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Posted by Philpax 11/12/2025

Steam Frame(store.steampowered.com)
1915 points | 698 commentspage 6
newsclues 11/12/2025|
Good engineering discussion from gamers nexus https://m.youtube.com/watch?v=bWUxObt1efQ
woile 11/12/2025||
Is the steam controller registering as a joystick and a mouse? It could be amazing to manage my current media center! As I cannot make KDE detect my current controller as a mouse
mmis1000 11/12/2025||
It seems the controller on steamdeck on windows detects as such when steam or whatever companion program is not running. Although in this state. You can only right click or left click by pressing against the pad itself.

Although on Linux side. As far as i remembered, it's up to how kernel driver developer to map the device input into different class. It would be up to valve to decide what to do in this case.

baq 11/13/2025||
> You can only right click or left click by pressing against the pad itself

The original steam controller’s LT and RT work as mouse buttons in mouse mode, too. Source: have 3 steam controllers

mmis1000 11/14/2025||
There won't be 'mode' if neither steam or other 3rd software is running though. So it must default to one of control layout. Fortunately, controller on steamdeck does have enough button to fit both.
ehnto 11/13/2025||
Funnily enough, the Frame is running KDE Plasma so I bet it works pretty well.
sensanaty 11/12/2025||
Probably a dumb question, I might've missed it in the description somewhere, but I assume the onboard PC is mostly to facilitate the streaming functionality, and it will stream from your main machine to the headset right?

I'm very curious about the latency if that's the case. This might be the trigger for me to get into VR finally, but I'm worried that if there's noticeable lag in the stream that I'll basically cover myself in vomit from motion sickness lol

ehnto 11/13/2025||
The latency introduced by the network link will be tiny compared to most games total frame latency. I would prefer a cable link just so I don't have to worry about charging it ever, but I think the wireless link will be fine from a lag perspective.
boopmaster 11/12/2025||
it supports standalone, may allow sideloading apks too, sounds more powerful than quest3 and also - no lag because the 6Ghz wifi doesn't go through the router, so long as you are close to the PCVR source - it's probably lag free. how did you do?
FloatArtifact 11/14/2025||
I wonder what the overhead is to stream from the headset or host PC to another monitor. VR is great but comes with a barrier of overcoming social isolation. Having the VR session on a screen would be a way to keep it social. Especially multiple VR slit screen. We want to engage the rest of people in the room beyond the players.

Watching various interviews, clearly it can be on another monitor.

iamcreasy 11/13/2025||
Will SteamFrame ARM support paired with Alyssa Rosenzweig's work - large amount of Steam games are very close to be able to run on mac hardware, right?
zhynn 11/13/2025||
Give it a try: https://fex-emu.com/
pornel 11/13/2025||
Apple already has excellent x86 emulation. But Apple has locked-down GPU with a proprietary API that adds another unnecessary translation layer where it hurts more.
famahar 11/13/2025||
The main thing I dislike about VR is how uncomfortable it is on my head and how hard it is to adjust that comfort. Too much friction to enjoy. If I can just easily slip these on that would be perfect.

I also never got used to the feeling of being completely detached from my own world. I know that's the point of VR, for it to be completely immersive but it felt very jarring not knowing what was going on around me.

vunderba 11/12/2025||
From the spec sheet:

> Large FOV (up to 110 degrees)

Sigh. More than a decade later and we're still stuck at "submarine periscope" Field of view level. As somebody who's used the Pimax (~180-200 FOV), your definition of "large" may vary.

> Headstrap includes integrated dual audio drivers and and rechargeable battery on rear.

Freaking thank you. Apple failed hard to learn the lesson of - it's not necessarily the weight that matters, it's the distribution of the weight.

yuters 11/13/2025||
Wow this is perfect timing! I've dusted out my old Valve Index tuesday so my kids could try The Lab. It now shows a green pixels line on the right. Also the headset is too heavy for them and not easy to adjust, and I had to hold the cable so they don't trip over it. This new headset will be perfect for them.
ece 11/15/2025||
I could see a Steam Frame OLED coming just like the Steam Deck OLED, but I wonder how long it will take. Like others here, this will be an instant buy for me and my first VR device, apart from Cardboard maybe. Looking forward to gaming on it.
ThatPlayer 11/12/2025|
I'm disappointed it seems to have dropped lighthouse tracking with the previous Valve Index. Especially because with the Valve Knuckles controllers are my favorite with how they strap to your hand.
starkrights 11/12/2025||
Per the LTT video [0], the new Steam Frame controllers will have a (separately purchasable) accessory pack which includes a knuckles-like strap. Supposedly the controllers have enough capacitive-sensing ("on every input surface, and on the grips") for knuckles-like five finger tracking.

Linus says "just like" the valve knuckles a couple times, but who knows how they'll feel comparatively. I've personally never used the knuckles, but they seem like they'd have a different enough feel from these to maybe make a difference.

[0]: https://youtu.be/dU3ru09HTng?t=246 - timestampped @ controller section.

ehnto 11/13/2025||
These new controllers look just like the Quest 3 controllers. Ergonomically I really like them, and they have capacitive touch for most surfaces as well.
Diti 11/12/2025|||
Not to mention the insane precision (I believe it’s something like 1 or 2 mm).
Fabricio20 11/12/2025||
This is my main concern with the new headset.. hopefully they have a way to support lighthouse.. maybe as an "upgrade" to the tracking if you already have a lighthouse setup. I play a game called VTOLVR and it's atrocious on the quest with inside-out tracking, because the game VERY often has you looking in a direction where your arm is behind your back or behind your leg (from the VR's perspective) and it completely loses tracking.. literally killing you in game sometimes. Think "looking up and behind you for threats" while your hand is in the throttle/stick for a combat plane.
tart-lemonade 11/12/2025||
It does have IR tracking, so presumably it could be made compatible with lighthouses, but if they don't make it compatible (and currently the page makes no mention of it) I don't know how well it could track objects out of frame considering the cameras are still mounted on the headset.

The controllers also have gyros, but from what I've read dead reckoning from gyros small enough for mobile devices really isn't reliable for extended periods.

ThatPlayer 11/13/2025||
The controllers won't have lighthouse tracking though. The IR tracking is the headset tracking the controller's IR LEDs, which the Index controllers do not have. It might be possible to have the headset IR track the lighthouses, and then use the old Index controllers, which also track the lighthouses.

There's also tools to calibrate the different tracking methods together, but that seems less than ideal.

tart-lemonade 11/13/2025||
Good catch, I just saw IR tracking on the page and didn't investigate further. I can't wait to see some teardowns (physical and firmware) of the device, then we can get a better look at what it is truly capable of.

Though it wouldn't help the controllers, perhaps the expansion port on the headset could be used for a lighthouse-compatible tracker? (One can dream...)

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