.

mycall 11/16/2025||
If Wi-Fi 6E goes upto 7125 and the targeted spectrum band includes 7125 (onwards), what will happen exactly at 7125?
esseph 11/18/2025||
The same thing that happens with every frequency range?

Depending on the spectrum and technology there can be a small slice of guard band between usable portions, which is what we have today.

Nothing there today as provisioned is going to change.

brian-armstrong 11/12/2025|||
Oh goody! I hope some of it can be used for DRM encrypted TV broadcasts too.
esseph 11/15/2025||
I know you're attempting humor here, but I am not aware of anyone investing in broadcast tv.
mycall 11/16/2025||
I'm just amazed you can do bidirectional ATSC 3.0 with two PlutoSDRs, a minor investment to hack on.

https://www.reddit.com/r/sdr/comments/1ow80n5/help_needed_ho...

monocasa 11/12/2025|||
More of an issue when your phone's wifi or your partner watching a show while you game is eating into that one channel in bursts, particularly since the dedicated fob means that it's essentially another network conflicting with the regular WiFI rather than deeply collaborating for better real time guarantees (not that arbitrary wifi routers would even support real time scheduling).

MIMO helps here to separate the spectrum use by targeted physical location, but it's not perfect by any means.

cube2222 11/12/2025|||
IMO there is not much reason to use WiFi 6 for almost anything else. I have a WiFi 6 router set up for my Quest 3 for PC streaming, and everything else sits on its 5GHz network. And since it doesn't really go through walls, I think this is a non-issue?

The Frame itself here is a good example actually - using 6GHz for video streaming and 5GHz for wifi, on separate radios.

My main issue with the Quest in practice was that when I started moving my head quickly (which happens when playing faster-paced games) I would get lag spikes. I did some tuning on the bitrate / beam-forming / router positioning to get to an acceptable place, but I expect / hope that here the foveated streaming will solve these issues easily.

monocasa 11/12/2025||
The thing is that I'd expect foveated rendering to increase latency issues, not help them like it does for bandwidth concerns. During a lag spike you're now looking at an extremely down sampled image instead of what in non foveated rendering had been just as high quality.

Now I also wonder if an ML model could also work to help predict fovea location based on screen content and recent eye trackng data. If the eyes are reading a paragraph, you have a pretty good idea where they're going to go next for instance. That way a latency spike that delays eye tracking updates can be hidden too.

cube2222 11/12/2025|||
My understanding is that the foveated rendering would reduce bandwidth requirements enough that latency spikes become effectively non-existent.

We’ll see in practice - so far all hands-on reviewers said the foveated rendering worked great, with one trying to break it (move eyes quickly left right up down from edge to edge) and not being able to - the foveated rendering always being faster.

I agree latency spikes would be really annoying if they end up being like you suggest.

monocasa 11/12/2025||
Enough bandwidth to absolve any latency issues over a wireless connection is not really a thing for a low latency use case like foveated rendering.

What do you do when another device on the main wifi network decides to eat 50ms of time in the channel you use for the eye tracking data return path?

cube2222 11/12/2025||
I believe all communication with the dongle is on 6GHz - both the video and the return metadata.

So again, you just make sure the 6GHz band in the room is dedicated to the Frame and its dongle.

The 5GHz is for WiFi.

ncallaway 11/13/2025||
On the LTT video he also said that Valve had claimed to have tested with a small number of devices in the same room, but hadn’t tried out larger scenarios like tens of devices.

My guess based on that is you likely dont need to totally clear 6GHz in the room the Frame is in, but rather just make sure its relatively clear.

We’ll know more once it ships and we can see people try it out and try and abuse the radio a bit.

entropicdrifter 11/12/2025|||
Pretty funny to me that you're backseat engineering Valve on this one. If it didn't have a net benefit they wouldn't have announced it as a feature yet lmao
monocasa 11/13/2025||
I'm not saying it doesn't work; I'm asking what special sauce they've added to make it work, and noting that despite the replies I've gotten, foveated streaming doesn't help latency, and in fact makes the effects of latency spikes worse.
mastax 11/13/2025||||
Why are you assuming the fob would use the same WiFi channel as your regular 6GHz network? That would be extremely poor channel selection.
esseph 11/12/2025|||
MU-MIMO is very nice.
rtkwe 11/12/2025||||
The real trick is not over complicating things. The goal is to have high fidelity rendering where the eye is currently focusing so to solve for saccades you just build a small buffer area around the idealized minimum high res center and the saccades will safely stay inside that area within the ability of the system to react to the larger overall movements.

Picture demonstrating the large area that foveated rendering actually covers as high or mid res: https://www.reddit.com/r/oculus/comments/66nfap/made_a_pic_t...

omneity 11/12/2025||||
It was hard for me to believe as well but streaming games wirelessly on a Quest 2 was totally possible and surprisingly latency-free once I upgraded to wifi 6 (few years ago)

It works a lot better than you’d expect at face value.

adgjlsfhk1 11/12/2025||||
At 100fps (mid range of the framerate), you need to deliver a new frame every 10ms anyway, so a 20ms saccade doesn't seem like it would be a problem. If you can't get new frames to users in 30ms, blur will be the least of your problems, when they turn their head, they'll be on the floor vomiting.
swiftcoder 11/13/2025||||
> Saccades are commonly as low as 20-30ms when reading text

What sort of resolution are one's eyes actually resolving during saccades? I seem to recall that there is at the very least a frequency reduction mechanism in play during saccades

yencabulator 11/13/2025||
During a saccade you are blind. Your brain receives no optical input. The problem is measuring/predicting where the eye will aim next and getting a sharp enough image in place over there by the time the movement ends and the saccade stabilizes.
vlovich123 11/13/2025||||
Yeah. I’d love to understand how they tackle saccades. To be fair they do mention they’re on 6ghz - not sure if they support 2.4 although I doubt the frequency of the data radio matters here.
shwaj 11/13/2025||
I would guess that the “foveated” region that they stream is larger than the human fovea, large enough to contain the saccades movement (with some good-enough probability).
vlovich123 11/13/2025||
Saccades afaik can jump to an arbitrary part of the eye which adds to the latency of finding the iris; basically the the software ends up having to look through the entire image to reacquire the iris whereas normally it’s doing it incrementally relative to the previous position.

Are you really sure overrendering the fovea region would really work?

shwaj 11/14/2025||
Not sure, probably depends on the content too. When you read text, the eye definitely isn’t jumping “arbitrarily”, it’s clustered around what you’re focusing on. Might be different for a FPS game where you’re looking out for ambushes.

I’m not sure what you mean by “look through the entire image to reacquire the iris”? You’re talking about the image from the eye tracking camera?

vlovich123 11/15/2025||
> You’re talking about the image from the eye tracking camera?

Yes. A normal trick is to search just a bit outside the last known position to make eye tracking cheap computationally and to reduce latency in the common case.

LarsDu88 11/13/2025|||
They use a 6 Ghz dongle
xeonmc 11/12/2025|||
> Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use. But the price is hopefully low.

Question, what is the criteria for deciding this to be the case? Could you not just move your face closer to the virtual screen to see finer details?

potatolicious 11/12/2025|||
There's no precise criteria but the usual measure is ppd (pixels per degree) and it needs to be high enough such that detailed content (such as text) displayed at a reasonable size is clearly legible without eye strain.

> "Could you not just move your face closer to the virtual screen to see finer details?"

Sure, but then you have the problem of, say, using an IMAX screen as your computer monitor. The level of head motion required to consume screen content (i.e., a ton of large head movements) would make the device very uncomfortable quite quickly.

The Vision Pro has about ~35ppd and generally people seems to think it hits the bar for monitor replacement. Meta Quest 3 has ~25ppd and generally people seem to think it does not. The Steam Frame is specs-wise much closer to Quest 3 than Vision Pro.

There are some software things you can do to increase legibility of details like text, but ultimately you do need physical pixels.

giobox 11/12/2025||
Even the vision pro at 35ppd simply isn't close to the PPD you can get from a good desktop monitor (we can calculate PPD for desktop monitors too, using size and viewing distance).

Apple's "retina" HiDPI monitors typically have PPD well beyond 35 at ordinary viewing distances, even a 1080p 24 inch monitor on your desk can exceed this.

For me personally, 35ppd feels about the minimum I would accept for emulating a monitor for text work in a VR headset, but it's still not good enough for me to even begin thinking about using it to replace any of my monitors.

> https://phrogz.net/tmp/ScreenDensityCalculator.html

potatolicious 11/12/2025|||
Oh yeah for sure. Most people seem to accept that 35ppd is "good enough" but not actually at-par with a high quality high-dpi monitor.

I agree with you - I would personally consider 35ppd to be the floor for usability for this purpose. It's good in a pinch (need a nice workstation setup in a hotel room?) but I would not currently consider any extant hardware as full-time replacements for a good monitor.

andybak 11/12/2025||
Most people in what age group?

I'm 53 and the Quest 3 is perfectly good as a monitor replacement.

gruturo 11/12/2025|||
I'm in the same boat. Due to my vision not being perfect even after correction, a Quest 3 is entirely sufficient.
pdpi 11/12/2025||
I keep hearing this argument, and it baffles me. I find that, as I age and my vision gets worse, I need progressively finer text rendering. Using same-size displays (27") at the same distance, with text the same physical size on screen, 1440p gives me a much worse reading experience than 4k with 2x scaling.
froggit 11/12/2025|||
Are you saying ppd requirements for comfortable usage vary with age?
andybak 11/13/2025||
They vary with quality of eyesight which usually correlates with age.
numpad0 11/12/2025||||
I think there is a missing number here: angular resolution of human eyeballs is believed to be ~60 ppd(some believes it's more like 90).
whycome 11/12/2025|||
We get by with lower resolution monitors with lower pixel density all the time.
big_toast 11/12/2025|||
I think part of getting by with a lower PPD is the IRL pixels are fixed and have hard boundaries that OS affordances have co-evolved with.

(pixel alignment via lots of rectangular things - windows, buttons; text rendering w/ that in mind; "pixel perfect" historical design philosophy)

The VR PPD is in arbitrary orientations which will lead to more aliasing. MacOS kinda killed their low-dpi experience via bad aliasing as they moved to the hi-dpi regime. Now we have svg-like rendering instead of screen-pixel-aligned baked rasterized UIs.

giobox 11/12/2025|||
I'm not sure most of us do anymore - see my 1080p/24 inch example.

No one who has bought almost any MacBook in the last 10 years or so has had PPD this low either.

One can get by with almost anything in a pinch, it doesn't mean its desirable.

Pixel density != PPD either, although increasing it can certainly help PPD. Lower density desktop displays routinely have higher PPD than most VR headsets - viewing distance matters!

modeless 11/12/2025||||
Not only would it be a chore to constantly lean in closer to different parts of your monitor to see full detail, but looking at close-up objects in VR exacerbates the vergence-accommodation mismatch issue, which causes eye strain. You would need varifocal lenses to fix this, which have only been demonstrated in prototypes so far.
Fernicia 11/12/2025|||
Couldn't you get around that by having a "zoom" feature on a very large but distant monitor?
wongarsu 11/12/2025|||
Yes. You can make a low-resolution monitor (like 800x600px, once upon a time a usable resolution) and/or provide zoom and panning controls

I've tried that combination in an earlier iteration of Lenovo's smart glasses, and it technically works. But the experience you get is not fun or productive. If you need to do it (say to work on confidential documents in public) you can do it, but it's not something you'd do in a normal setup

potatolicious 11/12/2025||||
Yes but that can create major motion sickness issues - motion that does not correspond top the user's actual physical movements create a dissonance that is expressed as motion sickness for a large portion of the population.

This is the main reason many VR games don't let you just walk around and opt for teleportation-based movement systems - your avatar moving while your body doesn't can be quite physically uncomfortable.

There are ways of minimizing this - for example some VR games give you "tunnel vision" by blacking out peripheral vision while the movement is happening. But overall there's a lot of ergo considerations here and no perfect solution. The equivalent for a virtual desktop might be to limit the size of the window while the user is zooming/panning.

rtkwe 11/12/2025|||
For a small taste of what using that might be like turn on screen magnification on your existing computers. It's technically usable but not particularly productive or pleasant to use if you don't /have/ to use it.
whycome 11/12/2025|||
This all sounds a bit like the “better horse” framing. Maybe richer content shouldn’t be consumed as primarily a virtualized page. Maybe mixing font sizes and over sized text can be a standard in itself.
jayd16 11/12/2025|||
It's just about what pixel per degree will get you close to the modern irl setup. Obviously it's enough for 80 char consoles but you'd need to dip into large fonts for a desktop.
rtkwe 11/12/2025||
I did the math on this site and I'd have to hunch less than a foot from the screen to hit 35 PPD on my work provided Thinkpad X1 Carbon with a 14" 1920x1200 screen. My usual distance is nearly double that so my ppd normally is more like 70 ppd, roughly.

https://phrogz.net/tmp/ScreenDensityCalculator.html#find:dis...

nabakin 11/12/2025|||
And foveated streaming has a 1-2ms wireless latency on modern GPUs according to LTT. Insane.
tshaddox 11/12/2025|||
That's pretty quick. I've heard that in ideal circumstances Wi-Fi 6 can get close to 5ms and Wi-Fi 7 can get down to 2ms.

I's impressive if they're really able to get below 2ms motion-to-photon latency, given that modern consumer headsets with on-device compute are also right at that same 2ms mark.

CobrastanJorji 11/12/2025|||
Wow, that's just 1 frame of latency at 60 fps.

Edit: Nevermind, I'm dumb. 1/60th of a second is 16 milliseconds, not 1.6 milliseconds.

redrblackr 11/12/2025|||
No, thats between 0.06 and 0.12 frame latency on 60fps. It's not even a frame on 144Hz (1s/144≈7ms)
bspammer 11/12/2025||||
Much less than, 1 frame is 16ms
sph 11/12/2025|||
60 fps is 16.67 ms per frame.
MetaWhirledPeas 11/12/2025|||
> Roughly equivalent resolution to Quest 3 and less than Vision Pro. This won't be suitable as a monitor replacement for general desktop use.

The real limiting factor is more likely to be having a large headset on your face for an extended period of time, combined with a battery that isn't meant for all-day use. The resolution is fine. We went decades with low resolution monitors. Just zoom in or bring it closer.

wat10000 11/12/2025|||
The battery isn't an issue if you're stationary, you can plug it in.

The resolution is a major problem. Old-school monitors used old-school OSes that did rendering suitable for the displays of the time. For example, anti-aliased text was not typically used for a long time. This meant that text on screen was blocky, but sharp. Very readable. You can't do this on a VR headset, because the pixels on your virtual screen don't precisely correspond with the pixels in the headset's displays. It's inevitably scaled and shifted, making it blurry.

There's also the issue that these things have to compete with what's available now. I use my Vision Pro as a monitor replacement sometimes. But it'll never be a full-time replacement, because the modern 4k displays I have are substantially clearer. And that's a headset with ~2x the resolution of this one.

cesarb 11/13/2025||
> There's also the issue that these things have to compete with what's available now. [...] But it'll never be a full-time replacement, because the modern 4k displays I have are substantially clearer.

What's available now might vary from person to person. I'm using a normal-sized 1080p monitor, and this desk doesn't have space for a second monitor. That's what a VR headset would have to compete against for me; just having several virtual monitors might be enough of an advantage, even if their resolution is slightly lower.

(Also, I have used old-school VGA CRT monitors; as could be easily seen when switching to a LCD monitor with digital DVI input, text on a VGA CRT was not exactly sharp.)

bluescrn 11/12/2025||||
VR does need a lot of resolution when trying to display text.

Can get away with less for games where text is minimized (or very large)

bottlepalm 11/13/2025||||
The weight on your face is half that of Quest 3, they put the rest of the weight on the back which perfectly balances it on your head. It's going to be super comfortable.
m4rtink 11/13/2025||
Yeah, already many people use something like the Bobovr alternative headstrap for the Quest3 that has an additional battery pack in the back, which helps balancing the device in the front.
bottlepalm 11/13/2025||
Which doubles the weight on your head, which increases the inertia you feel when moving around playing active games. The Frame is half the weight on your face, so active games are going to be a lot more comfortable.
refulgentis 11/12/2025||||
Whether or not we used to walk to school uphill both ways, that won't make the resolution fine.

To your point, I'd use my Vision Pro plugged in all day if it was half the weight. As it stands, its just too much nonsense when I have an ultrawide. If I were 20 year old me I'd never get a monitor (20 year old me also told his gf iPad 1 would be a good laptop for school, so,)

MetaWhirledPeas 11/13/2025|||
One problem is that in most settings a real monitor is just a better experience for multiple reasons. And in a tight setting like an airplane where VR monitors might be nice, the touch controls become more problematic. "Pardon me! I was trying to drag my screen around!"
Andrex 11/13/2025|||
> (20 year old me also told his gf iPad 1 would be a good laptop for school, so,)

Yikes. How'd that relationship end up? Haha.

refulgentis 11/13/2025||
Lol, I laughed then 20 seconds later started taking this literally: I think that was July, it had been two years, and it was over by November (presumably due to my other excellent qualities!) (all joking aside, for younger members in our audience, it was sweet and she was around in my life for at least another decade)
krzyk 11/12/2025|||
2k X 2k doesn't sound low res it is like full HD, but with twice vertical. My monitor is 1080p.

Never tried VR set, so I don't know if that translates similarly.

potatolicious 11/12/2025|||
Your 2K monitor occupies something like a 20-degree field of view from a normal sitting position/distance. The 2K resolution in a VR headset covers the entire field of view.

So effectively your 1080p monitor has ~6x the pixel density of the VR headset.

krzyk 11/13/2025||
Thank you for explaining, it makes sense now.
rtkwe 11/12/2025||||
The problem is that 2k square is spread across the whole FOV of the headset so when it's replicating a monitor unless it's ridiculously close to your face a lot of those pixels are 'wasted' in comparison to a monitor with similar stats.
MetaWhirledPeas 11/13/2025||
Totally true, but unlike a real monitor you can drag a virtual monitor close to your face without changing the focal distance, meaning it's no harder on your eyes. (Although it is harder on your neck.)
rtkwe 11/13/2025||
To get the same pixel per degree as my work laptop I'd have to put it's virtual replacement screen 11 (virtual) inches from my face and that's probably the lowest PPD screen in my normal life unless I get a bad desk at work that day. Just pasting them inches from your nose is not a great solution, you can already do that with a good set of monitor arms and there's a reason almost no one does it.
cedws 11/12/2025|||
Why hasn't Meta tried this given the huge amount of R&D they've put into VR and they had literally John Carmack on the team in the past?
modeless 11/12/2025|||
They prioritized cost, so they omitted eye tracking hardware. They've also bet more on standalone apps rather than streaming from a PC. These are reasonable tradeoffs. The next Quest may add eye tracking, who knows. Quest Pro had it but was discontinued for being too expensive.

We'll have to wait on pricing for Steam Frame, but I don't expect them to match Meta's subsidies, so I'm betting on this being more expensive than Quest. I also think that streaming from a gaming PC will remain more of a niche thing despite Valve's focus on it here, and people will find a lot of use for the x86/Windows emulation feature to play games from their Steam library directly on the headset.

robotnikman 11/12/2025||
It will be interesting to see how the X86 emulation plays out. In the Verge review of the headset they mentioned stutters when playing on the headset due to having to 'recompile x86 game code on the fly', but they may offer precompiled versions which can be downloaded ahead of time, similar to the precompiled shaders the Steam Deck downloads.

If they get everything working well I'm guessing we could see an ARM powered Steam Deck in the future.

Despite the fact it uses a Qualcomm chip, I'm curious on whether it retains the ability to load alternative OS's like other Steam hardware.

girvo 11/12/2025||
> Despite the fact it uses a Qualcomm chip, I'm curious on whether it retains the ability to load alternative OS's like other Steam hardware.

I think it should: we have Linux support/custom operating systems on Snapdragon 8 Gen 2 devices right now today, and the 8 Gen 3 has upstream support already AFAIK

https://rocknix.org/devices/ayn/odin2/

cube2222 11/12/2025||||
If you mean foveated streaming - It’s available on the Quest Pro with Steam Link.
jayd16 11/12/2025|||
What do you mean? What part have they not tried?
regularfry 11/13/2025|||
I use a 1920x1080 headset as a monitor replacement. It's absolutely fine. 2160x2160 will be more than workable as long as the tracking is on point.
chaostheory 11/13/2025|||
> But the price is hopefully low.

The main value of Meta VR and AR products is the massive price subsidy which is needed because the brand has been destroyed for all generations older than Alpha.

The current price estimate for the Steam Frame is $1200 vs Quest 3 at $600 which is still a very reasonable price given the technology, tariffs, and lack of ad invading privacy

coolspot 11/13/2025||
Quest 3 is $499 and Quest 3S is $299 in the US
jagermo 11/13/2025|||
> Very cool, should be very hackable. Very unlike every other standalone VR headset. That might be the reason I'm going to buy it. I want to support this and Steam has done a lot to get gaming on linux going.
JeremyNT 11/12/2025|||
I guess there's a market for this but I'm personally disappointed that they've gone with the "cram a computer into the headset" route. I'd much rather have a simpler, more compact dumb device like the Bigscreen Beyond 2, which in exchange should prove much lighter and more comfortable to wear for long time periods.

The bulk and added component cost of the "all in one" PC/headset models is just unnecessary if you already have a gaming PC.

entropicdrifter 11/12/2025|||
I'm personally quite hyped to see the first commercially available Linux-based standalone VR headset announced. This thing is quite a bit lighter than any of the existing "cram a computer in" solutions.
fsiefken 11/13/2025|||
Strictly speaking the mobile Oculus/Meta Go/Quest headsets were linux/android based, you can run Termux terminal with Fedora/Ubuntu on them and use an Android VNC/X app to run the 2D graphical part. But I share your SteamOS enthousiasm.
rpdillon 11/13/2025|||
Yeah, this is exactly what I've been waiting for for quite a long time. I'm very excited.
LarsDu88 11/12/2025||||
They crammed a computer into the headset, but UNLIKE Meta's offerings, this is indeed an actual computer you can run linux on. Perhaps even do standard computer stuff inside the headset like text editing, Blender modeling, or more.
pteraspidomorph 11/13/2025||||
As a current and frequent user of this form factor (Pico 4, with the top strap, which the Steam Frame will also have as an option, over Virtual Desktop) I can assure you that it's quite comfortable over long periods of time (several hours). Of course it will ultimately depend on the specific design decisions made for this headset, but this all looks really good to me.

Full color passthrough would have been nice though. Not necessarily for XR, but because it's actually quite useful to be able to switch to a view of the world around you with very low friction when using the headset.

tfyoung 11/13/2025||||
There's always going to be a computer in it to drive it. It's just a matter of how generalised it is and how much weight/power consumption it's adding.
numpad0 11/13/2025||||
It's nice to have some local processing for tracking and latency mitigation. Cost from there to full computer on headset is marginal, so you might as well do that.
modeless 11/12/2025||||
You can get a Beyond if that's what you want. It's an amazing device, and will be far more comfortable and higher resolution than this one. Valve has supported Bigscreen in integrating Lighthouse tracking, and I hope that they continue that support by somehow allowing them to integrate the inside-out tracking they've developed for this device in the next version of the Beyond.
preisschild 11/12/2025||
That would probably add a lot of extra weight and it would need to make the device bigger.
modeless 11/12/2025||
I don't think it would be too bad. Cameras are tiny. The processing would still happen on the PC, and you could delete the lighthouse tracking sensors. I guess the hardest part would be sending that much camera data back to the PC over the cable.
zonkerdonker 11/13/2025||
Its worse than that. Cameras (plus DToF if you want tracking in the dark), imus, gyros, and necessarily onboard compute/SOC to handle processing that data. Shipping it all off to a remote computer and then making the round trip creates an untenable amount of lag. Thats not even accounting for controller and hand tracking.

And once you have the pipeline and computation power to enable inside out tracking all on device, adding an OS is essentially free.

modeless 11/16/2025||
It already has an IMU and gyro, obviously. Time of flight cameras are unnecessary. Steam Frame doesn't have them either. At most you would put IR LEDs for illumination which are tiny but also optional (Quest 3 doesn't have them), and there's no reason they have to be in the headset, you could just have a standalone IR illuminator on your desk.

As for sending data over a cable, there's nothing inherently laggy about it. After all, the display signal already travels over the cable, and the cable transfer is by far not the limiting factor in latency. The camera data is lower bandwidth than the display signal, too.

preisschild 11/12/2025||||
I agree. Hopefully Bigscreen continues making hardware. I still have the original bigscreen beyond and im very happy with it besides the glare.
jijijijij 11/13/2025||
How is Linux support?
olejorgenb 11/13/2025|||
From the review section:

Nikos Q: Linux Desktop support? A: Hi,

Linux is not officially supported but can absolutely work with the Beyond 2. I'd suggest joining the Bigscreen Beyond Discord server for more information

Thanks By Bigscreen Support Team

---

Rant: they have disabled selected text for the reviews for some inexplicable reason.

jijijijij 11/13/2025||
Lol, doesn't sound confidence inspiring. "More info in Discord" is such a non-starter.

I wish Valve every bit of success, if they deliver an open platform people can own and hack.

preisschild 11/13/2025|||
its using SteamVR, so it should work
bottlepalm 11/13/2025||||
It's super light compared to Quest 3, half the weight on your face, the rest is on the back which balances the headset. Big Screen Beyond isn't wireless and has a narrower field of view.
PoisedProto 11/14/2025||
> has a narrower field of view.

On the beyond 2, only by 2 degrees horizontally. I don't think that would even be noticeable.

rbits 11/12/2025|||
I was worried about the built in computer as well, but then I found out it's only 185g. It is 78g more than the Bigscreen Beyond 2, but it's still pretty light.
nixpulvis 11/13/2025|||
I once lived in a place that had a bathroom with mirrors that faced each other. I think I convinced myself that not only is my attention to detail more concentrated at the center, but that my response time was also fastest there (can anyone confirm that?).

So this gets me thinking. What would it feel like to correct for that effect? Could you use the same technique to essentially play the further parts early, so it all comes in at once?

Kinda a hair brained idea, I know, but we have the technology, and I'm curious.

TheOtherHobbes 11/13/2025||
Peripheral vision is extremely good at spotting movement at low resolution and moving the eye to look at it.

I don't know if it's faster, but it's a non-trivial part of the experience.

nixpulvis 11/13/2025|||
Yea, I've heard and noticed that as well (thought about adding a note about it to my original comment). But what I'm curious about is the timing. What I suspect is that peripherals are more sensitive to motion, but still lag slightly behind the center of focus. I'm not sure if it's dependent on how actively you are trying to focus. I'd love to learn more about this, but I didn't find anything when I looked online a bit.
consp 11/13/2025|||
It's good enough to see flickering on crt monitors at 50-60hz for some people.
yencabulator 11/13/2025||
I can see the spinning color wheels inside cheaper projectors as rapidly-changing rainbow lights leaking out of their ventilation grilles, but only with peripheral vision and mostly only if I'm moving my head at the same time.
dspillett 11/13/2025|||
> Foveated streaming! That's a great idea.

It would be interesting to see⁰ how that behaves when presented with weird eyes like mine or worse. Mine often don't always point the same way and which one I'm actually looking through can be somewhat arbitrary from one moment to the next…

Though the flapping between eyes is usually in the presence of changes, however minor, in required focal distance, so maybe it wouldn't happen as much inside a VR headset.

----

[0] Sorry not sorry.

archon810 11/12/2025|||
Have a look at this video by Dave2D. In his hands-on, he was very impressed with foveated streaming https://youtu.be/356rZ8IBCps.
KolibriFly 11/13/2025|||
Yet this is shaping up to be one of the most interesting VR releases
dyauspitr 11/13/2025|||
How the hell would foveated streaming even work, it seems physically impossible. Tracking where your eye is looking then sending that information to a server, it processing it and then streaming that back seems impossible.
LarsDu88 11/13/2025|||
The data you're sending out is just the position and motion vectors of the pupils. And you probably only need about 16 bits for each of these numbers for 2 eyes. So the equivalent of two floating point numbers along a particular channel or 32 bits at minimum. Any lag can be compensated for by simply interpolating the motion vectors.

It actually makes a lot of sense!

utopiah 11/13/2025||||
Eye tracking hardware and software specifically focus on low latency, e.g. FPGA close to the sensor. The resulting packets they send is also ridiculously small (e.g 2 numbers as x,y positions of the pupils) so ... I can see that happening.

Sure eyes move very VERY fast but if you do relatively small compute on dedicated hardware it can also go quite fast while remaining affordable.

imtringued 11/13/2025|||
It just needs to be less impossible than not doing it. I.e. sending a full frame of information must be an even more impossible problem.
ch4s3 11/12/2025||
> Mouth tracking?

What a vile thought in the context of the steam… catalogue.

SchemaLoad 11/12/2025|||
I'm guessing it's main use case will be VR chat syncing mouths to avatars.
riskable 11/13/2025||
The porn industry disagrees.
Andrex 11/13/2025||
If the porn industry likes it, it's bad?

Guess we have to get rid of physical home media.

And the internet.

It was a good run I guess.

rtkwe 11/12/2025||||
They're probably thinking of it in comparison to the Apple Pro which attempts to do some facial tracking of the bottom of your face to inform their 'Personas', it notably still fails quite badly on bearded people where it can't see the bottom half of the face well.
ch4s3 11/12/2025||
I gathered as much, but still.
willis936 11/13/2025|||
Funny enough the Digital Foundry folks put a Gabe quote about tongue input in their most recent podcast.

https://www.youtube.com/watch?v=c9zfExb5vCU&t=1h32m44s

arnaudsm 11/12/2025||
This is the first standalone headset with an open ecosystem. That's a big deal.

Meta Quests & Apple Visions require developer verification to run your own software, and provide no root access, which slowed down innovation significantly.

KolibriFly 11/13/2025||
Valve giving users root access out of the box is huge. It puts the headset in the same category as a real PC
teaearlgraycold 11/13/2025||
Praise be to gaben
utopiah 11/13/2025|||
> first standalone headset with an open ecosystem

What about the Lynx XR1? Running Android sure but officially rooted (details https://lynx.miraheze.org/wiki/Rooting_Process ) and with Linux proper (details https://wiki.postmarketos.org/wiki/Lynx_R1_(lynx-r1) ) even though experimental.

m4rtink 11/13/2025|||
There is but one issue with the Lynx XR1 - no one really got it. A few backers randomly got a few pieces but many others (including myself) are still waiting for their device to arrive (and will most likely wait for ever).

This has a serious impact on the developer ecosystem - there are still a few people who got their devices and are doing interesting work, but with so few users actually having devices the community is too small for much progress to be expected.

It's kinda similar to the old Jolla Tablet - it was a very interesting device (an x86 tablet running an open Linux distro in 2013!) but it ended up in too few hands due to funding issues & the amount of Sailfish OS apps actually supporting the tablet (eg. big screen, native x86 builds, etc.) reflected that.

utopiah 11/13/2025||
> many others (including myself) are still waiting for their device

Sucks, sorry to hear that :(

stanlarroque 11/13/2025|||
Yes we released our headset with root access and an open bootloader. We are going to announce our next headset in a couple of months :-)
m4rtink 11/13/2025|||
Cool! Do you have a link for a store where I can buy it ? ;-)
arnaudsm 11/13/2025|||
Sorry Stan, forgot about the Lynx, huge fan of your work!
IshKebab 11/12/2025|||
Not to mention Meta abandoned the Quest 1 very quickly. I bought a game when it came out and never got around to playing it (had kids). I tried to play it recently and it no longer even works! £30 down the drain, thanks Zuck.

I guess I can't complain too much given that I got it for free.

throwaway89201 11/12/2025|||
I bought an Oculus Go last year for € 30. Its support has been dropped for quite some time, and you can only activate developer mode and sideloading through an old version of the Meta Horizons app [1]. But if you do that, there are 71 GiBs of games to explore on the Internet Archive [2]. Some need patching to remove an online check to a server that no longer exists, but that is easy enough to do with a (regrettably Windows) tool someone published.

The Go is not the best headset of course, but the games are a different style because of the 3DoF tracking without camera's. Somewhat slower paced and sitting down. A style I personally like more.

You can also unlock the device to get root on it [3], which is quite neat, although there doesn't seem to be any homebrew scene at all. Not even the most bare-bones launcher that doesn't require a Meta login.

[1] That doesn't even seem intentional, but it does mean that once the old version of the app can't communicate with Meta servers anymore, any uninitialized Go turns into a brick.

[2] https://archive.org/details/gear-vr-oculus-go

[3] https://developers.meta.com/horizon/blog/unlocking-oculus-go...

glenneroo 11/14/2025||||
That's not quite true - when did you get your free Quest 1? Only January of this year did Meta officially stop allowing devs to support those devices which IMO is not nice, but probably necessary to put resources towards newer devices since it was extremely outdated and very hard to keep supporting. The Quest 1 launched in May 2019, so it got almost 6 years of updates and if you have one, you can still install older versions of existing apps that choose to support it (which admittedly is very rare). I shut off support for my game back in 2024 when they recommended it, since the device is less than half as powerful as the Quest 2, very few users still had one, and the Q1 was a hard target to hit performance-wise vs newer devices. If you spend $50 to get a Quest 2 you'll get a couple years of updates or even better, spend $299 to get a 3S which is an amazing piece of kit and will probably be supported for at least 5 more years since it just came out.
wayeq 11/13/2025|||
> £30 down the drain, thanks Zuck.

I'm sure he put it to good use. Like 500ms worth of upkeep for one of his yachts.

contrarian1234 11/13/2025|||
sorry, maybe i missed it. But how do you know the ecosystem is open?

from the link we don't know if the OS can be changed (might be locked like many Android phones) or if a connected machine is required to run their DRM/Steam. The drivers may also not be open source

piperswe 11/13/2025|||
It's SteamOS and SteamVR - you can run arbitrary aarch64 Linux binaries that talk to SteamVR and they should just work
bullen 11/13/2025|||
Yep, I'm back into VR with this move, specially if the price is closer to $500 than $1000.

Unless the lenses/displays are bad, but I figure we would have heard by now?

contrarian1234 11/13/2025|||
from a cursory look . it seems SteamVR is intended to be used with their DRM platform and isn't open source. Maybe its a bit less limiting vs Meta's offering?

i wouldnt characterize this as an "open ecosystem" though

bullen 11/13/2025||
The key takeaway is that you will rebuild the drivers less often:

1) The stack is mature now, we know what features can exist.

2) For me it's about having the same stack as on a 3588 SBC, so I don't need to download many GB of Android software just to build/run the game.

The distance to getting a open-source driver stack will probably be shorter because of these 2 things, meaning OpenVR/SteamVR being closed is less of a long term issue.

contrarian1234 11/13/2025||
I'm confused. Why would you develop a game on a SBC (that's not powerful enough to do VR)? Why are you not just cross compiling?

It's possible that you can have a full open source stack some day on these goggles.. but I don't think that's something that's obviously going to happen. SteamVR sounds like their version of GooglePlay Services

bullen 11/13/2025||
3588 can do VR, just not Unity/Unreal VR. That is a problem with bloated engines not the 3588.

All mainstream headsets get open-source drivers eventually: https://github.com/collabora/libsurvive

contrarian1234 11/14/2025||
yeah but is foveated streaming and whatnot going to be opensource, or are we going to have to wait a decade for some grad student to reimplement a half broken version?
bullen 11/15/2025||
Probably, but eye traction is never going to be the focus of indie engines specially if they run on the 3588.

Also about cross compiling that is meaningless as you need hardware to test on and then you should be able to compile on the device you are using to test. Alteast that is what I want, make devices that cannot compile illegal.

bullen 11/15/2025||
*tracking
theknarf 11/13/2025||||
It said its running Steam OS, which is just Linux.
contrarian1234 11/13/2025||
Android is also just Linux. But i cant install Debian on my phone
tete 11/13/2025|||
Android isn't "just Linux". It's a heavily modified kernel, it's often an even closed source bootloader in many cases and it's completely untrue for userspace, where it incorporates stuff from other OSs (BSDs, etc.). There are huge amounts of blobs.

Yes, there technically is a Linux kernel, but if it's "just Linux" then macOS is "just FreeBSD", because grep -V tells you so, because it has dtrace, because you run (ran?) Docker with effectively FreeBSD's bhyve, etc.

If you wanna spin it even further neither are Safari and Chrome or any other Webkit browsers just Konqueror because they took the layout engine code from KDE (KHTML).

And you can totally install Debian and even OpenBSD, etc. on a Steam Deck and at least the advertisement seems to indicate it won't be all that different for the VR headset.

surajrmal 11/13/2025||
The problem is that you're talking about the Linux desktop ecosystem whereas the op could be talking about the kernel. Both are just Linux (and the fact we've not evolved our nomenclature to differentiate the two is surprising). Also, fwiw, the android kernel is no longer heavily modified. Most of the custom stuff has been upstreamed.
oceansky 11/13/2025||
I'd just like to interject for a moment. What you're refering to as Linux, is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.

Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called Linux, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.

There really is a Linux, and these people are using it, but it is just a part of the system they use. Linux is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. Linux is normally used in combination with the GNU operating system: the whole system is basically GNU with Linux added, or GNU/Linux. All the so-called Linux distributions are really distributions of GNU/Linux!

wombarly 11/13/2025||||
SteamOS at its base is just Arch with Steam and some additional software installed.
contrarian1234 11/13/2025||
that doesn't in any way mean you can install an alternate OS. But i get your point that at least you can run Arch stuff. Isnt Arch ARM support unofficial? (its been ages since i tried) You dont hear of people running it on RPis for example
mavamaarten 11/13/2025|||
Well. It doesn't say in any docs or specs, but for what it's worth, Valve's hardware has always been open like that. You're free to install windows on your steam deck, for example.
embedding-shape 11/13/2025||
> Well. It doesn't say in any docs or specs, but for what it's worth

They do hint that you can install a different OS on it:

> Just like any SteamOS device, install your own apps, open a browser, do what you want: It's your PC.

Every other SteamOS device does allow you to install whatever OS on the device, so seems Frame will be the same, judging by that landing page blurb.

surajrmal 11/13/2025||
They also explicitly mention os. I'm highly doubtful a product with a Qualcomm soc will support installing an alternative os.
willis936 11/16/2025||
Valve sponsored asahi linux which was a herculean exercise in running another OS on locked down hardware. They've also sponsored wine and fex. It would be a sudden, steep, and unexpected departure for them to go from being leaders in cross platform OS/hardware support to locking down their own hardware platform. It's just not in their nature. They know their nature is good and they know we know it. That's called trust.
scheeseman486 11/13/2025||||
https://lists.archlinux.org/archives/list/arch-dev-public@li...

They're being a little vague about it but this collaboration to improve Arch's build service/infrastructure is being done in part to faciliate support of multiple architectures.

iirc it was in Tested coverage that Valve said the hardware supports other OSes. It'd be out of character for Valve not to allow for this.

sensanaty 11/13/2025|||
If it's anything like the Deck, then the version of SteamOS on it won't be locked down in any way whatsoever. You can install Windows or any other distro you want on the Deck with 0 issues (other than regular ones you'd experience anyways on any regular computer, nothing to do with Valve locking anything down).
surajrmal 11/13/2025||
The steam deck was not arm. Unlike the steam machine page, the steam frame page does not insinuate you can put a custom OS on it. On top of custom drivers which are not necessarily upstreamed, qualcomm socs always require closed source userspace daemons which are coupled to the kernel.
scheeseman486 11/14/2025||
Valve have been working with Linaro to develop FOSS drivers for the Adreno 750. This is necessary, given how heavily Valve leans on having integrations with Mesa whereas Qualcomm's drivers are designed for an Android environment.

I don't see why they wouldn't unlock the bootloader, it wouldn't be the first Qualcomm-based product to allow it and in press interviews they have pressed, quite hard, that the Frame is still a PC.

Andrex 11/13/2025|||
Great username for this type of comment.
mmis1000 11/13/2025|||
Even just have direct access to hardware apis is already a big win. On Oculus quest. The closest you can get is running with webxr. But webxr suffer from all those performance problem of web platforms. (And bug of meta softwares. The recent quest browser have bug that prevent you from disabling spatial audio, rendering it not usable for watch video at all)
Razengan 11/12/2025||
I just want a "dumb" headset that I can use as a portable private display for my laptop.

That's it.

I don't need 3D, I don't need VR, I don't need weirdass controllers trying to be special. Just give me a damn simple monitor the size of my eyes.

Fuck off with your XR OSes and "vision" for XR, not even Apple could get it fully right, the people in charge everywhere are too out of touch and have no clue where the fuck to go after smartphones.

scheeseman486 11/13/2025|||
HUD glasses kind of suck since having a display oriented to your head is uncomfortable. Adding 3DOF tracking only partially solves that, so you go 6DOF to maximize optical/vestibular comfort. Now you're rendering a virtual display within a virtual environment, but look at all that wasted space! So add more virtual monitors! Now you need some mechanism to manage them, so you add that and now you have a windowing system... so why are you rendering virtual monitors with fixed space desktops when you can just be rendering the application windows themselves?

The best portable private display for your laptop will inevitably be a 6DOF tracked headset with an XR native desktop.

Razengan 11/13/2025||
Yes sorry about my excessive use of French in the comment, I didn't mean it has to be a fixed 1:1 slab of the realspace screen, desktop app windows in XR space would be ideal, but none of the products seem to be able to get it all right yet.

Apple's visionOS comes close but it's crippled by the trademark Apple overcontrolling.

ehnto 11/13/2025||||
Then this is actually much closer than previous headsets?

There is a lot going on to render the desktop in a tracked 3D space, all that has to happen somewhere. If you're expecting to plug a HDMI cable into a headset and have a good time then I think you're underestimating how much work is being done.

OpenVR and OpenXR are really great software layers that help that all work out.

krastanov 11/12/2025||||
I am currently writing this from an xreal one pro. I think it fits what you are asking for.
strix_varius 11/13/2025||||
I don't understand your comment. What you're describing has existed for years.
Razengan 11/13/2025||
Well maybe not compatible with MacBooks then, with just a USB-C plug-and-play experience? or I presumed it didn't exist
strix_varius 11/14/2025||
When I look up the actual release dates on viable head mounted displays, it turns out I'm wrong: not years, more like "year."

You should check out the xreal one!

iddan 11/12/2025||||
There you go https://www.sightful.com/
MrDrMcCoy 11/13/2025|||
My Viture AR glasses are just a dumb display with an accelerometer, and work extremely well.
jsheard 11/12/2025||
Frame is obviously the main headline here, but they've also launching a new SteamOS mini-PC and a new controller.

https://store.steampowered.com/sale/steammachine

https://store.steampowered.com/sale/steamcontroller

No prices listed for any of them yet, as far as I can tell.

phantasmish 11/12/2025||
Oh hell yes. There was a leak of specs (via a benchmarking database) of an upcoming machine from Valve and I had my fingers crossed that it was a mini PC and not some VR thingy, saw this thread, and was sad for a moment before I spotted this post.

6x as powerful as the Steam deck (that I use plugged in anyway 98% of the time—I’d have bought a Steam Deck 2, but I’m glad I get the option to put money toward more performance instead of battery and screen that I don’t use) is great. Not a lot of games I want to play won’t run well at least at 1080p with specs like that.

andoando 11/12/2025|||
What is the draw of the Steam machine though? They say the price is comparable to similarly specced PC. So why not just buy/build any mini PC? There's plenty of options for that
baggachipz 11/12/2025|||
A good while back I abandoned PC gaming because I was sick of driver issues, compatibility, and always having to update hardware to play the next game. Instead, I embraced consoles and haven't considered PC gaming since then. This, however, has me reconsidering that. I want it to "just work". When I want to play games, I don't want to deal with all of that other crap. I'm old, ain't nobody got time for that.
theshackleford 11/12/2025|||
It's wild how experiences can vary so wildly. That's the nature of PC's though I suppose that you are trying to avoid.

I've had no driver or compatibility issues in longer than I can remember. Maybe Vista?

I also rarely upgrade because playing at console level settings means I can easily get effectively the same lifetime out of my hardware. Though I do tend to upgrade a little earlier than console users still leaning a bit more towards the enthusiast side.

barrkel 11/12/2025||||
I guess you abandoned PC gaming some time in the early 2000s?
niek_pas 11/13/2025|||
I'm guessing you have a very positive experience with gaming PCs; I wish I could say the same. My Windows PC:

  - Randomly BSODs because of (I think) a buggy Focusrite audio interface driver (that I can't fix and Focusrite refuses to)
  - Regularly 'forgets' I have an RX 5600 XT GPU and defaults to the integrated graphics, forcing me to go into the 1995 'Device Manager' to reset it
  - Occasionally just... stops playing audio?
  - Occasionally has its icons disappear from the taskbar
  - Regularly refuses to close applications, making me go into the Task Manager to force-quit them.
These are just the issues I can think of off the top of my head. I've been playing PC games for like 15 years and this is just par for the course for my experience.
IshKebab 11/13/2025|||
Definitely an outlier. Windows has generally been very very solid since about Windows 7. Certainly since Windows 10.

Linux is still quite far behind in terms of desktop stability in my experience. But I guess if Valve fully controls the hardware they can avoid janky driver issues (it sounds like suspend will work reliably!), so this might actually make a good desktop Linux option.

PoisedProto 11/14/2025||
You are also definitely an outlier. In my experience, Linux has been 5x as stable as Windows (and more performant, too). SteamOS is just Arch Linux with the KDE desktop, the actual desktop stability wont be different from the same setup on a normal PC.
armonster 11/13/2025|||
I also had frequent BSOD issues because of a Focusrite audio interface, lol. I've since thrown it out and gotten an alternative brand product and have never had the issues again.
rtkwe 11/13/2025||||
I'm quite confused too, that doesn't align with my experience in the last couple years as well. There's notably been a few very good and long lived video cards and also as time goes on there's an ever deepening library of older games that can be played with very affordable cards.

I'm wondering when and with what hardware they had that bad experience.

kakacik 11/13/2025||||
Drivers are not an issue for quite some time (but its always good to have latest nvidia ones for example for optimizations focused on given game).

But its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet. I have roughly 20 of them installed currently (why the heck?) and earlier versions would happily get installed over already-installed version of same for example as part of game installation process, not a stellar workmanship on MS side. Whats wrong with having latest being backward compatible with all of previous ones, like ie Java achieved 25 years ago?

Talking about fully updated windows 10 and say official steam distros of the games.

baggachipz 11/13/2025||
> Drivers are not an issue for quite some time

> its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet.

Thanks for making my point for me.

nilkn 11/13/2025|||
I can't speak for the other poster, but I actually recently "abandoned" PC gaming. For me, it wasn't a deliberate decision but more of a change in behavior that occurred over time. I suspect the key event was picking up a PS5 Pro. For me, it's the first console that's felt powerful enough to scratch a similar itch as PC gaming -- except I could just plug it into our Atmos-equipped "home theater" set up and have it not only work flawlessly but be easily accessible to everyone, not just me. Since picking it up, between the PS5 Pro and handheld gaming devices, I just have not played a game on my gaming PC a single time and am currently planning on retiring it as a result.

There may be a connection here with age and the type of games I play too. I'm in my mid-30s now and am not interested in competitive twitch shooters like Call of Duty. In many cases, the games I've been interested in have actually been PS5 exclusives or were a mostly equivalent experience on PS5 Pro vs. PC or were actually arguably better on PS5 Pro (e.g., Jedi Survivor). In some cases, like with Doom: The Dark Ages, I've been surprised at how much I enjoyed something I previously would've only considered playing on PC -- the PS5 Pro version still manages to offer both 60 FPS and ray tracing. In other cases, like Diablo IV, I started playing on PC but gradually over time my playtime naturally transitioned almost entirely to PS5 Pro. The last time I played Diablo IV on my PC, which has a 4090, I was shocked at how unstable and stutter-filled the game was with ray tracing enabled, whereas it's comparatively much more stable on PS5 Pro while still offering ray tracing (albeit at 30 FPS -- but I've come to prefer stability > raw FPS in all but the most latency-sensitive games).

One benefit of this approach if you live with someone else or have a family, etc., is that investments in your setup can be experienced by everyone, even non-gamers. For instance, rather than spending thousands of dollars on a gaming PC that only I would use, I've instead been in the market for an upgraded and larger TV for the "home theater", which everyone can use both for gaming and non-gaming purposes.

Something else very cool but still quite niche and poorly understood, even amongst tech circles, is that it's possible to stream PS5 games into the Vision Pro. There are a few ways of doing this, but my preferred method has been using an app called Portal. This is a truly unique experience because of the Vision Pro's combination of high-end displays and quality full-color passthrough / mixed reality. You can essentially get a 4K 120"+ curved screen floating in space in the middle of your room at perfect eye level, with zero glare regardless of any lighting conditions in the room, while still using your surround sound system for audio. The only downside is that streaming does introduce some input latency. I wouldn't play Doom this way, but something like Astro Bot is just phenomenal. This all works flawlessly out of the box with no configuration.

andoando 11/12/2025|||
I mean I just don't see the difference between this and getting any PC and slapping SteamOS on it.
rtkwe 11/13/2025|||
There's not currently a way to officially put SteamOS on Steam* hardware. Plenty of people have done it but there's the usual compatibility issues where the image is built for the very specific hardware Valve installs it on so there's often wake from sleep and fan control issues. All solvable but it's not the level of turn key of even a mainline linux distro.
rtkwe 11/13/2025||
Too late to edit and I think it's clear from context but I meant non-Steam* hardware.
kevinqi 11/13/2025|||
probably the "slapping steamOS" part of that
foresto 11/12/2025||||
As someone who has been building my PCs for decades, I have to admit seeing some appeal here:

It's apparently small, quiet, capable, and easy.

I'll keep building my own, but most people don't, and the value of saved time and reduced hassle should not be underestimated.

If comparing this device to other pre-built systems, consider that this one is likely to be a first class target for game developers, while others are not.

eptcyka 11/12/2025||||
Some people really don't want to spend time exchanging parts when the memory they buy turns out to be incompatible or that the GPU doesn't fit the sleek mITX case. There's a lot of research to ensure all parts are compatible and optimal when building a PC - for some it's time that could be better spent on using the PC instead of building one.
andoando 11/12/2025||
You can still buy prebuilt though and slap SteamOS on it and youre there.

Dont get me wrong this looks very a nice product, but its nothing revolutionary.

_aavaa_ 11/13/2025|||
The hardware is not, but the implications are pretty close (major gaming company is pushing a first party product of open hardware + open software with a linux box). It is literally the year of linux desktop.
mjrpes 11/13/2025|||
This thing is meant for a living room media center. A prebuilt PC with discrete GPU is a much bigger profile (and probably cost). You could say, fine, go buy a small Mini PC. But a system with the current best AMD Strix 890m GPU not only is expensive at $700-1000, but would only have half the performance of the Steam Box if its conjectured performance is similar to an RX 7600.
rbits 11/12/2025||||
It's tiny. It runs SteamOS which is built to be used with a controller on a TV. And it will probably be a performance target for many developers.

But I think the biggest feature might be the quick suspend and resume. Every modern console has that, but not PCs. You can try to put a computer to sleep, but many games won't like that.

baq 11/13/2025||
My Windows desktop doesn’t like that. It wakes instantly, no idea why.

Not to mention windows laptops waking up in bags or backpacks in the middle of the night seemingly for the only purpose of burning themselves up.

remir 11/12/2025||||
It's a console basically. It comes ready to play without much maintenance needed from the user.
baq 11/13/2025||
One can argue consoles are pcs that the manufacturers try super hard to not allow you to root them.

This steam machine here is a PC with steam preinstalled for a console-like setup and direct boot to your game library - but it’s still a pc.

The point is, computers are computers I guess ;)

archagon 11/13/2025||||
I love SFF PCs, but you can’t get the same density as a manufacturer doing a fully bespoke design. Just look at those innards: no space is wasted.
baq 11/13/2025||
Yeah the heatsink filling the whole silicon-less volume is… something.
notatoad 11/13/2025||||
i've spent plenty of time building custom PCs, but life changes and that's really not something i have any interest in doing any more.

there's plenty of people who just want to play games without researching what CPU and video card to buy.

Codazoa 11/14/2025||||
For me it would be the small size and CEC capability. A custom built PC can't currently use CEC on HDMI to have a seamless experience the entire home theater like a console can.
Normal_gaussian 11/13/2025||||
The experience of using a custom build is terrible.

The best experience you can get atm is to use Steams big picture mode, and that doesn't give you pause/resume, and you will sometimes need to use keyb & mouse to solve issues, plus you need to manage the whole OS yourself etc.

Valves SteamOS which already runs on the Steam Deck gives you all the QoL that you expect out of a console. Pause / resume with power button press, complete control via controller, fully managed OS.

What's missing are "in experience" native apps like Netflix/AppleTV/etc. as well as support for certain games which are blocked on anti-cheat.

My wife is a research scientist who uses linux with her day job, but she isn't interested in dealing with any nonsense when she's relaxing at the end of the day. The Steam Deck has been a wonder for her - suddenly she's playing the same games as me with none of the hassle. The Steam Machine will suddenly open a bunch of my friends and family up to PC games as well.

It won't be long until you can put SteamOS on any machine you make yourself, but the Steam Machine will serve as reference and "default" hardware for the majority.

Steltek 11/13/2025||||
Lots of companies tried to recreate the Steam Deck and quite frankly, they're just not as good as the original.

SteamOS is a super controller-friendly desktop that would be right at home in a living room. Like the Deck, the Steam Machine could become a target profile for developers.

spopejoy 11/13/2025|||
PC gaming on the couch at last
torginus 11/12/2025|||
Snapdragon doesn't really have a good history of supporting proper desktop games. Windows for ARM had kinda bad compatibility. It seems the aim is to have most games just be playable like with the Deck. Fingers crossed but I have some reservations.
phantasmish 11/12/2025|||
Their new mini PC isn’t ARM (the Frame is, though), it’s AMD hardware like the Steam Deck. Appears to be x86, should play basically anything in my library at 1080p or higher as long as it works under SteamOS.
torginus 11/12/2025||
I know but the Frame supports regular x86 games as well in standalone mode.
klohto 11/12/2025||
you run FEX, not direct ARM games
torginus 11/12/2025||
That doesn't magically fix the Qualcomm GPU or the drivers.
scheeseman486 11/12/2025|||
The GPU is fine and the drivers Valve are using, if their past hardware is any indication, will be open source. Doesn't magically fix them, but it does allow for Valve to fix them.
surajrmal 11/13/2025||
If valve can convince Qualcomm to open source their GPU drivers I will eat a banana peel. They would need to write a new one from scratch (or reuse freedreno, but those are going to have performance issues).
scheeseman486 11/13/2025||
Not the first time Valve funded the development of FOSS drivers. They've already done so with Intel's Vulkan stack on Linux, AMD (AMDGPU) and Nvidia (NVK).

SteamOS's core functionality leans heavily on Mesa and there's been a lot of commits for the Adreno 750 lately, mostly coming from Linaro.

surajrmal 11/14/2025||
Fair enough. The problem is usually in terms of getting enough documentation and help to do this in a cost effective manner. If they manage to pull it off, I will start to second guess every phone OEM who seems to not go down this road.
klohto 11/12/2025||||
I don’t think you will be on latest nightly. LTS are good and stable, if FEX is targeting those specs I don’t see a stability issue.
bigyabai 11/13/2025|||
It kinda does. Qualcomm's DirectX drivers were the big issue, and Valve is using Mesa instead.
marcosscriven 11/12/2025|||
Real shame it’s only 60Hz at 4k. There’s a gap for good 120Hz@4k streaming.

Hoping the next Apple TV will do it.

Edit - updated specs claim it can do this, but it’s limited to HDMI 2.0

jsheard 11/12/2025|||
(rewriting this comment because the spec sheet has seemingly been updated)

Looks like it can do 4k 120hz, but since it's limited to HDMI 2.0 it will have to rely on 4:2:0 chroma subsampling to get there. Unfortunately the lack of HDMI 2.1 might be down to politics, the RDNA3 GPU they're using should support it in hardware, but the HDMI Forum has blocked AMD from releasing an open source HDMI 2.1 implementation.

https://arstechnica.com/gadgets/2024/02/hdmi-forum-to-amd-no...

OGWhales 11/12/2025|||
It seems it supports DP 1.4 as well, so perhaps you could get an adapter if your display only supports HDMI 2.1
SchemaLoad 11/12/2025||
I'm not sure that would work. From what I can tell, the adapters are basically dumb straight through cables, they aren't converting anything. And it's the actual GPU that's outputting a HDMI signal over the Displayport connector, which the adapter than rewires in to a HDMI shaped connector.
cesarb 11/13/2025|||
> And it's the actual GPU that's outputting a HDMI signal over the Displayport connector, which the adapter than rewires in to a HDMI shaped connector.

There are two kinds of DP to HDMI adapters. The passive ones are like you said, they need special support on the GPU (these ports are usually labelled as DP++), IIRC they only do some voltage level shifting. The active ones work on any DP port (they don't need AFAIK any special support on the GPU), and they do the full protocol conversion.

baq 11/13/2025||
Caveat: the good active ones aren’t exactly cheap.
OGWhales 11/13/2025||||
I was able to use this adapter to get my 2070s DisplayPort output to send 4k120hz to my TV, which only has HDMI ports.

Club 3D active adapter: https://www.amazon.com/Club-3D-DisplayPort1-4-Adapter-CAC-10...

LtdJorge 11/13/2025|||
It will, I’m doing DP to HDMI 4:4:4 4K@120Hz (and expecting HDR in the near future) from an RX 7900XTX to an LG C3 on Linux.

I’m using the Club3D active adapter, which is the only one I found in reviews to reliably work. And it does, 0 problems whatsoever.

PaulHoule 11/12/2025|||
... but isn't it using a wireless dongle to connect to the headset to the PC so HDMI doesn't get involved?

It seems to me the wireless is pretty important. I have an MQ3 and I have the link cable. For software development I pretty much have to plug the MQ3 into my PC and it is not so bad to wander around the living room looking in a Mars boulder from all sides and such.

For games and apps that involve moving around, particularly things like Beat Saber or Supernatural the standalone headset has a huge advantage of having no cable. If I have a choice between buying a game on Steam or the MQ3 store I'm likely to buy the MQ3 game because of the convenience and freedom of standalone. A really good wireless link changes that.

jsheard 11/12/2025||
> but isn't it using a wireless dongle to connect to the headset to the PC so HDMI doesn't get involved?

I'm talking about the Steam Machine here. In theory you could pipe 4k120 to the headset assuming there's enough wireless bandwidth, yeah.

srjek 11/12/2025||||
So, in the specs for the mini-pc, it claims the video out can do 4K @ 120Hz (even faster if displayport). I assume the 4K @ 60Hz you saw is from the "4K gaming at 60 FPS with FSR" line.

I reckon it can probably stream at 4K@120 if it can game at half that.

marcosscriven 11/12/2025||
Interesting. I also saw HDMI 2.0 - I guess it’s technically possible but with subsampling?
constantcrying 11/12/2025||||
This is not true, from the specs:

HDMI 2.0

Up to 4K @ 120Hz

Supports HDR, FreeSync, and CEC

I have zero doubts the device can do 4k @ 120Hz streaming Hardware wise. In the end it is just a normal Linux desktop.

torginus 11/12/2025||||
Considering how much they talk about Foveated rendering, I think it might not be constrained by the traditional limitations of screens - instead of sending a fixed resolution image at whatever frequency, it'll send a tiny but highly detailed image where your eyes are focusing, with the rest being considerably lower resolution.

Or that's what I think I may be completely wrong.

skeaker 11/12/2025|||
Where are you getting this number? I'm not seeing it on the specs page.
4ndrewl 11/12/2025|||
it's confusing rn because on the steam machine post people are commenting on the frame and vice-versa here.

https://news.ycombinator.com/item?id=45903404

marcosscriven 11/12/2025|||
This is for the steam machine, not the headset. Mentioned in the CPU & GPU section.
komali2 11/13/2025|||
I am incredibly excited for the new controller. The og steam controller for me was unmatched as a controller, I could never play any first person game on anything else other than mouse and keyboard, not to mention it allows playing rts or point and clicks from the couch.

When they cancelled production I bought 8.

tosmatos 11/13/2025||
The controller looks pretty cool for sure, my biggest fear is the dpad though. I hope they go for a clicky feel like on the latest xbox controllers, and not the mushy feel you've got on the Dualshock 5 or even the 8BitDo Pro 2, which, for me, really is the only think missing from those. I'm more of a "Dpad in the top left" kind of guy, but I want it to be clicky like on the Xbox controllers :( We'll see!
komali2 11/14/2025||
I'm with you on the dpad. For me I've never found better dpads outside of retro focused controllers from companies like 8bitdo, so when I want to play a retro game with dpad I just grab one of those and use my steam controller for everything else.
JBiserkov 11/12/2025|||
A bit of topic, but I was wondering how much bigger is the steam machine compared to the mac mini m4, since that's what I have and is my frame of reference. Obviously comparing apples to oranges and only talking about physical volume, not features, compatibility, price, personal preferences, etc.

Mac Mini m4: 127 x 127 x 50 mm = 0.8 L

Steam Machine: 156 x 162 x 152 = 3.8 L

That's 4.76 times more volume.

latexr 11/12/2025|||
> Obviously comparing apples to oranges

Or is it “comparing apples to steam engines”?

TuringTest 11/12/2025||
Given that Valve are the ones who released the Orange Box, methinks the original comparison is valid
bakies 11/12/2025|||
It's only a little bigger than Mac Studio.

9.5 x 19.7 x 19.7 cm = 3,687 cm³

and half the size of my SFFPC @ 8.3L

thefz 11/13/2025||
> Frame is obviously the main headline here

Why? VR headsets are a dying fad of the 2020s. Way more excited for SteamOS on ARM.

russelg 11/13/2025||
... which likely wouldn't have happened if they didn't want a computer inside their VR headset. The steam machine is x86 considering it's an AMD processor.
Insanity 11/12/2025||
This is going to be an instant buy for me, and my first VR device ever. I've used the previous Steam VR headset over at a friends' place many times, but never bit the bullet to get one myself.

The fact that this can run standalone, doesn't have a bunch of wires dangling from it, and is pretty much a fully working Linux box makes this am almost on-brainer for me.

I do _hope_ the price is reasonable though, if it ends up being like Apple VR I might not buy into it immediately, but I'm hoping for a reasonable $1000 max price.

lopis 11/12/2025||
Not to mention this comes from a company that I respect and that has a proven record of trying to respect its users, unlike literally every other company making VR headsets. The fact that they are trying to making this an open device, and that the controllers have user-replaceable batteries is almost unheard of in any consumer device these days.
piva00 11/13/2025||
Valve kinda shows how a well-managed private business ought to run: respect your customers, find a cash cow and use it for slowly expand into related markets to your niche, develop good products over a long period (SteamOS took many years to become something actually useful) without focusing on the mentality of hyper-growth, keep the stereotypical contemporary MBA thinking away, have a small but competent team.

There are, of course, the issues with lootboxes but even there they've kept their hands much cleaner than any other game developer.

It's a very well oiled machine, I had another VR headset ordered for sim racing, immediately canceled it when saw the Frame announcement because even if specs-wise it's a bit of a downgrade, I want to buy what Valve is selling.

ehnto 11/13/2025||
> There are, of course, the issues with lootboxes but even there they've kept their hands much cleaner than any other game developer.

They do seem to get a pretty big pass on that. Wonder what it is about.

Almost every other aspect of the company I find great, and I do wish they would release more games. Maybe Alyx 2 will come out with the headset? Could be what HLX has been this whole time, where people think it is HL3.

On sim racing in VR, absolute game changer. I would never go back to screens, it's the perfect application for VR.

Insanity 11/13/2025||
I'm hoping for L4D3 in my lifetime lol. L4D2 is still my most played game of all time (~3000 hours in that game). I love it.
msh 11/13/2025||
Back4blood is more or less l4d3
dns_snek 11/13/2025||
That's sacrilege, that game doesn't even come close to the quality of Left 4 dead series and suffers from just about every problem that plagues so many modern games.

Back 4 blood was just another "live service" game that stirred up hype, released in an extremely buggy state, poorly balanced, with terrible AI that was never fixed, without mod support or community servers. They cashed in on the initial surge of popularity, cashed in on the DLCs, and then it quickly died off because it didn't have any of the charm or reply value of the games they claimed to improve upon.

daemonologist 11/12/2025|||
Word is they're aiming for less than the full Index kit (which was $1000), so good news there. I suspect it'll be fairly high up in that range though given the hardware.

See "cheaper than index": https://www.uploadvr.com/valve-steam-frame-official-announce...

rbits 11/12/2025||
Thanks for the article link. Nice quote from the article:

> Unlike the Index controllers, Steam Frame Controllers don't have built-in hand grip straps. But Valve says it will sell them as an optional accessory for people who want them, a similar strategy to Meta.

I was disappointed seeing no hand grip straps. I've never used a Valve Index but they seemed very useful. Very glad that they will still be available.

pteraspidomorph 11/13/2025||
As an Index controler and Pico user: The back straps are pretty much essential for any serious use; the controller purportedly includes finger tracking (capacitive) but you can't really open your hand without dropping the controller unless you have the strap.

If as I currently intend I end up purchasing this device, I will definitely endeavour to obtain the controller straps as well as the top strap for the headset at the same time, and I recommend others do the same.

cloogshicer 11/13/2025|||
Genuine question, if you already own an Index, why would you also get this? Wireless functionality, or something else?
pteraspidomorph 11/14/2025|||
I only own Index controllers, not the headset. I have a mixed tracking Pico 4 setup and wireless functionality is definitely one of the pluses; the higher resolution panels also make a significant difference (the Frame and the Pico 4 seem to have the same resolution). This is basically an open Steam-backed Pico 4 that's superior to my hardware and definitely superior to the Index. Here's a comparison:

https://vr-compare.com/compare?h1=0jLuwg808-j&h2=w8xCM-oPA

The 1000hz tracking frequency is from the Lighthouse tracking system, which the Frame loses. For that and other reasons, I am not convinced the controllers are better than the Index controllers. Personally I think it's likely I will keep using the Index controllers, since I have the whole lighthouse setup and I own trackers as well.

cloogshicer 11/14/2025||
Thanks!
MrDrMcCoy 11/13/2025|||
Wireless, weight, no lighthouses, standalone use, more polished rendering. It won't be prefect, but it'll be a heck of a lot better experience than what came before.
koolala 11/13/2025|||
It also includes the spacer for wearing glasses.
ehnto 11/13/2025|||
You're gonna love where VR is at right now. If you had been holding off until it's good enough, then I think you've timed it well. The Quest 3 from an experience point of view was the watershed headset for me, but the ecosystem being Meta makes it less good from a privacy and ownership point of view.

But this headset solves the ecosystem aspect and brings that visual experience with it.

esskay 11/12/2025|||
They've cut some fairly shallow corners, like mono vs color cameras so I imagine getting it within a decent price range has been of high importance. I really doubt it'll be any thing close to $1k.
wolfd 11/13/2025||
I think it’s possible that there’s a technical reason for monochrome cameras. For example, to let in the maximum amount of IR light for tracking. Bayer filters reduce the amount of light getting in, so it might help the IR LEDs be visible on surrounding walls in the dark.

Still hoping that you’re right, though.

vunderba 11/12/2025|||
I can't imagine it exceeding ~1k USD - they've got to at least keep it reasonably competitive with the Meta Quest which is around half that.
hadlock 11/12/2025|||
I realize this might not be the case for everyone, but for me, $600 premium is easily worth it to "jailbreak" the meta game store. Steam was here for ~25 years and I expect it to be around in another 25 years. My Quest 1, an absolute Dinosaur of the VR world now, 2019, barely works at this point, is out of support and Meta still haven't open sourced the firmware for it.
egoisticalgoat 11/13/2025||
Seconding this, I love my Quest 1 but at this point it's looking more and more like it'll turn into a brick at some point. The Frame looks like the next best non-meta alternative, and a damn good one at that.
aljgz 11/12/2025||||
Meta Quest 2 owner here, with all the damage to UX after Oculus was acquired by Meta, I'll lean towards something from steam, even with a 2-3x price tag.

I don't think I'm the norm, but probably neither an exception

lynndotpy 11/12/2025||||
I imagine there are a non-negligible amount of us here who looked at the Apple Vision Pro with interest, despite its $3,500+ price tag, only to find out it can't meaningfully be used as a standalone development device.

Only question is if 2160px is enough.

elxr 11/13/2025|||
If the lenses are good, it's enough. Just have to up the font size a bit and give up some information density compared to, say, a 16-17 inch laptop.

The Quest 3 is already close to good enough to spend decent chunks of time in reading text. Just have breaks every 30m to avoid mild strain.

To me, the sweaty face issue is the main annoyance with working in these types of headsets.

daemonologist 11/12/2025|||
I'm also very interested in this use case, however I suspect 2160 square is going to be great for gaming but insufficient for serious work. It's very comparable to the Quest 3 (lenses too), which is kind of on the level of a giant 1080p monitor.
ehnto 11/13/2025||
I somewhat agree except that you can still make the screen however big you want, and the pixel density is the same across the new area.

Clarity has been totally fine for work reading text on, if I were inclined to code in VR that would totally work for me.

elxr 11/13/2025|||
> at least keep it reasonably competitive with the Meta Quest

Having the headset also be a PC (and not essentially a phone OS) is worth a premium of >$250 at least. You can build desktop apps/games on this thing, it can (hopefully) do just about anything a normal PC can.

The Quest is impressive in many ways, but it's a much narrower-use device. I don't think Valve's pricing needs to be in that same bracket to still sell.

jjcm 11/12/2025|||
> The fact that this can run standalone

Just make sure to wait for reviews on this front - it almost certainly can't run AAA games at the native resolution + fps. Likely it'll only be able to run lower req games on device.

baq 11/13/2025|||
Can it run the terminal and vscode comfortably is what I’m very interested about. Not having high hopes due to it being only 2160px, but… a man can dream
alias_neo 11/13/2025|||
> Can it run the terminal and vscode comfortably is what I’m very interested about

This. The combination of this being from Valve, and the fact it's highly likely to be an open Linux machine you can strap to your face, I'm looking to finally bite the bullet on a headset and the one thing I need to know is, can I use it for productivity, I'm used to working on 27"+ 4k monitors, _how much_ clarity am I going to sacrifice with this.

koolala 11/13/2025|||
We just need a terminal with stereo rendered distance field font.
baq 11/13/2025||
plug me into the matrix already so I can do without any screen at all
riskable 11/13/2025||
"I don't even see the code anymore... I see Steam, Proton, Fex..."
m4rtink 11/13/2025|||
Sure, but there are already quite a few pretty nice looking games on Quest 3 running locally, so it can be done and should not be discounted as a gimmick.

It has pretty important benefits - lowest possible latency & being able to just pick the headset any play anywhere.

andoando 11/12/2025|||
I bought the original Steam Index and pretty much never used it again cause its such a mess to have around. That plus the motion sickness. For applications where you're moving around in game though Id really want to try it again.
RyJones 11/12/2025||
from your keyboard to GabeN's ears. I've spent a lot of dollars supporting my local startup; it was mostly wasted.
dyauspitr 11/13/2025||
At 2.5x fewer pixels vs the Vision Pro it doesn’t make sense. That’s 12 million pixels per eye vs 4.5 million pixels. Feels like a much more inferior product. The games aren’t going to look great.
7bit 11/13/2025||
Financially, it makes sense. I don't need the absolute best of everything. The Steam Frame already has a very solid and comparable display. The Vision Pro is the one that's absolutely insane - and the only one on the market with those specs
m4rtink 11/13/2025||
Yeah, Frame already seems to do all the right tradeoffs for an early 2026 VR headset - has resolution similar to the Quest 3 AND has eye tracking, enabling very nice and useful eye tracking based optimizations for both rendering and streaming.

In comparison Meta might have cut down too much in Quest 3 by omitting eye tracking.

vanadium1st 11/12/2025||
Such a miss not having good full-color AR included. I’m a VR enthusiast with a Meta Quest 3, and it’s a shame that this headset is better than the Quest in every way except the most important one.

In my opinion, VR gaming never becomes more than a gimmick. It adds a questionable improvement in graphics and immersion at the incredibly high cost of excluding yourself from the real world. Right now it’s not worth it, and I don’t think it ever will be, no matter how good the graphics get. That’s assuming they even solve the motion sickness problem, which doesn’t seem solvable to me at this point.

The motion controls in VR will also always be severely limited by the fact that you can’t see your surroundings. You can’t meaningfully move around or swing your arms fast in any realistic home environment when you’re in full VR. You’re constantly at risk of punching something or breaking something, or both. So the controls have to become really stiff and avoid requiring wide movement, at which point you might as well just push buttons on a gamepad.

But AR is a completely different thing. No motion sickness, no risk in any movement, you can move around without silly threadmills, and no exclusion from the world. It’s truly amazing. The AR boxing, pickleball, ping pong and golf are so much closer to real thing then to a videogame adaptation, even the shitty Quest graphics don't ruin the magic. Those AR experiences don't work on videogame rules and really deserve their own name and category - they're as different from gaming as books are from movies. If VR headsets don’t die out, AR is going to be the thing that brings them to the mainstream. I just wish it had more attention, more apps, and more non-Meta mainstream platforms. Not this time, sadly.

modeless 11/12/2025||
Valve is focused on making a device that works well with their existing game catalog. It's a Steam device first, and it needs to be inexpensive to compete with Quest (which is subsidized by Meta), so they need to prioritize which features get included. I wouldn't be surprised to see a first party AR camera attachment a while after launch. The expansion port seems specifically designed for this, with the inclusion of MIPI CSI lanes for two cameras.
bsimpson 11/12/2025|||
I wonder if this will be a VR trojan horse.

The Steam Deck was wildly popular for a non-Nintendo device. It's got Linux up to 3% of total Steam playtime. If this has a similar draw (play every game on Steam without having to buy a TV), maybe the install base of VR will grow to a point where it's more feasible to make games that support it.

It also makes SteamVR relevant again in a world where Oculus has been eating a lot of the mindshare by releasing affordable headsets and buying the most successful game studios.

modeless 11/13/2025||
It will be more expensive than Quest 3s and so is unlikely to grow the VR market significantly beyond what Meta has achieved so far IMO. I'd love to be wrong.
delusional 11/12/2025||||
I don't think the greyscale camera is mainly a cost concern. I imagine the greyscale camera has better low light and noise performance, which is quite important for tracking.

The big difference seems to be that this headset doesn't have AR cameras at all, but reuse the mapping camera for some light passthrough duty.

modeless 11/12/2025||
The headsets that have AR cameras don't use them for tracking AFAIK. They all have monochrome cameras for that. The AR cameras are an additional cost that is only used for AR.
vanadium1st 11/12/2025|||
I get that there needed to be tradeoffs, I just disagree with this particular one. I could suggest many other ways to save ten bucks in hardware costs. Any other cost saving measure would still allow to play the same games, just with worse performance. But this choice cuts the stock device off from an entire class of apps - in my opinion the best of them all.
mavamaarten 11/13/2025||
I'm sure they did their market research. For me it's the exact opposite. Performance is absolutely key to me, and AR is just a fad in my eyes. All it does for me is give a glimpse into the real world if I'm about to bump into something. AR games are scarce and have never truly impressed me.
bottlepalm 11/13/2025|||
AR is a gimmick. VR has real games people spend many hours in. People don't want to see their boring surroundings unless it's to find the couch or a bag of chips.

The real reason the Frame is monochrome AR is because the cameras are also used for IR tracking which is better in monochrome. You can use the Frame in the dark or a dimly lit room - Quest 3 you can't. For real VR users the trade off is worth it.

ricardobeat 11/13/2025|||
> You can’t meaningfully move around or swing your arms fast in any realistic home environment when you’re in full VR. You’re constantly at risk of punching something or breaking something, or both.

You clear the area within the boundaries, leave a little buffer space to the walls, and respect the boundary warnings in game. No problems. You do need a few square meters without any furniture to do this.

Boxing and ping pong feel just as great in VR as they do in AR. It's more a matter of the level of immersion: AR works well for table tennis, but fantasy games are severely limited in what they can do. The most impressive experiences are always in VR - "flying in space" doesn't work while looking at your living room walls.

cruano 11/12/2025|||
> It adds a questionable improvement in graphics and immersion at the incredibly high cost of excluding yourself from the real world.

That's a feature for a good number of games, if not most. For example, Resident Evil 4/8 in VR are by far the best horror experiences I've had, and part of it is that you stop seeing your living room while playing.

> The motion controls in VR will also always be severely limited by the fact that you can’t see your surroundings.

There is zero chance that aiming with a controller is more intuitive than point-and-shoot. What I get from your comment is that the movement can be awkward which is absolutely true, but plenty of games have neat ways around that. And then there are games that require no actual movement, like racing games with a sim setup.

theshackleford 11/12/2025|||
I have little to no interest in AR and i'm glad they didnt waste more money or resources on it. I don't use it on my Q3 and I wouldnt use it on this.
mavamaarten 11/13/2025||
Exactly. Performance is welcome for everyone. AR is, right now, a gimmick that would eat into performance if you kept the price point the same. Good choice by Valve imo.
hadlock 11/12/2025|||
Apparently Valve was able to use a true cell phone chip and get more raw performance out of it by using lower res monochrome cameras, whereas qualcomm's AR-capable chips use up a lot of the wafer for processing color AR video and DSP. Given it's built to a budget, and I don't ever use AR, monochrome AR seems like an acceptable tradeoff.
madsushi 11/12/2025|||
There's an expansion port on the front with a camera interface, so you could add on better AR cameras.
koolala 11/13/2025|||
What pass-through apps are you using for all this? I tried pass-through pingpong but it didn't fit in my room so it clipped through the wall uncomfortably. There is AR golf?
vanadium1st 11/13/2025|||
Home Sports is a collection of five sports that includes amazing AR pickleball and badminton, and a pretty good AR mini-golf. So I would recommend starting with it. But it does need quite a bit of space—about 2 × 1.5 m. I had to rearrange my room to make it fit.
glenneroo 11/14/2025|||
I am currently adding passthrough mode to my game (DodgeALL) to spawn portals on your walls letting you dodge things coming out of the walls. Planned release within the next month (in time to enter in the Meta VR competition). A friend of mine made a game (Loop One: Done) that is Factorio-lite which lets you build infinite factories in your flat, which is loads of fun.
7bit 11/13/2025||
Most important one is so subjective. I don't care for AR a bit
Night_Thastus 11/12/2025||
The whole "foveated streaming" sounds absolutely fascinating. If they can actually pull off doing it accurately in real time, that would be incredible. I can't even imagine the technical work behind the scenes to make it all work.

I'd really like to know what the experience is like of using it, both for games and something like video.

pixelpoet 11/12/2025||
There's an awesome shader on shadertoy that illustrates just how extreme the fovea focus is: https://www.shadertoy.com/view/4dsXzM

Linus the shrill/yappy poodle and his channel are less than worthless IMO.

jasonjmcghee 11/12/2025|||
When you full screen this, it's crazy how tiny the area that spins is. For me it's like an inch or inch and a half on a 32 inch 4k display at a normal seated position.

(If I move my head closer it gets larger, further and it gets smaller)

globular-toast 11/13/2025||||
That's crazy. I feel dumb for initial thinking it was somehow doing eye tracking to achieve this, despite having no such hardware installed.

I would be curious to see a similar thing that includes flashing. Anecdotally, my peripheral vision seems to be highly sensitive to flashing/strobing even if it is evidently poor at seeing fine details. Make me think compression in the time domain (e.g. reducing frame rate) will be less effective. But I wonder if the flashing would "wake up" the peripheral vision to changes it can't normally detect.

Not sure what the random jab at Linus is about.

LtdJorge 11/13/2025|||
It’s normal to be "more sensitive" to brightness differences in the peripheral areas compared to the fovea. The fovea has more color receptors, in the other areas, there are comparatively more monochromatic receptors (brightness). The general density of the fovea is also much larger.
jackwilsdon 11/13/2025|||
It is doing eye tracking for the foveated rendering - it has 2 cameras inside the visor for it.
x187463 11/13/2025||
They're referring to the shadertoy linked above. The illusion simulates foveated rendering on your device without eye tracking.
ehnto 11/13/2025||||
That's quite harsh, and definitely not accurate.
Night_Thastus 11/12/2025|||
Imagine if we could hook this into game rendering as well. Have super high resolution models, textures, shadows, etc near where the player is looking, and use lower LoDs elsewhere.

It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)

ziml77 11/12/2025|||
Foveated rendering is already a thing. But since it needs to be coded for in the game, it's not really being used on PC games. Games designed for Playstation with the PS VR 2 in mind do use foveated rendering since they know their games are being played with hardware that provides eye tracking.
globular-toast 11/13/2025||||
That's foveated rendering. Foveated streaming, which is newly presented here, is a more general approach which can apply to any video signal, be it from a game, movie or desktop environment.

They are complementary things. Foveated rendering means your GPU has to do less work which means higher frame rates for the same resolution/quality settings. Foveated streaming is more about just being able get video data across from the rendering device to the headset. You need both things to get great results as either rendering or video transport could be a bottleneck.

scld 11/12/2025||||
Game rendering is what they're talking about here. John Carmack has talked about this a bunch if you'd like to seed a google search.
FeepingCreature 11/13/2025|||
Not quite: you can use it for games rendering, but with a Wifi adapter you more importantly want to use it for the video signal, and only transfer highres in the area you're looking at. A 4k game (2048*2048*2 screens) is 25gbit uncompressed at 100fps, which would stress even Wifi-7. With foveated rendering you can probably get that down to 8gbit easy.
LtdJorge 11/13/2025||
Not just stress WiFi 7, even if the theoretical limit is 23Gbps, you’re not getting anywhere close to that sending to just one device.
rtkwe 11/13/2025|||
Valve is applying it to the streamed view from the computer to reduce the bandwidth requirements it's not actually doing foveated rendering in the game itself because not all games support it.

Foveated streaming is just a bandwidth hack and doesn't reduce the graphic requirements on the host computer the same way foveated rendering does.

pixelpoet 11/12/2025|||
As a lover of ray/path tracing I'm obligated to point out: rasterisation gets its efficiency by amortising the cost of per-triangle setup over many pixels. This more or less forces you to do fixed-resolution rendering; it's very efficient at this, which is why even today with hardware RT, rasterisation remains the fastest and most power-efficient way to do visibility processing (under certain conditions). However, this efficiency starts to drop off as soon as you want to do things like stencil reflections, and especially shadow maps, to say nothing of global illumination.

While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.

TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)

[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...

[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...

Taterr 11/13/2025||
I think you could do foveated rendering efficiently with rasterization if you "simply" render twice at 2 different resolutions. A low resolution render over the entire FOV, and a higher resolution render in the fovea region. You would have overlap but overall it should be less pixels rendered.
FeepingCreature 11/13/2025||
I believe the standard way is to downgrade the sampling density outside the area you're looking, see https://docs.vulkan.org/samples/latest/samples/extensions/fr... . Optimally you could attach multiple buffers with different resolutions covering different parts of clipspace, saving vram bandwidth. Sadly this is not supported currently to my knowledge, so you have to write to a single giant buffer with lower sample resolution outside the detail area, and then just downsample it for the coarse layer.
modeless 11/12/2025|||
Foveated streaming should be much easier to implement than foveated rendering. Just encode two streams, a low res one and a high res one, and move the high res one around.
rowanG077 11/12/2025|||
There is a LTT video: https://www.youtube.com/watch?v=dU3ru09HTng

Linus says he cannot tell it is actually foveated streaming.

Night_Thastus 11/12/2025|||
I believe in Linus very little. I'll keep my eyes peeled to see what others say. It's certainly possible though, Valve has the chops to pull it off.
stetrain 11/12/2025||
Norm from Tested said the same in his video.

https://youtu.be/b7q2CS8HDHU

potatolicious 11/12/2025||
The Verge reports similarly - can't tell foveated streaming. Seems like Valve really cracked the code with this one.
nabakin 11/12/2025||
I don't think a lot of people realize how big of a deal this is. You used to have to choose between wireless and slow or wired and fast. Now you can have both wireless and fast. It's insane.
stetrain 11/12/2025|||
Yep, that basically guarantees this as a purchase for me. It's basically a Quest 3 with some improvements, an open non-Meta OS, and the various WiFi and Streaming app issues fixed to make it nearly as good as a wired headset.
nabakin 11/12/2025||
I haven't bought a VR headset since the Oculus Rift CV1, but this might do it for me
ehnto 11/13/2025|||
If you are lucky enough to have wired as an option anyway, especially in linux this has been shaky. But with Steam continuing to push into linux and VR I have no doubt this will change quickly.
birdman3131 11/12/2025||||
Thats not what he said. What he said was even rapidly moving his eyes around he could not spot the lower resolution part.
rowanG077 11/12/2025|||
If you are going to be pedantic then at least do it right. Because that's also not what he said. He said that no matter how fast he moved his eyes he wasn't able to catch it.
stetrain 11/12/2025||||
How is that meaningfully different than not being able to tell that it's foveated?
archon810 11/12/2025|||
Same with Dave2D https://youtu.be/356rZ8IBCps.
nabakin 11/12/2025|||
Also mentions 1-2ms latency on a modern GPU
ghosty141 11/12/2025|||
I'm super curious how they will implement it, if it's a general api in steam vr that headsets like the Bigscreen Beyond could use or if it's more tailored towards the Frame. I hope it's the first as to me it sounds like all you need is eye input and the two streams, the rest could be done by steam-vr.
ynx 11/12/2025||
If you use a Quest Pro and use Steam Link with a WiFi 6E access point, that should accurately represent the experience of using it.

It's close to imperceptible in normal usage.

makeitdouble 11/12/2025||
The dedicated communication dongle between the PC and the headset sounds like a real game changer.

Right now getting fast enough and reliable wireless connection means either tweaking to death one's setup or spending car money on the entire setup. In particular normal people usually don't realize how crappy their wi-fi and assume it's all the same, which would end in blaming the poor perf on the headset.

banana_giraffe 11/13/2025|
Reminds me of Apple's AWDL, a similar workaround for crappy networks when the devices need a high speed low latency network. I do wonder if the headset here will do similar channel hoping tricks to join both the dongle's network and the normal wifi network.
makeitdouble 11/13/2025||
As I understand it it's two separate radio and stack to have continuous link to both.
cube2222 11/12/2025||
This is fantastic!

A while ago I bought the Quest 3 and set it up with WiFi 6 for streaming games. It's a decent setup, but I only bought it cause I was tired of waiting for the "rumored new headset by Valve".

And it seems everything on my wishlist is here:

- foveated rendering based on eye tracking - this is excellent, and was I think only available in the Quest Pro until now

- a dedicated wireless streaming dongle, with multiple radios on the headset - awesome, tuning WiFi 6 got me to a good-enough state, but I'm looking forward to a dedicated out-of-the-box solution

- pancake lenses

- inside-out tracking

In general, having had the Valve Index previously, and then using the Quest 3, it's a night-and-day difference to play something like Alyx wireless. Much better clarity with pancake lenses, too.

Main surprise here is their usage of a Snapdragon chip and not AMD, didn't expect this. I thought it would effectively be a steam deck hardware wise. Curious to see how well that works, esp. for standalone gaming. In practice though you'll likely want to be streaming any "pc-first" titles anyway.

ge0n111 11/12/2025|
I think they made the right choice with Snapdragon chip... it will drop in and work as a dev kit for all the android toolchains that support quest3, devs will easily port quest3 games etc... so it's basically a non-spyware quest3 which is what everyone wants at this point. Custom drivers on the wifi 6 dongle are going to likely offer the best wireless experience, which again is what everyone wants.

I'm curious how meta responds imo the only way to compete is on price/ease of use but i'm not interested in another quest the 'social features' are just an excuse to collect data.

ehnto 11/13/2025||
100%, a non-spyware Quest 3 is what I wanted. The Q3 is a fantastic headset, easily the best amalgamation of features at the right level of performance. Very pragmatic.

But Meta basically having access to my room in 3D, full audio, is not ideal. The very last company I want to invite into my home.

skeaker 11/12/2025||
This being a whole system that will allow you to put whatever software you want onto it makes me think that it might actually succeed at being what the Vision Pro wanted to be.
stetrain 11/12/2025||
This isn’t likely to be a compelling spatial computer.

The pass-through video is monochrome and the screens have about 40% of the pixels compared to the Vision Pro.

The Samsung Galaxy XR is much closer to being a Vision Pro competitor.

The Steam Frame is very focused on playing games locally and streamed from a PC.

Philpax 11/12/2025|||
I'd be willing to take the L on the hardware in order to be able to actually run the software I care about. (I own a Vision Pro and barely use it because the pejorative description of "an iPad on your face" is more accurate than I would like to admit.)
stetrain 11/12/2025||
I don’t know exactly how open the Android XR system on the Galaxy XR is, but it is likely better than the Vison Pro in that regard.
skeaker 11/12/2025||||
Monochrome is rough, but I think pixel count is a few orders of magnitude less important than being able to actually use the damn thing. The Vision Pro has been out for over a year and I haven't seen a single notable application that takes advantage of the hardware, and it seems that that's largely in part due to it being nigh impossible to develop and run software on it.
wayeq 11/13/2025|||
> This isn’t likely to be a compelling spatial computer.

neither is the Apple Vision Pro

taeric 11/12/2025|||
Well, that and being squarely focused on gaming.

I also trust the Steam ecosystem far more than I probably should...

crooked-v 11/12/2025|||
Vision Pro wants to be an iPad on your face. The hardware's just not good enough (in the sense of general manufacturing capabilities, not lack of investment from Apple) to make that an enticing product yet.
mavamaarten 11/12/2025||
I would agree, but I'm a bit sad about the resolution. I either want a mediocre resolution for cheap, or a can-do-it-all machine with great resolution for more money. I'm fearful that because of its great computing specs it's going to be expensive, but it's not going to be good enough for me visually to be used a lot.

I mean, I have a Quest 2 and it'd be a step up but not a huge one. I've seen the Apple Vision and that did wow me. The vision is just in a weird corner inside a closed ecosystem and a tech demo for apple. No thanks. Valve will absolutely do that ten times better. But will it be visually so much better than a quest 2? I doubt it.

tym0 11/12/2025|
Now that they've ported Steam to Android with FEX + Proton [0] (what this is running), the question is will they release it for the rest of Android devices? There is a ton of Android gaming handhelds and people are already experimenting with things like Winlator [1] but having well supported way could be awesome.

[0] https://github.com/FEX-Emu/FEX

[1] https://github.com/brunodev85/winlator

robhlt 11/12/2025||
It's running SteamOS according to the tech specs on the store page, not Android.

https://store.steampowered.com/sale/steamframe

zzsshh 11/12/2025|||
Google has also agreed to officially open up to competing app stores from the next version(https://www.theverge.com/policy/813991/epic-google-proposed-...), so the time is ideal for this. Valve, if you're reading this, please release Steam for Android.
TGower 11/12/2025|||
Unfortunately not, at least outside of the Linux VM shipping in new Android versions https://wiki.fex-emu.com/index.php/FAQ#Will_FEX-Emu_.28Linux...
tym0 11/12/2025||
It appears I was wrong about Android. The fact that they said you could just install APKs on it made me think what they called SteamOS was just Android here but your link is clear that FEX doesn't run there.

Guess they have yet another translation layer to run these APKs?

rbits 11/12/2025||
Probably Waydroid [1]. It's been around for a while and apparently works very well.

[1] https://waydro.id

SSLy 11/12/2025||
this has nothing to do with Android
More comments...