Last week Valve revealed Steam Frame, the company’s new VR headset. Somewhat lost in the deluge of information is the existence of an ‘ergonomic kit’ which will improve comfort with the addition of a top strap and knuckles-style controller straps. Additionally, the headset’s modular design means the entire headstrap, facepad, and battery can be replaced with DIY mods or third-party accessories.
Optional Comfort Kit for Steam Frame
My hands-on preview of Steam Frame was more than 3,000 words… so I can’t exactly fault people for not catching all the details revealed therein. One that I wanted to point out is that Steam Frame is using a soft strap and lacks a top strap. Though the decision has its upsides (like portability and reduced weight), it also has some ergonomic downsides, as I explained:
On one hand, Frame smartly distributes its weight around the head by mounting the battery on the back of the strap. And while this would normally be a smart idea for counterbalancing the front portion of the headset… Frame has a soft strap and no top strap, which means the rear battery weight can’t actually do anything to counterbalance the front of the headset.
Photo by Road to VR
I’ve literally never come across a VR headset to date that’s more comfortable with a soft strap than a rigid strap. Nor have I found one that doesn’t get notably more comfortable when a top strap is added.
Considering Index had both a rigid strap and a top strap, it’s surprising to see Valve take this tactic with Frame. It feels like they wanted to get the on-paper weight down as low as possible, even if it meant a less comfortable headset overall.
And there’s another bothersome issue with Frame’s use of a soft strap (and lack of top strap). To tighten the headstrap, you need to use both hands to pull the strap on each side. But clearly this means you don’t have a third hand available to hold the lenses in the ideal spot while you tighten the strap. That means that putting on the headset usually involves looking toward the floor so the rear part of the strap can keep the headset… well, on your head while you’re tightening the thing. It’s an awkward dance that could have been avoided by using a ratcheting dial so the strap could be more easily tightened with one hand.
Luckily, Valve has anticipated that some people may prefer some different ergonomic options. The company plans to sell an optional ‘ergonomic kit’ for the headset which will include a top strap for Steam Frame.
The ergonomic kit will also include straps for the controllers which can be tightened around the hand similar to the Index controllers. This allows the user to open their hand fully without dropping the controller.
Photo by Road to VR
Valve hasn’t announced the price for the Steam Frame ergonomic kit just yet, but we’re hoping it’ll land under $50 (considering it’s just some fabric, padding, and velcro) in the box.
While I wish the top strap was included with the headset right out of the box, it’s at least we know there will be a straightforward, official option to add it.
Modularity for Ergonomic Overhauls
And if a top strap still doesn’t cut it, you can strip Steam Frame down to its ‘core module’ and replace literally everything else (the strap, speakers, facepad, and battery). A few sliding latches are what connect the core module to the default facepad and strap.
Steam Frame’s core module | Photo by Road to VR
Valve itself hasn’t committed to offering any complete headstrap replacements, but the company says it plans to release detailed models and schematics for Steam Frame to help developers and modders build their own.
TL;DR: more straps scare off non-VR users, even if VR users that they will help with comfort.
I wonder how much the decision not to include top and controller straps is about not scaring off non-VR users, similar to AVP. Apple must have been aware that a top strap could improve comfort a lot on a heavy headset, but they still went with the solo knit strap anyway, probably because it makes it slightly easier to put on and doesn't mess as much with hair.
The simple dual loop band they shipped with the M2 AVP was very obviously a last-minute addition to prevent a total ergonomics review disaster, while the new M5 AVP dual knit gets pretty much universal praise for comfort and adjustability, and shows what happens when Apple actually tries to design a proper top strap. But the dual knit also makes it look more like a traditional VR HMD and less like ski googles, which will cost them users. Not from among VR users that are aware of the benefits of top straps, but from the general population that is already very hesitant to put anything on their head. The more straps and pads these see, the less appealing the HMD becomes.
Valve will face a similar issue with Frame not only working as a streaming/limited standalone VR HMD, but also as a Steam Deck with a large integrated virtual screen. Steam Deck users will probably be a major target group, and there will be ~8M of these by late 2025, almost 20 times the peak number of Index HMDs reported in the monthly Steam hardware survey. I'm not sure if it is a wise choice not to at least bundle a top strap as an option, but I could understand if their decision was at least somewhat driven by user perception. And this probably applies to the controller straps too. If you have used Index knuckles or 3rd party controller straps, you probably don't want to do without them, but to a console player the idea of strapping the controller to your hand will look weird.
There's a saying that a author loses 5% of the readership for every formula in the book, and there is probably a certain percentage of non-VR users that will reject the idea of strapping something to their head for every extra strap they see. And I know from demonstrating VR at conferences that anything potentially messing with hair will make some people straight up refuse to even try it.
Andrew Jakobs
I sure think it's a big mistake not to include the controller straps, as without it the use of the fingertracking is a bit tricky due to using it without straps will possibly result in dropping the controller, so as a developer you should be very aware about users not having the strap if you want to use fingertracking.
Christian Schildwaechter
There aren't that many games that really made use of finger tracking on Index controllers, but I'd agree that the straps are pretty much required for it to work. Which probably means that HL:A won't be bundled with Steam Frame.
Andrew Jakobs
Personally straps is something I can't go without it anymore, they're so convenient and you won't drop your controllers easily.
Christian Schildwaechter
On Quest 2 and 3 I've been using 3rd party controller straps, bought for a few bucks on AliExpress. And the top strap in the Steam Fram ergonomics kit seems to be very primitive, so I cannot fathom that the reason to not include them by default has anything to do with cost.
They'll now send out Frame developer units, and with some luck there will be enough "WTF, why aren't top/controller straps included" feedback that by the time the headsets actually ship, the straps will be included. Maybe with a warning label that you aren't supposed to use them unless you feel really uncomfortable, if the reason why they even came up with the idea of a separate kit was fear that users might see them as required.
Andrew Jakobs
I too have third party straps for my Pico 4 controllers.
Here's the interesting thing about the Index straps, if I'm playing pistol whip I don't even grip the controller but use the strap to hold my hand in place with my Index finger on the trigger.
i can fire the weapon extremely quickly by floating the trigger and using hand movement to fire it using the controller body weight against the retention of the strap :)
Arno van Wingerde
The Apple AVP is an excellent example of how not to sell stuff. “ Yeah it is ridiculously expensive and we went out of our way to make it uncomfortable as well….“.
They should have bundled the dual knit band, with the option to take off the top strap.
Christian Schildwaechter
My guess is that the dual knit band is a temporary workaround that they will get rid of as soon as possible. The AVP still has a lot of prototype character, intended mostly to gain experience for both Apple and developers, with Apple being fully aware that it is way too heavy and expensive for a consumer device. The first real consumer Apple Vision will be the Air at 40% less weight and half the price, and this might actually work with the solo knit. So I'd expect them to switch back for the above mentioned look/hair/convenience reasons, with the dual knit available only as an optional add-on.
Straps should be included in the box, the material cost is so inexpensive it's irrelevant… just why not include them?
like any optional"accessory" it'll remain just that, potentially leading to users having a poor experience out the box, which seems counterintuitive to the aims of engaging steam users, and can potentially lead to returns.
companies should never rely on paid "add ons" to fix basic ergonomic problems that should have been learned over past decade. The fact that hmds are still coming to market with ergonomic issues (looking at you AVP and GXR, and now frame) makes me feel sad :(
Arno van Wingerde
Absolutely, since the costs for the consumer would be a few Dollars, while selling it as a separate bundle likely many times more. Valve should concentrate on selling games, not on hardware options!
Christian Schildwaechter
I have a hard time believing that this is about reducing cost or milking the customers for a few extra bucks. Valve famously not only sold the Steam Deck at an incredibly low USD 399, but included a very good hard case for free even with the base model, an accessory typically sold for a lot of money to generate extra cash.
I think that leaving out the top and controller straps must be intentionally exactly to avoid them being seen as the default, just like not bundling controllers with GXR is mostly about forcing developers to use hand tracking. If Valve sells the comfort kit for a low price like USD 10-20, it will not be about the money, but about Valve saying that you don't really need them. Which may actually be true, we'll have to wait for more, longer tests to really find out how well the overall low weight and battery as counter improve the ergonomics over current HMDs. Nobody has asked Beyond to include a top strap.
JanO
Not having controller straps AS THE DEFAULT is the real mistake here… And Valve should know, they had it right withe index controllers!
The ergonomic mistake with Index controllers was not including palm boosters in the box, especially considering the retail price.
Thankfully they soon released CAD files but users had to 3D print them
Index controller body designed for small hands, making them quite uncomfortable for many medium/large hands users, fingers failing to find inputs in correct place?
kraeuterbutter
they are also not that ergonomic for small fingers…
i had problems reaching the buttons with the tumb comforably…
lot better with Pico4 and Quest3 controllers for me
the straps were great on the index controllers
the joystick-drift not so much
JanO
I get your point and agree some grip size adjustment would be welcomed. I was mostly referring to having hand straps that allow for completely letting go of the controllers… Once you've tried that you can't go back. It's the least expensive accessory I've bought for my Quest, yet one of the best!
Might be a hint, that the headset will be cheaper in prize. But accessoiries might cost extra. I like that variant more tbh.
Oxi
This really needs to be included.
I would be interested in a strap where the headset can flip up.
ZarathustraDK
LTT-Linus said the top-strap made it more comfortable, but that it wasn't necessary in his hands-on review. I choose to hear that as it being nominally better, not a "default strap is DOA".
The fact that it's comfortable even with a soft strao bodes well, since et means you can move the battery off the head without upsetting a counterbalance. What I'd really like to see is an absolutely minimal strap/headstrap/gasket-solution that moves the battery to somewhere in the clavicle-area = less weight on head, out of the way of hand/arm-movements, no dangling wires.
The default strap is certainly a cost-cutting measure, but at least it's not horrendous as the default Quest 3 experience it seems.
Ben Lang
IMO it's very difficult to judge long-term comfort of any VR headset without being in it for an hour+. Assuming Linus' meeting was similar to mine, I definitely didn't get to be in it for an hour.
There's been more people than I can count who try a new VR headset for 15 minutes and say "it's so comfortable!" only for people to realize that it really isn't when you use it for a meaningful amount of time. That's why I always withhold a firm conclusion on comfort until I can really spend a good chunk of time in a headset.
ZarathustraDK
Only guesstimating here, but I think it'll work out in the long run. Most of the "it felt uncomfortable after an hour" I've seen regarding HMD's are usually due to a mix of facial interface characteristics (ie. "the Quest 2's facial interface is hard and set off an allergic reaction"-kinda thing) and the pressure needed to keep the HMD in place due to the goggle's weight.
The Frame's front is both light and comes with that Valve wonder-material that they used for the Index, which is probably the most comfortable interface-material I've tried so far tbh, so I'm cautiously optimistic :)
kraeuterbutter
that it still has to be "pressed" on your face is something iam not so sure about…
even People with BigScreen Beyond2 and only 103g Visor-Weight have stated, that its not optimal…
i also dont find Ski-googles – which are ridicoulous light in comparisson – very comfortable..
so i hope the aftermarket will use the possibilities for mods on the frame..
its maybe not that easy, because the Sound-System is also changed with it.. and also the ipd-ajustment has to be recreated, part of the mechanics are int he headstrap…
but i hope for Hardstrap.. AND: also for a Halo-Version
i also hope for halo without gasket.. that – with open views – can improve the "feel of fov" enourmues…
my pico4 without gasket feels like it has more FOV (it has not) than my Pimax 5k
so i realy hope for someone to make a halo-headstrap vor it
or maybe it can – for not to much motion – be used with the headstrap and without gasket, just "hanging" infront your eyes, not touching the face as well
Oxi
A top strap just makes it inherently more comfortable. It's not DOA but more people will stop using it because it doesn't have one than there will be people who go out and buy the aftermarket kit. It being removable is fine, top straps have been an issue with certain hair styles in the past, but not including it is just a bad idea. And the controller straps might be an issue too if games simply choose not to make grabbing capacitive if most users can't let go of the controllers.
xyzs
I wish they had the OLED kit instead, that is what I miss the most from the package.
kraeuterbutter
oled would maybe double the kit-price.. so instead of 800 US$
with oled it woul dcost maybe 1600 US$ or more
in the moment there is no micro-Oled-Headset for less than 1600 US$ on the market
PSVR2 has no microoled, but normal oled – with one of the worst Mura in headsets so far…
NL_VR
i would gladly pay 1600$ for a micro oled headset from Valve instead of PFD, Pimax, Samsung, Pico etc
kraeuterbutter
me too…
but majority of gamers would not
… the index costed 1000 Euros and was popular in a time without Quest3
and not much competition
U
Gonzax
They should have been included but why give something for free when you can charge $50 for it, right?
bobvila
Not including the straps is a dumb move. Anyone claiming ah you don't need them based on a 15 minute demo is an idiot and also 15 minutes or even 1 hour is not enough time to provide a good review. I dont care two shits what your bs excuse is for piss poor reviews but there it is. All reviews that have 'dropped' so far as nothing but speculation and calling them reviews is by far the biggest piece of shit disengenous garbage this increasing narcisstic crap bloggers for vr continue to spew.
Christian Schildwaechter
A few people got a short hands-on with the current developer version in the context of being able to interview Valve engineers about the Steam Frame, Machine and Controller. This was a format designed by Valve to give about as much technical details as possible with the not yet finalized products, and giving direct access to engineers without some lawyers or marketing people interfering should be lauded.
So how about you get with the program and realize that this was excellent reporting about the development and not at all even intended as a review, which will only come oncethey ship actual review units people can work with for days. You complaining about poor reviews when nobody got access to the devices for more than a few minutes just means you don't understand shit about either product development or the journalistic review process, you're just acting like a five years old screaming "but I want my presents now!!!"
NicoleJsd [She/Her]
Journos are the least realiable people on the planet. If they can write bs, they will. I have zero respect for this “profession”.
david vincent
So the main culprit for the visible SDE is the lower fill factor. To hit the aggressive 144Hz target and keep costs down, Valve sourced LCD panels that likely have thicker inter-pixel wiring. Really a bummer, how many people care about 144hz in VR, or even 120hz ?
JanO
Lots of people wrongly dismiss the benefits of higher framerates… It does make the experience feel much more robust (real) and is way more comfortable over time…
The fact is that this isn't as obvious as higher res or a prettier screenshot in a short review, so it will remain a problem for the forceable future… As we've seen from multiple console generations, the industry is sadly going for eye candy and short term analysis…
david vincent
"Lots of people wrongly dismiss the benefits of higher framerates…"
well they are right if it's at the cost of visible, immersion-breaking, SDE.
JanO
I haven't personally tried the Frame, so I can't comment on how immersion breaking the sde is or isn't, but I'm far from being overly concerned about it. Valve seems to have chosen the right combination of tech sweet spots for this to make total sense…
Andrew Jakobs
You're right, higher framerate can be a big reduction in things like motionsickness, but at the cost of more sde is not a good reason, I even think more visible sde enhances motionsickness.
I'd rather have 90Hz and no SDE as 120+Hz and SDE. First reduce SDE before trying to increase framerate beyond 90Hz.