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Who is the $1,059 Steam VR headset for?

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Key takeaways

  • The Steam Frame is a highly experimental VR headset that doubles as a standalone device and Steam-compatible gaming platform.
  • It offers innovative features like wireless PC streaming, desktop Linux capabilities, and flexible window management, but currently suffers from bugs and high cost.
  • Designed for early adopters and tech enthusiasts, it’s more of a prototype than a finished product, with significant potential for future enhancement.
  • Valve’s technology efforts aim to broaden the scope of gaming beyond traditional VR, potentially influencing future AR glasses and mobile gaming.
  • The product’s success depends on how many units Valve can sell and how the software ecosystem matures, but it’s a bold step toward versatile, multi-purpose immersive hardware.

Summary

Introduction and Overview of the Steam Frame

Sean Hollister and Scott Stein discuss Valve's new VR headset, the Steam Frame, emphasizing its hybrid nature as both a standalone VR device and a Steam-compatible gaming system. Highlighting its unique features like wireless PC streaming, running flat games, and even desktop Linux capabilities, they explore how it differs from other VR headsets like Meta Quest and Valve Index. The discussion touches on the device's high price point (over $1,000) and its niche appeal, especially to early adopters and tech enthusiasts who enjoy pushing hardware limits.

Design, Hardware, and Interface Features

The podcast delves into the hardware of the Steam Frame, noting its display resolution, lenses, and the challenges of accommodating glasses, including Scott's issues with his prescription glasses. They describe the controllers, which switch between traditional gamepad mode and laser mouse mode with a button press, enabling precise window manipulation within VR. The device’s ability to simultaneously run a Linux desktop, stream PC games via a 6 GHz dongle, and support features like spatial audio and pass-through view makes it a versatile but experimental product. They comment on performance issues such as overheating and stuttering during intensive tasks.

Gaming Experience and Software Capabilities

The hosts share impressions of playing VR and flat games on the Steam Frame, praising its potential for immersive experiences like Half-Life: Alyx. They note that many ports and games feel like early releases or beta experiences, with some stability and compatibility hiccups. Valve's ongoing work on eye-tracking, hand-tracking, and foveated rendering hints at future improvements. The device’s compatibility with a broad range of Steam games, including non-VR titles, highlights its openness, though the limited library and performance are current constraints.

Use Cases, Target Audience, and Market Potential

Scott and Sean explore who might buy the Steam Frame, suggesting it’s ideal for existing Valve Index owners, hardcore tech enthusiasts, or early adopters willing to tolerate bugs for experimental features. They argue that it’s not suitable for casual or mainstream consumers due to its price, limited game library, and unfinished software state. They compare it to the Steam Deck in terms of being a beta or developmental product that might improve over time. The conversation covers the potential for this hardware to influence future VR, AR glasses, and mobile gaming, especially with upcoming modular upgrades and hackability.

Reflections and Personal Verdicts

Both hosts reflect on their experience reviewing the Steam Frame, emphasizing its experimental nature and the thrill of being part of a pioneering process. Scott, in particular, reiterates that he wouldn’t buy one now due to its high cost and instability but is intrigued by its possibilities for the future. They highlight the importance of early adopters supporting such groundbreaking hardware, which might evolve into a more polished and mainstream product down the line. The episode concludes with a shared anticipation of how Valve’s innovative approach could open new pathways for immersive gaming and computing.

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Show notes

Sean Hollister got his hands and face on Valve's new VR headset, the Steam Frame. It's expensive, starting at more than $1,000. It's buggy — he and CNET's Scott Stein both felt like beta testers as they reviewed it. But it's also full of interesting ideas, including the promise that Steam games could one day come to your mobile phone. This week on The Vergecast, Sean and Scott discuss who exactly this device is for, in a world that mostly seems to have moved on from VR.

Further reading:

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Waymo pulls over, calls cops on riders with a ghost gun

Your car is selling your data

LG responds to TV spying allegations

The Steam Frame is made for irresponsible hardware nerds like me

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