Valve Releases Steam Link Beta for Vision Pro, But VR Games Aren’t Supported Yet

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Valve announced its wireless PC VR streaming software, Steam Link, is getting additional support for Apple Vision Pro, although VR game support is still on the to-do list.

The News

Valve announced in a Steam community post that it’s releasing a native Steam Link app for visionOS, which lets Vision Pro users play Steam games via a Wi-Fi connection to their PCs.

Valve’s Sam Lantinga says in the forum post that the update improves network performance, allows streaming up to 4K resolutions, and allows you to dynamically adjust the curve of the display in panoramic mode.

Apple Vision Pro (M5) | Image courtesy Apple

Still, at least for now, the Steam Link beta for visionOS doesn’t include support for VR content—only traditional games via the virtual display. When it does eventually support PC VR games on Vision Pro though, users will need a supported motion controller, such as a PS Sense controller.

Initially released in 2023 for Quest 2 and 3, Steam Link now supports a variety of VR headsets, including the Pico 4 and Pico Neo3 series, HTC Vive Focus Vision, and HTC Vive XR Elite. Notably, Samsung Galaxy XR users have also found their own unofficial way to add Steam Link support to Android XR.

Vision Pro owners can get the beta now through Apple’s TestFlight distribution platform.

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My Take

Steam Link on Vision Pro will no doubt be convenient for the odd subsection of Vision Pro users who are also PC gamers, although that’s not really the point. It’s all part of a bigger step in Valve’s next gambit, which just so happens to involve three new bits of hardware: Steam Frame, Steam Machine and Steam Controller. Nope. No idea when any of them are coming or at what cost, but at least Valve’s strategy is fairly clear.

Specifically with Steam Frame, Valve’s upcoming standalone VR headset, the company is pretty plainly attempting to do with VR headsets what it did with Steam Deck, i.e. it’s not only trying to find new ways to directly filter users to Steam, but it’s laying down a blueprint so other companies can follow suit.

Photo by Road to VR

And yes, while Steam Frame is a standalone VR headset at heart—and not terribly far ahead of Quest 3 in specs—Valve is essentially couching it as a Steam Deck for your face, capable of downloading and playing practically any flatscreen game on the go on a massive theater-size virtual screen. Sure, it also natively plays optimized PC VR games, and can directly connect to PC VR setups for more graphically intensive games over its Wi-Fi 6E (6GHz) adapter, but those feel more like enthusiast-level things on Valve’s periphery.

A part of Valve’s battle today is to establish some form of Steam connectivity on all devices, because tomorrow’s war may be much larger. Cloud gaming isn’t very diffuse yet, but companies are making real headway. Meanwhile, Valve seems to be staunchly in the “own your hardware, own your game” camp, which will be interesting to see if it holds as a lasting strategy.

For now though, Steam Link on Vision Pro isn’t an end to a means, but rather a way for Valve to ensure that Steam is present wherever high-end XR gaming shows up next. It may not support VR yet, but I’d argue it really doesn’t even need to right now, given how few people likely own a Vision Pro, gaming computer, and compatible motion controllers.

– – — – –

Steam Link is far from the only way to play Steam games on your Vision Pro. Common setups include ALVR for Vision Pro, and Moonlight XRoS with the addition of Sunshine, essentially an open-source replacement for Nvidia GameStream. Users can also technically use Mac Virtual Display, which is a perfectly cromulent solution if you’re okay with the limited number of macOS-supported titles on offer.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Lee Griffiths

    Frankly it seems like Valve are following blueprints rather than making them, Lighthouses and Index controllers are firmly in the rear view mirror and stand-alone inside-out is their future.

    Not to mention pushing flat so hard feels really cynical, they already scaled back what they said they would do in terms of software and now seem less interested in VR and more interested in getting Steam games everywhere.

    All this while making concessions like B&W passthrough cameras, trimming off one of the last things in mixed reality headsets that still feel a bit magical.

    As with this AVP crossover it's only Steam that matters to them now.

    • NL_VR

      Steam games is always what matters most for Valve.

      • Lee Griffiths

        Yeah I just remember a time when it wasn't, as many decades ago as that was.

        • Andrew Jakobs

          You mean when they didn't have their steamstore, but from the moment they had their store, everything was about that. The store is their moneymaker, so getting people to play using it on as many devices as possible will get people to buy game through Steam.

          • Lee Griffiths

            Of course, I remember paying for HL2 in store and being among those annoyed that we were forced to use Steam. Their behaviour since then has been obviously about that revenue, just look at the MTX in their first party games and the state of Steam Marketplace to see their priorities.

            My issue is more with how they've shaped the nature of game distribution on PC, and so news that they are spreading to other platforms rather than opening up the PC gaming one incenses that I guess.

          • NL_VR

            If there wasnt steam there would be something else, you can always support GoG by bying games there. Then you can download the games and start them dont have to use launcher if yuo dont want to.
            Valve tho is doing the best work with getting PC gaming over to Linux, which i think is the future even for VR.

          • Lee Griffiths

            The point is that the "something else" could be something that isn't an entire ecosystem, where how you use and interact with the product you buy depends on where you bought it from – totally bonkers for PC.

            I am agnostic, I have games from multiple different sources but they will never play as nice with each other than they could have if we had a PC gaming market where Valve didn't make the terms.

            Even the Steam Deck undercut the existing market using their dominant position and Linux is just Valve ensuring that its ecosystem is entrenched there.

            Some of what Valve does is good, it's just a shame almost all of it is tied up in Steam in one way or another.

          • NL_VR

            Can you give examples of your problems because i can't say i experience lot of problems on PC, its still the best system to game on no matter if its steam or whatever.
            And as i said, GoG i think is your choise if you want to own your games and store them locally

          • Lee Griffiths

            I don't care about paying for licences, but as I already said I buy games from everywhere, on PC that's Steam, GoG, Xbox, Battlenet, EA, Epic, Itch, Meta, etc. etc. My issue is with the expectation that users access all of their games from within a specific store (launcher), and have an expectation that the shop itself should be the one to provide features, a situation uniquely and definitively created by Valve.

            Part of it is a principled dislike of the practices and the market manipulation that comes from ecosystem lock-in, but a lot of it is practical. Many of its features only work by adding games from elsewhere to Steam, and even then others (like workshop and achievements etc.) do not, so they sit awkwardly as second-class citizens in the launcher (with an awkward 5 step process for just adding boxart).

            I choose to use a library-agnostic launcher, but I need to use Steam if I want to use SteamInput, or Steam Link (fortunately I have solutions for both of these so I don't have to, not always the case). Annoyingly I have to use SteamVR with my PSVR2, and like all things Steam it's difficult to just launch my games from elsewhere without it trying to wrest control.

            You're right, there aren't a great deal of problems for those who just don't think about any of this and simply use Steam for everything, regardless of whether it's cheaper or even free elsewhere, but this is simply not a sign of a free and healthy market.

          • NL_VR

            Its double edged. As i said, If it wasnt Steam it would be someone else that was the biggest.
            Steam is big and most popular because Valve can work long term. its a private company that got the luxury to do that. And not like the rest who work for the next quarter report for the stock owners.
            ITs just bussiness. I see it we should be lucky its Valve and not Microsoft or someone else predatory big tech company that is the biggest.
            You have some specific interests that not many have that run a separate launcher, care for "box art" etc and i cant really speak for that as its nothing i personally care for.
            SteamVR for PSVR2 is a choice Sony made, to make it easy and totally understandable than have to rebuild everything to something PSVR2 unique for PC.
            People blame Valve and Steam for alot of things but what would be the alternative, probably alot worse. im happy its not Microsoft, Meta, Sony, Nintendo etc they are all many times more predatory than Valve.
            Valve and steam isnt perfect there are alot of stuff to argue against bad stuff but steam is big, because its "the best" and Valve can work long term. A luxury not many others can. Its made them great sucess and riches to gaben and those who work there. Is it fair? thats another discussion.

          • Lee Griffiths

            The issue is that you seem to think it's either Valve's shopfront launcher or someone else's, when I'm talking about an actual separation of storefronts and launchers, as used to be commonplace before Steam became the monolith. This is what I mean, their approach is so ingrained that it's hard for people to imagine things working differently.

            The "box art" thing is not a specific need, it's just an example of one way that non-Steam games feel less premium in people's libraries, and discourages people from buying elsewhere in the first place. It's all optics and marketing (like how I have to disable the ad pop-up with every Steam install), whereas even third-party launchers with one-person development teams have auto-box art, it's a very Apple approach to ecosystems of making outside stuff feel worse.

            Look at the recent (re)release of GOG's Resident Evil trilogy on Steam, it's far and away a worse version and has DRM added to boot, because Capcom know that users will buy it on Steam anyway because of inertia – they simply won't entertain the idea.

            It's easy to say that none of this is Valve's fault, these are choices of other developers, but they're literally encouraged to behave this way because of the system that Valve has built.

            It's a DRM provider that has been obsessed with ecosystem lock-in for decades, with plenty of shady and predatory practices throughout the years to boot (being at the forefront of the types of microtransactions many hate).

            As self-serving as he is Gabe has a lot of values that align (or seem to) with the general PC gaming market, but this is where the double-edged sword of being a private company comes in, they already skirt the line in a few places and who is to say that the line of succession when he is gone won't completely sell out their 80% marketshare or whatever it is.

            The state of PC gaming distribution today – one where people are often choosing less because of ecosystems even on an open platform – may suit you and others but I very much would take the gamble of what could have been had we taken another path.

          • NL_VR

            I agree with you but it happened for a reason and thats because of PC gaming went digital only and it was around that time more and more Stem became a storefront for "all games".
            there was a reason everyone choosed and "prefered" Steam and it became what it became.
            Say laziness from people and devs who knows, it is what it is.

            digital only is whatever you like it or not the unavoidable future PC was just before anything else.
            And its nkt free to distribute digital copies of games believe me.
            as i said you should support and buy every game you can on GoG. On GoG you dont need storefro t/launcher and they are DRM free.
            sadly everything isnt on GoG.

    • xyzs

      Standalone is ONE of their future, but PCVR is still very much a thing to keep.
      It's not because you go with one technology you have to dump the other ones like Meta stupidly thought…
      I bought 3 Quests, sold 2 (only have my Quest 1) because standalone is garbage, heavy, and cumbersome to use.

      • Lee Griffiths

        Any headset worth its salt can do PCVR, even Meta and Sony's ones. Valve has already added the weight by making it standalone.

        I want to see a lightweight wireless PCVR headset myself, but it doesn't seem like anyone believes in it, certainly not Valve who made one game.

      • NL_VR

        Standalone is garbage, hevy and cumbersome… Yes if you decided to stay with Quest 1 thats verry true :D