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Steam Frame First Impressions: Here's What Valve's New VR Headset Can (and Can't) Do
Generation Games
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15 minutes ago
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00:00
I know what you're probably thinking. Why put out a VR headset in 2026? Big hit VR games have
00:09
been few and far between in recent years, but Valve is convinced that there's still an appetite for
00:13
VR, especially if it can make a headset that combines the best of what headsets offer today
00:18
and innovate in key areas. That's where the Steam Frame comes in, a successor to the Valve Index
00:23
that came out in 2019. Along with the new Steam Machine and Steam Controller, I was able to use
00:28
the upcoming Steam Frame when I visited Valve last month and it is genuinely impressive tech
00:33
that I wish came out a lot sooner.
00:41
I'll start with a few of the basic tech specs. The Steam Frame can be used as a standalone device
00:46
like the MetaQuest 3, as it's powered by a 4nm Snapdragon ARM processor and 16GB of RAM. It'll
00:53
be available in 256GB and 1TB UFS storage options and there's also a microSD slot for expansion.
01:00
It's pancake optics put out 2160x2160 resolution per eye and can do between 72Hz to 120Hz refresh rate
01:09
with an experimental 144Hz. And it's FOV goes up to 110 degrees. The Steam Frame does inside-out tracking via
01:16
four outward-facing cameras with IR illuminators for dark environments and two interior cameras for eye
01:22
tracking. There's no need for lighthouse sensors anymore, as external VR sensors are officially
01:27
a thing of the past. However, the biggest innovation here is in its wireless tethering tech. The Steam Frame
01:33
comes with a USB receiver that connects the headset to a PC wirelessly through a super low latency 6GHz
01:40
signal. This lets you wield the power of your PC without cables tying you to it and without any jarring
01:46
lag, that'd make you sick. I tested this myself, playing about 15 minutes of Half-Life Alyx on the
01:51
Steam Frame, and just anecdotally, it ran flawlessly. Of course, this was under perfect conditions,
01:57
but movement tracking, gesturing with the controls, and image quality were all on point, living up to
02:02
my memory of playing it on the Index via a wired connection when I reviewed it back in 2020. And with
02:07
Wi-Fi 7, it'll work simultaneously when connected to the internet without interference. Because of the
02:13
bandwidth and the speed afforded by 6GHz wireless signals, Valve is able to wield a new technique
02:18
called foveated streaming. With eye tracking, the headset is able to recognize where you're looking
02:23
and immediately focus resources there for optimal image quality and the highest resolution to the
02:28
visible area. It's a similar idea to foveated rendering, where the game itself will dedicate your
02:34
system's resources to better handle the load for performance and graphics. But with foveated streaming,
02:39
it's happening at the hardware level, so it's not something developers need to worry about
02:43
implementing themself. Either way, it's key to understand that this is not necessarily affecting
02:48
core performance. Rather, it's to ensure that the wireless feed stays lag-free and looking its best.
02:58
Both the freedom of sharp built-in tracking and fast wireless connectivity, along with the power of a
03:03
proper gaming PC, this makes for the ideal VR experience. But that's not all the Scene Frame excels at.
03:09
It's fairly lightweight overall, and its weight distribution makes it feel like a natural
03:13
extension of yourself, rather than a front-loaded brick that's strapped to my head. Its battery is
03:17
actually on the rear of the head strap, so it's more balanced than other VR headsets I've used,
03:22
and if you need to plug in, the USB port is also on the back, so the cable stays out of your way.
03:27
The padding around the headset is plushy and was comfortable in the short time that I used it,
03:30
and the strap was easily adjustable to get the right fit. The Steam Frame also runs on SteamOS
03:35
natively, so you get the same interface and quality of life features as you would on the Steam Deck
03:40
or the upcoming Steam Machine, including the advantage of Proton. But I was surprised by how
03:45
much I enjoyed the virtual theater experience when using the Steam Frame. Like other VR headsets,
03:50
you're able to play non-VR games inside of it through a fake TV that SteamOS projects within
03:55
the headset's virtual space. And on the frame, it looked really crisp. I played about 10 minutes of
04:00
Hades 2 at 4K with the virtual screen blown up to its maximum size, like having an 100-inch TV I
04:06
didn't have to buy or fit into my living room space. This kind of experience isn't new, I know,
04:11
but the seamless integration through SteamOS also makes it very easy to use, and the super-fast
04:15
wireless tech means you can play PC games with the full strength of your system at low latency.
04:21
I did notice a bit of stuttering at times with the image rendering, similar to how screen tearing looks,
04:26
but further testing in the future has me curious about how reliable it's going to be.
04:30
While Valve is intending the Steam Frame to be primarily used with the wireless tether for
04:34
robust VR experiences, the internal hardware is decent enough for certain games. I played the
04:40
puzzle adventure game Ghost Town, and while it ran smoothly, it was visually a bit muddy,
04:44
which speaks to the competent but modest power of the Snapdragon ARM processor.
04:49
But the ARM compatibility is impressive for running less demanding stuff.
04:53
To be clear though, don't expect Half-Life Alyx to be playable straight off the internals of the Steam Frame.
05:02
The new frame controllers are also an evolution of the excellent index controllers,
05:06
including capacitive touch sensors for recognizing hand gestures and the grip of your fingers.
05:11
The battery slots are placed so as to not get in the way of this, as they need one AA battery each,
05:16
and should last for about 40 hours of use. They feature the TMR magnetic sticks and HD
05:21
haptics you see on the new Steam controller, and have all the features you would come to expect
05:25
from a traditional gamepad to create this parody across all sorts of games.
05:30
The NX controllers were bulky for sure, but I do miss how their strap pad design
05:34
latched onto my hands to feel like they're in tune with the VR itself.
05:38
Conversely, the frames use a more standard wrist strap design, which feels less of an extension of my hands,
05:43
but makes them more versatile as controllers. Lastly, I should mention the built-in speakers,
05:49
which sounded solid and are cleverly tucked into the head strap, as is the integrated microphone.
05:54
Unlike the index, they're not actual off-ear headphones, but instead integrated into the headband
05:59
like you see on the Quest 3, which creates a sort of bubble of sound around your head.
06:04
Now, when looking at the big picture, the Steam Frame is one piece of a larger Steam ecosystem that
06:09
Valve has established and will keep growing. There's a console-like PC in the Steam machine,
06:14
a new state-of-the-art Steam controller, the very successful Steam Deck handheld,
06:18
and now a smartly designed VR headset. Valve is furthering its claim in PC gaming,
06:23
with all of these devices hitting market, while having SteamOS and Proton mature enough
06:28
to position itself as a serious gaming platform holder. But the frame in particular begs the question
06:33
of where VR gaming is today, and where it might be going in the future.
06:37
As someone who got in on it on day one, reviewing the original HTC Vive and Oculus Rift back in 2016,
06:43
and keeping up since then, I'm a little perplexed by the state of VR games,
06:47
especially with something technically great as the PSVR 2 getting very mild software support.
06:52
I thought Half- Alyx set a bar so high that others would try to reach,
06:56
with the hope of getting a wave of great new VR games in the process, but such wasn't really the case.
07:02
That's not to say that there are noteworthy games that have come out since then,
07:06
such as Asgard's Wrath 2, but it's remained a niche in the years since.
07:10
And perhaps Valve is fine with that, so long as it has the go-to piece of hardware for that niche.
07:16
Hardware lives or dies by its price though, and like the Steam Machine,
07:19
Valve doesn't have anything to share quite yet.
07:22
For reference, a 512GB MetaQuest 3 goes for $500 at regular price as of now,
07:27
so the Steam Frame will have to at least compete in that range.
07:31
We'll know for certain when we get closer to its early 2026 release,
07:34
and when we find out, you'll definitely hear it from us first.
07:38
If you need the lowdown on all of Valve's newly announced hardware,
07:40
check out our hands-on previews of the Steam Machine and Steam Controller.
07:44
And to keep up with everything in the world of games and tech, stick with IGN.
08:01
and I'll see you next time on these next videos.
08:02
Since this video, we're not gonna be logged on in any video.
08:06
I really need to know you.
08:06
You can see you because that's a lot better.
08:09
I'm gonna be able to come to see you.
08:11
I'm gonna be able to listen to this video now.
08:14
Nothing.
08:15
I'll be able to listen to this video.
08:17
I'm gonna hang out there.
08:19
I'll be able to listen to this video.
08:21
You can see you that's a lot more time.
08:23
I'm gonna see you, but you'll see you.
08:25
You can see me.
08:26
I can see you in the next video.
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