Hands-on: Steam Frame Reveals Valve’s Modern Vision for VR and Growing Hardware Ambitions

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Valve has finally revealed Steam Frame, the company’s second VR headset. Though it’s quite a departure from Index—the company’s first headset released some six years ago—Valve says Frame is an “evolution” of Index. Indeed, Frame represents a modernized VR vision from the company that closely tracks advancements made in the XR industry more broadly, but with a flavor all its own. I got an early look at Steam Frame and a chance to talk directly to the people at Valve who built it.

Steam Frame is an ambitious new headset that aims to be a portal to a user’s entire Steam library (flat or VR), while also catering to an audience of hardcore PC VR users.

There’s quite a bit going on with Steam Frame. You may want to familiarize yourself with the complete specs here before reading on.

Steam Frame is a completely standalone headset running SteamOS, and designed to be able to run most of a user’s Steam library directly on the headset itself. Indeed, this means Valve has created a new compatibility layer to allow many PC (x86) games to run on the headset’s ARM processor without any modifications by the developer. Similar to Valve’s handheld gaming PC, Deck, whether or not those games will run well on the headset is still another question. High-end PC VR games, for instance, may install and run natively on the headset without any changes by the developer, but getting them to run well enough to actually play performantly will likely require developer optimizations that may necessitate that many PC VR games be crunched down to something more akin to Quest 3-level graphics.

But Valve says Steam Frame is designed to provide the best experience when it’s paired with a capable gaming PC that can stream Steam content (again, VR or flat) to the headset, rather than rendering directly on the headset device itself.

Valve seems to have a very high bar for what it wants from the PC streaming experience. To make it as good as possible, Frame includes a dedicated Wi-Fi 6E streaming dongle which plugs into a host computer to allow for a direct streaming link between the headset and the PC. This has a number of advantages compared to the usual method of PC VR streaming, which sends traffic from the computer to a router and then to the headset.

Frame itself has a Wi-Fi 7 radio with two transmitters and two receivers. Valve says this dual antenna setup allows for simultaneous use of 5GHz and 6GHz channels, allowing one to handle the dedicated streaming connection to the Frame streaming dongle, and the other to let the headset talk to the regular router for standard internet connectivity.

Valve has also created a new foveated streaming technology which uses Frame’s eye-tracking to optimize the streamed image to have the highest quality at the very center of your view. This is similar to foveated rendering, but with the advantage that it applies to all streamed Steam content without needing a specific implementation by developers. And for PC VR content which already supports foveated rendering, the foveated streaming tech works just as well on top of it.

Any performant gaming PC can stream Steam content to Frame, but Valve also says that its newly announced Steam Machine ‘console’ PC will make a great companion for Frame.

Photo by Road to VR

Steam Frame is also designed to be modular and expandable. Valve showed me how a few clips can be undone around the facepad to remove the so-called ‘core module’, which is really the heart of the headset, including the processor, memory, displays, and pancake lenses.

When I first got a look at the core module itself, I was struck by how compact it looks all by itself. It looks a bit more compact than the equivalent ‘cores’ of Quest 3 and Vision Pro, but it’s also significantly lighter, weighing in at 190g compared to Quest 3 at 395g and Vision Pro at 478g.

Steam Frame’s ‘core module’ is the heart of the headset with essential hardware only. Everything else (strap, speakers, and battery, can be removed and replaced entirely if desired) | Photo by Road to VR

Of course this isn’t exactly a ‘fair’ comparison, because both Quest 3 and Vision Pro cores include speakers and, in the case of Quest 3, a battery, which Frame does not. But that’s kind of the point. By not permanently attaching things like the facepad, speakers, strap, and battery to the core module, Valve has ensured that modders and accessory makers will be able to heavily customize the headset.

Steam Frame ‘core module’ | Photo by Road to VR

The entire Frame headset (speakers, battery, strap, and facepad included) is also very lightweight at just 435g, compared to Quest 3 at 515g, and Vision Pro (M2) at 625g.

Visuals

Photo by Road to VR

When I put on Steam Frame for the first time I was looking at Half-Life: Alyx streamed from a PC in the same room from Frame’s dedicated streaming dongle.

Considering the Frame’s 4.6MP (2,160 × 2,160) per-eye resolution, I was expecting an image that looked similar to Quest 3’s display, which is 4.5MP (2,064 × 2,208). But I was surprised that the first thing I noticed was a somewhat visible screen-door effect (SDE), which is caused by the unlit space between pixels.

Considering I haven’t (yet) been able to test Frame side-by-side with Quest 3, there’s two explanations for the somewhat apparent SDE. Either I’m completely spoiled by the high resolution displays of headsets like Vision Pro and Galaxy XR, or (more likely) Frame’s LCD has a lower fill-factor than Quest 3’s LCD, even though they have a very similar number of pixels and field-of-view.

Thankfully, most other aspects of the image looked great. In my short time with the headset, it seemed like Frame’s custom pancake optics have similar performance to those of Quest 3, which have lead the industry for quite some time. Similar to Quest 3, the ‘sweet spot’ (area of maximum clarity) appeared to be very wide, spanning nearly edge-to-edge. I also didn’t notice any obvious chromatic aberration (separation of colors), ghosting, or motion blur. Granted, I didn’t get to hand-pick the content I was looking at, so I still want to spend more time looking through the headset to be sure of all of these early observations.

Photo by Road to VR

I didn’t have enough time with the headset to get a feel for how the field-of-view compared to similar devices. Valve says the field-of-view is “up to 110°” along all axes, though the company stressed that there’s not a widely agreed upon method for measuring field-of-view in a VR headset (accounting for things like eye-relief and face shape), so they stressed that this number may not be directly comparable to field-of-view figures from other headset makers. Granted, the company told me that Frame’s field-of-view is ‘a bit less’ than that of Index.

As for the foveated streaming, I can’t say I saw any compression artifacts or stuttering, nor could I tell that foveation was happening at all during normal gameplay. The Half-Life: Alyx world I saw looked exactly like I would have expected from the same headset tethered directly to the computer. And yet, I had the freedom to move around and rotate in space as much as I wanted without worrying about tangling up a cord.

Aside from foveated streaming tech, it feels like Valve is only scraping the surface with eye-tracking. As far as I know, they aren’t doing anything with eye-tracking except foveated streaming. There was no mention of eye-tracked visual corrections, automatic IPD measurement, or eye-based interface interaction. This could (and I hope, will) be added in the future to make Frame better still.

Passthrough, unfortunately, was a bit of a let down for me. While every other modern headset has moved to color passthrough with slowly improving resolution, the 1.3MP (1,280 × 1,024) black & white (infrared) passthrough cameras on Frame feel like a step back to the Quest 2 era.

Photo by Road to VR

It’s understandable that Valve didn’t prioritize high-quality passthrough (because they seemingly aren’t very interested in using the headset for mixed reality). Still, if Valve envisions Frame as a great way to chill out and play flat games on a big virtual screen, a high-quality passthrough view showing the room around me in the background is an easy preference over an arbitrary virtual environment.

While it doesn’t seem that Valve thought the tradeoffs of additional cost, weight, and power consumption were worth it for high-quality passthrough cameras, they at least anticipated that this might matter more to others. That seems to be one major reason why they added a hidden expansion port under the nose bridge of the headset which they say can support a dual 2.5Gbps camera interface via a PCIe Gen 4 connection.

Valve itself isn’t committing to building an add-on color passthrough accessory, but it seems they’re hoping someone else will take on that challenge.

Ergonomics & Audio

Photo by Road to VR

Steam Frame might weigh in at an impressive 435g. That sounds great on paper, but as Apple found recently when it added weight to its latest Vision Pro headset to make it more comfortable, lighter isn’t universally better when it comes to VR headsets.

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.

Image courtesy Valve

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.

Clearly my critique wasn’t unanticipated by the company either; Valve is already planning to sell an optional ‘comfort kit’ which includes a top strap and ‘knuckles-style’ straps for the controllers. Though it will still lack some of the benefits of a rigid strap (and tightening dial), the top strap means the battery can properly function as a counterbalance by distributing the forces over the top of your head, and it’ll give the headset something to balance on while you tighten the straps.

The optional ‘comfort kit’ includes a top strap (which really ought to be included by default, as Apple and others have learned time and time again) | Photo by Road to VR

Even though I haven’t had that much time with Frame at this point, I already know for certain that I’m going to prefer the top strap.

But hey, ergonomics are hard because of the wide range of head shapes, hair styles, and personal preferences. So it’s a good thing that Valve built the headset to be so modular. I’m expecting to see a wide range of third-party straps that can connect directly to the core module and make Frame feel like a completely different headset.

When it comes to audio, I can’t say I had enough time in the headset to confidently say much about it at this point, other than saying there was nothing that was obviously problematic or radically better than I would have expected.

Valve set a very high bar for audio with Index’s legendary off-ear speakers. While I don’t expect Frame’s speakers to be quite as good (considering how much more compact they are, and built into the headstrap), I know that the same acoustics engineer that worked on Index also worked on Frame’s audio. So we can be certain they were very familiar with the bar set by Index.

Controllers

Image courtesy Valve

Frame’s controllers clearly take a lot of inspiration from Quest’s Touch controllers. But Valve has made some interesting tweaks to allow them to function like a modern gamepad so users can play VR games or flat games with the same controllers.

While most VR controllers put two face buttons on each controller, Frame’s controllers move all the major face buttons (A, B, X, Y) to the right controller, while the left controllers gains a D-pad. In addition to grab-triggers and index finger triggers, Frame’s controllers also add a ‘bumper’ button above each index finger trigger. All of these decisions mean the Frame controllers largely mirror a standard gamepad, making for seamless compatibility with flat games.

Image courtesy Valve

And, like Valve’s new Steam Controller, the Frame controllers use ‘next-gen’ magnetic TMR thumbsticks, which the company says gives a smaller dead-zone and is more resistant to drifting issues that can happen to thumbsticks over time.

Valve didn’t forget about what made the Index controllers unique; the handles of the Frame controllers (and all of the buttons, sticks, triggers, and D-pad) include capacitive sensing so the controller can detect where your fingers are while using the controller. And the company is selling the aforementioned (optional) ‘comfort kit’ for Frame which includes knuckles-style straps to hold the Frame controllers in place, even while opening your hand.

A ‘Knuckles-style’ strap for the Frame controller is included in the optional comfort kit | Photo by Road to VR

Too be fair though, the capacitive sensing features of the Index controllers went largely unutilized, and there’s little reason to think that will change this time around.

Software & Experience

Image courtesy Valve

Valve says Frame is running a full-featured version of SteamOS with functionally all the same capabilities that you’d expect from Steam Deck (including the ability to drop back to a Linux desktop for complete control over the device). Frame will be available with two UFS memory variants: 256GB and 1TB. It also includes a microSD slot for expanding storage further (up to an additional 2TB).

SteamOS puts your Steam library front and center. It’s similar to the experience you’d get from Big Picture mode or SteamOS on Steam Deck, but on Frame it doesn’t discriminate between VR and non-VR games.

SteamOS on Frame also makes it easy to ‘play your way’. You can choose to install your games locally and run them directly on the headset, or choose to stream them from a connected gaming PC where they’re already installed. For games that make use of Steam Cloud, you’ll also heave seamless syncing of game saves and progress between devices, whether you’re streaming a game to Frame, playing directly on Frame, or picking up on another device like Deck.

Valve says it isn’t going to limit people from trying to run any technically compatible Steam game on Frame directly, though the company isn’t promising everything will necessarily run well. It sounds like the company plans to have a similar ‘badging’ system for Frame as they do for Deck, likely offering the same badges of ‘Verified’, ‘Playable’, ‘Unsupported’, or ‘Unknown’ to help people know what will run well on the headset itself.

When it comes to VR content, Valve says its goal is for most PC VR content to be able to run natively on Frame out of the box. But the company says it ‘still has some work to do’ on this front, and it plans to gather feedback from a dev kit program and make further compatibility and performance improvements between now and launch.

Valve’s underlying thesis for Frame seems to be enabling users to access their entire Steam library (VR or flat), while also allowing them to tap into the power of their gaming PC for high quality rendering or to take their games on the go by playing them natively on the headset.

It’s an appealing idea, but I can’t quite shake the fact that a Quest 3 (or similar) headset with Steam Link can already stream both PC VR and flat Steam content from a host PC. Sure, it would be an added convenience to have the Frame controllers so you don’t need to pick up a gamepad when streaming a flat game to Quest 3; but that seems to be a convenience rather than a major advantage. And sure, Quest 3 can’t play any Steam content while standalone, but that’s why it has its own huge library of standalone VR content… the only thing missing from Quest 3 when in standalone mode then is flat Steam games, but who among us is dying to put on a VR headset to play flat games?

Photo by Road to VR

Maybe it will become more apparent once I have more time to spend with Frame. But, as of now, I’m not quite seeing the key value proposition over something like Quest 3.

There’s two key things Valve could do to make me want to reach for a VR headset when playing flat games: 3D rendering for flat content and ‘socially present’ gaming.

The first would mean somehow adding stereoscopic rendering to most flat games so they would appear 3D inside the headset (though this would be no easy task). And the second would be something like letting me sit on a virtual couch next to my Steam friends so we can play and watch each other’s game streams side-by-side (as if we were playing on a couch next to each other). Unfortunately Frame isn’t doing either of these things at present.

There’s no doubt that Frame has a very interesting modular design. And maybe its direct-connection dongle with foveated streaming will turn out to be more reliable and visually superior compared to streaming to a standalone headset with Steam Link and a regular router setup. But is that enough to offset the advantages of other options on the market?

Truly, I think it’s too early to see how the strategy for Frame will pan out in the long run. But I look forward to testing Valve’s thesis once I can see how Frame fits into my life as an average gamer who already spends plenty of time on Steam.

More Steam Frame Announcement Coverage

Valve Unveils Steam Frame VR headset to Make Your Entire Steam Library Portable: Valve shows off Steam Frame, the standalone headset that can stream and natively play your entire Steam library—with only a few caveats right now.

Steam Frame’s Price Hasn’t Been Locked in, But Valve Expects it to be ‘cheaper than Index’: No price or release date yet, but Valve implies Steam Frame will be cheaper than $1,000 for the full Index kit.

Valve Says No New First-party VR Game is in Development: Valve launched Half-Life: Alyx (2020) a few months after releasing Index, but no such luck for first-party content on Steam Frame.

Valve is Open to Bringing SteamOS to Third-party VR Headsets: Steam Frame is the first VR headset to run SteamOS, but it may not be the last.

Valve Plans to Offer Steam Frame Dev Kits to VR Developers: Steam Frame isn’t here yet; Valve says it needs more time with developers first so they can optimize their PC VR games.

Valve Announces SteamOS Console and New Steam Controller, Designed with Steam Frame Headset in Mind: Find out why Valve’s new SteamOS-running Console and controller will work seamlessly with Steam Frame.

Steam Frame vs. Quest 3 Specs: Better Streaming, Power & Hackability: Quest 3 can do a lot, but can it go toe-to-toe with Steam Frame?

Steam Frame vs. Valve Index Specs: Wireless VR Gameplay That’s Generations Ahead : Valve Index used to be the go-to PC VR headset, but the times have changed.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Stephen Bard

    Since I can't see any screen-door effect on my Quest 3, like I annoyingly did on my Quest 2, I am shocked if you can see screen-door texture on this Steam Frame.

    • shadow9d9

      Facebook spent a ton on creating their own custom lenses…part of what people don't seem to appreciate.

      • Arno van Wingerde

        This may be more dependent on the display, esp. the black space between the pixels.

      • XRC

        Ironically the higher quality the lenses, the more likely you'd see screen door effect, which is a result of the specific LCD panels they are using.

        The resolution they are using is below a level at which screen door effect isn't really visible to most users.

        Index hmd used microcrystalline display diffusers and boe LCD panels with high pixel fill rate (great for super sampling) to good effect despite the relatively low resolution.

        ideally it would have been great to see Frame with 2.5k or 2.8k Qled displays with local dimming, but these are relatively expensive

    • mirak

      I can see the SDE on a Quest 3, but I don't care, I use a Vive Pro.

      Also I played this week to my old Vive, and though I didn't cared of the SDE.

      On a monitor it would anoy me, but in VR i am in VR and don't care.

      However I care about OLED xD

  • Octogod

    Maybe it will become more apparent once I have more time to spend with Frame. But, as of now, I’m not quite seeing the key value proposition over something like Quest 3.

    My take exactly. And it will likely be significantly more expensive.

    sigh

    • Ondrej

      It would have the huge value of having a real operating system – being an actual PC, not a limited, locked down gadget like quest and vision pro.

      But since this is not a "spatial computer" with color MR + finger tracking then it doesn't matter that much… so it's just a Quest side grade.

      • foamreality

        OS/Software + 6g dongle direct streaming is great,. Absolutely every single other thing about this headset is worse than ANY other headset on the market today. And most of them are crap too. Colour passthrough with linux OS / flat x86 gaming would have been a killer feature. Unfathomable. Unless its like 300 quid or less.

  • Thanks for the usual amazing review, Ben! I'll share my take on this headset pretty soon on my blog. But I agree with you: I think Steam Frame is cool, I don't see any big value proposition here.

  • Dr. Charles Forbin

    Black & white pass-through coupled with panels with noticeable screen-door effect? WTF is Valve thinking? If you're going to challenge Quest, you've got some bare minimum specs & features you should meet in 2025/2026–color pass-through being at the top of the list. And why would anyone settle for VR kit with noticeable screen-door in this day & age? Nothing about this device suggests it is much of an upgrade at all. It sure seems like Gabe is merely using this device to keep Steam fan-boys in their ecosystem more than raising the bar or innovating. I was really enthusiastic about spending $1200 on this new kit, but after seeing the specs I'm not enthusiastic about buying it even if it costs the same $500 as a Quest 3. I know there's going to be a ton of hype about this kit, but you'd have to be a moron to be enthusiastic about a headset that–when it ships in 2026–will NOT have color pass-through, will NOT have hand & finger tracking, will NOT have lenses as good as Quest 3, will NOT have a robust library of recent standalone games….what a huge let-down.

    • Its modular, so things will be added as an option (color pass-thru being one) are made avaiable.

    • Herbert Werters

      OMG, you are exaggerating a little, right?

      Which “VR” player really needs everything you're mentioning?

      You are aware that Steam is a gaming platform that distributes flat games and VR games.

  • Oxi

    My main issues are
    1) No top strap or controller straps included is just silly, especially when the one you can buy looks comically small and thin.
    2) The left controller doesn't have buttons, just a large d-pad, I feel like a playstation style d-pad would have made way more sense so that you could use software that assumes you have buttons on both controllers much more easily. It seems like it will feel like a compromise when using a lot of VR software.
    3) Black and white passthrough when the index had color. It's just something that will clearly age badly over time. If I did want to play games on a big display, I would want to have the world underneath that display so I feel comfortable grabbing a drink or something, so it would either need to be color or a very high res black and white.

    • Herbert Werters

      D-Pad are 4 buttons man!

  • XRC

    Looking forward to developing ergonomic adaptions and modifications for this new Valve device;)

  • Another great write up Ben.

    Yes color passthrough is coming. Can't say more than that, but images I have seen (I use them to for 3DGS rendering test on an AMD APU) compare well to those on my Quest 3.

    Hopefully I will have my developer kit soon to port over the "Apollo 11: 'One Small Step For Man…' VR Experiences" and a new project for those with Meniere's disease, which I succumbed to in late 2023. Going to incorporate rehabilatiotion excercises with environment and visual cues, as well retraining exercises for the audio imparment one can get as well (I have lost most of my hearing in my left ear and do voice comprehension exercises to retrain my brain to use the limited frequency range still availablle) it is working in better balance and understanding more of conversattion without hearing assistance.

    • Steve R

      That's awesome that you are able to create an app that can help with the disease (for yourself and others). I'm hoping to work on meaningful use cases like this as soon as someone creates a headset that is comfortable and dirt simple to use for non-technical people (maybe vision air if that happens).

  • Ossi Hurme

    I'm interested. Better area of maximum clarity than the pain I endure with my Vive Pro 2. And better wireless streaming, a thing where HTC failed their promises.
    Not gonna pre-order but seed has definitely been planted to my brain.

  • silvaring

    Thanks for the very informative write up Jedi Ben.

  • NL_VR

    LLenses look the same as Pico 4, screen same res as Pico 4.
    is it the same?

    • MarcDwonn

      I hope not. Those screen were terrible. The lenses on the other side are new and include a new glass element for better reflection management.

  • Hussain X

    "There’s two key things Valve could do to make me want to reach for a VR headset when playing flat games: 3D rendering for flat content and ‘socially present’ gaming."

    3D rendering for flat content is exactly what I want to see Valve push for. This along with socially present gaming will be a great selling point for non VR crowd to own VR tech, as a standard TV, even an OLED one, can't can't replicate that. More VR players should be asking for 3D gaming from Valve as that's how VR adoption will grow. Once 3D gaming in VR grows VR adoption, then we as a growing player base can ask for AAA gamepad VR/6DOF VR games. The huge flat gaming crowd need to be enticed to VR with 3D and socially present gaming of the games they want to play & know.

    • MarcDwonn

      Stereo3D for flat games: this is what i've been waiting for, ever since i started with Rift S. Logic says it's inevitable, especially now that XR gains so much publicity and mainstream. But i'm still stuck with VorpX, SD3D and UEVR for now.

      I hope things start moving. If Valve does something in this direction, it will gain quick traction, and then we have a chance that nVidia does something helpful with their drivers. (i hope)

  • Tabp

    Valve should've announced a pro version with all the enthusiast features instead of limiting themselves to competing with the Quest. The Frame as-is isn't enough. The only hope is if the modular approach results in third parties fixing the limitations. At least it's actually modular for real and has an open ecosystem, so the stage is set for addons.

    • Tabp

      I'm going to list some of those features since it needs to be done. Including other people's requests in addition to my own.
      -Anything the Index has that the Frame doesn't. Make it a straight upgrade over the Index.
      -Displays with good black levels, not foggy gray LCDs.
      -Higher resolution, good enough for reading smaller text, and no screen door.
      -Make use of the modularity so Valve can release display upgrades that can be slotted into the same pro straps, the regular Frame core can be slotted into a pro strap bought separately, and give displayphiles a roadmap so they won't cry rivers of blood if the initial pro display is something my GPU could handle instead of an 8kx8k magic OLED with alien technology.
      -Native lighthouse support like the Index's, as this is the only form of full body tracking that works properly. Full body is a key aspect of VR and we need the best quality, not hacks, not hybrid playspaces, and no, vive ultimate trackers aren't good enough.
      -Face tracking
      -"Look and click" eye tracking control of user interfaces, without requiring app devs to change their software. So I can shoot a laser pointer from my eyes to click on things instead of needing to use the controllers to point. This should be doable on the current Frame, but reviews seem to indicate it's not happening.
      -Detachable speakers like the Index's, with top audio quality. Damage-resistance and accident-ready detachability such that they'll be safe if you roll over and put your weight on them or hit them.
      -Good quality color passthrough.
      -As much FOV as you can possibly get while still maintaining great binocular overlap.
      -Ability to attach a cable, which would allow live recharging, use where wifi is interfered with or denied, guaranteed high bandwidth, etc.
      -Hot swappable battery slot that lets users put in their own high capacity batteries.
      -Flip up visor capability, so you can keep the head strap in place while raising the front up.
      -Not sure if this is redundant since we haven't been able to touch them yet, but many are skeptical of the quality of the comfort strap kit, and want luxury controller straps and multiple really nice headstrap options to suit different preferences.

  • Jeremiah

    Good objective and well detailed analysis there!

    And this is likely to be several hundred more $ than the Quest 3, yikes if it is (if it isn't, then fair enough)! Not including the top strap and the controller hand straps is shameful though, they look really cheap and should be included in a premium headset (actually the headset should be way better honestly). Coupled with all of the other compromises (and the rumour that they aren't even working on a new VR game for it) and if this really is a lot more than the Quest 3, then they just released a product that is imho DOA.

    I don't give a crap about playing flatscreen games on my VR device, maybe in AR, but that's not gonna happen obviously. Or if they somehow added stereoscopic 3D to all flatscreen games (I had that idea as well!) then sure, but otherwise I'll just play it on my monitor or TV with the superior resolution, comfort and fov that is real life!

    There new Steam Controller looks cool though, definitely nabbing one of those (on the grey market as it's unlikely to sell where I live…Vaaaaalve!!).

  • Herbert Werters

    I have the Quest 3 and for me, the Frame is an instant buy. The weight and balance, the controllers for UEVR and Mod, the wireless dongle, and the SoC with open OS won me over. Plus, I'm not a fan of Meta and don't want to support them. So, of course, the switch is very easy. For me, MR is still a gimmick and I can do without it.

    The fact that it's convenient to switch controllers is a big factor for me. I find it very annoying that I only need the Quest 3 controllers to control Virtual Desktop and then have to put them away and switch gamepads. Hand tracking doesn't work smoothly at all and is not an alternative. In addition, the Frame controllers have large analog sticks that allow for much finer control. With the small sticks on the other controllers, everything is much too rough.

    I hope the SDE doesn't bother me too much. I'm really looking forward to the Frame and can't wait to order it.

    • MarcDwonn

      You're speaking my language, line for line. :)

      And why people never think about ergonomics, i always wonder? Not having to constantly switch between touch controllers and gamepad is huge, and cuts the friction by half already. :thumbsup:

      I never got along with the ridiculous micro-thumbsticks of the "current" lineup (Rift S, Quest 2/3, Index) and always tried to switch to my trusty xBox Series X gamepad. No more need for that, it seems.

      • Herbert Werters

        I’m really excited about this.

    • david vincent

      The controllers and the low latency, no visible compression streaming look amazing but I'm not sure if I can go back to visible SDE…

      • Herbert Werters

        No one knows how strong it is and whether it’s really disruptive. I don’t think it’s a deciding factor for me at all, and the other things that are much better will outweigh it. So I really wouldn’t give a shit.

        • david vincent

          Guys like Ben Lang who tried it know.

          • Herbert Werters

            His subjective impression.

  • Josh Slonaker

    What modern vision! ". . . Hey, let's make a Quest 3 Clone and upcharge it with our Brand Power!" Wish this was high tech, as a Quest user this is just an instant no.