Signal

Valve says the Steam Frame is priced at $1,059 for the 256GB model and $1,299 for the 1TB version, both of which come with a copy of Half-Life: Alyx

First reported by Theshortcut ·

The signal ●●●● Compiled by AI from Theshortcut, Techmeme, The Verge, UploadVR, Game Developer and 9 more
Why you might care

Valve's Steam Frame headset can now be reserved, offering a direct competitor to standalone VR devices with PC VR streaming capabilities.

What happened

Valve has announced pricing and reservation details for its Steam Frame VR headset. The 256GB model is priced at $1,059, and the 1TB model costs $1,299. Both versions include a copy of Half-Life: Alyx. The headset runs on SteamOS and can play compatible Linux and Windows games locally, with support for Android games via a compatibility layer. It features inside-out tracking with four cameras, including monochrome passthrough, and eye-tracking for foveated streaming. Valve has also partnered with Arcturus Vision to offer a $149 color passthrough add-on. Reservations are open now, with a randomized queuing system to manage demand and prevent scalping. Valve has confirmed 70 other VR titles that run standalone on the device.

What it means

The inclusion of a standalone Half-Life: Alyx, optimized with eye-tracked foveated rendering, suggests a significant advancement in portable VR processing and developer accessibility. This move by Valve could encourage more AAA developers to create standalone VR experiences, broadening the content library beyond PC-tethered play. The headset's ability to run games locally on its ARM processor, alongside PC VR streaming, positions it as a versatile device for both casual and enthusiast VR users.

Valve's reservation system, designed to combat scalping, indicates a cautious production strategy and an expectation of high demand, potentially signaling a renewed mainstream interest in PC VR. The integrated eye-tracking and foveated streaming technologies are key to achieving standalone performance for demanding titles, setting a new benchmark for efficiency and visual fidelity. This approach could influence future hardware designs, pushing for greater onboard processing power and integrated eye-tracking solutions across the VR market.

AI-written summary. May contain errors.

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