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Steam Frame

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Steam Frame
Basic Info
VR/AR Virtual reality
Type Head-mounted display
Subtype Standalone VR; wireless PC‑powered VR
Platform SteamOS; SteamVR
Developer Valve
Manufacturer Valve
Announcement Date 12 November 2025
Release Date Early 2026 (planned)
Price TBA (announced as cheaper than the US$999 Valve Index bundle)
Website https://store.steampowered.com/sale/steamframe
Versions 256 GB; 1 TB
Requires PC for streaming (optional); included wireless adapter
Predecessor Valve Index
System
Operating System SteamOS 3 (Arch‑based, Arm)
Chipset Qualcomm Snapdragon 8 Gen 3 (SM8650)
CPU Octa‑core Kryo (1+5+2) Arm CPU
GPU Qualcomm Adreno 750
Storage
Storage 256 GB or 1 TB UFS; microSD expansion
Memory 16 GB unified LPDDR5X
SD Card Slot microSD (SDXC, up to 2 TB)
Display
Display Dual 2160×2160 LCD panels
Subpixel Layout RGB stripe
Peak Brightness ≈100 nits at eye (target)
Resolution 2160×2160 per eye
Refresh Rate 72–120 Hz (144 Hz experimental)
Image
Field of View Stated 110° horizontal × 110° vertical
Horizontal FoV 110°
Vertical FoV 110°
Binocular Overlap Nearly full
Foveated Rendering Eye‑tracked foveated rendering and foveated streaming
Optics
Optics Custom pancake lenses
Ocularity Binocular
IPD Range 60–70 mm (physical dial)
Adjustable Diopter Spacer and planned prescription inserts
Passthrough Monochrome video passthrough from front cameras
Tracking
Tracking Inside‑out 6DoF SLAM (4 external monochrome cameras + IR illuminators)
Tracking Frequency 200–250 Hz controller update rate
Base Stations None (not supported)
Eye Tracking Yes (2 internal cameras)
Hand Tracking No (controller-less hand tracking not supported at launch)
Rotational Tracking 6DoF IMU + optical
Positional Tracking Inside‑out optical tracking
Tracking Volume Room‑scale
Latency 10–20 ms typical end‑to‑end streaming (claimed)
Audio
Audio Four open‑ear speakers (two drivers per side) in headstrap with vibration‑cancelling layout
Microphone Dual microphone array
3.5mm Audio Jack Yes
Camera 4 external greyscale tracking/passthrough cameras; 2 internal eye‑tracking cameras
Connectivity
Connectivity Wi‑Fi 7 (headset); bundled Wi‑Fi 6E PC adapter; Bluetooth 5.3
Ports 1× USB‑C 2.0 (rear, charging & data); front expansion port (dual MIPI / PCIe Gen4)
Wired Video Not supported (no DisplayPort / HDMI input)
Wireless Video Dedicated 6 GHz Wi‑Fi 6E adapter; Wi‑Fi 7 streaming
WiFi Wi‑Fi 7 2×2 (dual radios)
Bluetooth Bluetooth 5.3
Power Rear 21.6 Wh Li‑ion battery; 45 W USB‑C charging; hot‑swappable design
Battery Capacity 21.6 Wh
Battery Life Not yet announced (workload dependent)
Charge Time Not yet announced
Device
Dimensions Core module 175×95×110 mm (with facial interface)
Weight 185 g core; 245 g headstrap; 440 g total with strap, battery, speakers and facial interface
Headstrap Modular soft strap with rear battery and integrated speakers
Haptics Haptic motor in each controller
Color Black
Sensors IMU, cameras, IR illuminators, eye‑tracking cameras, multiple thermistors
Input Steam Frame Controllers; optional Bluetooth gamepads, keyboard and mouse

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Steam Frame is a standalone virtual reality head-mounted display (HMD) and wireless PC game streaming device developed and manufactured by Valve Corporation.[1] The headset runs SteamOS 3 on a Qualcomm Snapdragon 8 Gen 3 system‑on‑chip with 16 GB of unified LPDDR5X memory, supports both local and streamed play of VR and non‑VR titles from a user's Steam library, and uses inside‑out six‑degree‑of‑freedom tracking with integrated eye tracking for foveated rendering and foveated streaming.[1][2]

The device features dual 2160×2160 LCD panels per eye behind custom pancake lenses providing edge-to-edge sharpness and a large eye box, a stated 110°×110° field of view, a modular design with a 185 g front "core" module and a rear battery headstrap, and monochrome video passthrough with a user‑accessible front expansion port for future sensors and cameras.[1][2][3] Steam Frame is positioned by Valve as a "streaming‑first" standalone headset that can function as both a VR system and a portable PC for flat‑screen games, while still offering low‑latency wireless SteamVR streaming over a dedicated 6 GHz link to a gaming PC.[2][4][5]

Steam Frame was announced on 12 November 2025 alongside the Steam Machine living‑room PC and a new Steam Controller as part of Valve's expanded hardware ecosystem, with consumer release planned for early 2026 in the same regions where Steam Deck is sold.[1][2] Valve has confirmed that the headset will replace the Valve Index in its lineup and will launch at a price below the Index's US$999 full kit, though the exact price has not yet been announced.[6][1]

History

Background and early leaks

Valve released the tethered Valve Index PC VR headset in 2019, using external lighthouse base stations for tracking and requiring a wired connection to a gaming PC.[6] In the years following Index, references to an internal Valve headset codenamed "Deckard" and "Roy" controllers were repeatedly discovered in SteamVR driver files and other software, suggesting ongoing work on a new VR device with a focus on wireless streaming.[7]

In April 2019, the domain steamframe.com was registered, but the name only gained wider attention in September 2025 when Valve applied for a "Steam Frame" trademark with the United States Patent and Trademark Office.[7] The trademark covered computer hardware and software for the reproduction and streaming of audio, video, data and other multimedia content, and was widely interpreted as the likely commercial name for the long‑rumoured Deckard headset.[7]

Announcement

Steam Frame was officially unveiled on 12 November 2025 as part of a broader "Steam hardware" announcement that also introduced a small‑form‑factor Steam Machine console‑style PC and a redesigned Steam Controller.[1][2] Valve described Steam Frame as a "streaming‑first" standalone headset capable of playing Linux, Windows and Android applications via Proton and the FEX translation/emulation layer, while also serving as a wireless client for PC VR streaming using a bundled 6 GHz Wi‑Fi adapter.[2][5]

Alongside the announcement, Valve confirmed that it had stopped manufacturing Valve Index, which would remain supported but would be supplanted on the market by Steam Frame.[6][2] Developer kits for Steam Frame were made available via an application process, with limited quantities ahead of the consumer launch.[2]

Planned release

Valve has stated that Steam Frame will launch in "early 2026" in all territories where Steam Deck is sold.[1][2] Two storage configurations—256 GB and 1 TB—will be offered at launch, both including the headset, the wireless PC adapter and a pair of Steam Frame Controllers.[1][4] As of late 2025 Valve has not published final pricing or detailed battery‑life figures, but has said the headset will be priced below the Valve Index full kit.[1][6]

Design and hardware

Form factor and ergonomics

Steam Frame uses a modular design built around a compact "core module" that houses the processor, displays, optics, tracking cameras and cooling system. The core module weighs 185 g and attaches via three toolless clips to a separate headstrap that contains the rear battery, audio hardware and some I/O.[1] The headstrap weighs 245 g, bringing the total weight with strap, rear battery, speakers and facial interface to 440 g.[1]

The strap uses a soft ski‑goggle‑style design with an optional top strap and a segmented rear battery that curves around the back of the head. This arrangement shifts much of the weight away from the front of the face, which early hands‑on reports describe as making the headset feel well‑balanced and comfortable even during active movement, often compared to wearing a sleep mask during extended use.[1][5] The facial interface uses soft fabric similar to the Valve Index.[8] A removable magnetic face gasket includes spacer options to accommodate glasses, and Valve has indicated that prescription lens inserts are planned.[1][4]

The headset provides a physical interpupillary distance (IPD) adjustment dial on the top, with a stated range of 60–70 mm.[1][9] A removable nose gasket can be swapped or removed to adjust airflow and reduce feelings of claustrophobia.[1] Valve plans to release CAD and electrical specifications to enable third-party accessories and modifications.[2]

Display and optics

Steam Frame uses two 2160×2160 LCD panels (one per eye) behind custom in‑house‑designed pancake lenses.[1][2] The panels support refresh rates from 72 Hz to 120 Hz, with an experimental 144 Hz mode for users willing to accept higher power consumption, similar to the optional 144 Hz mode on Valve Index.[1][4] Valve states a "large" field of view of up to 110° horizontally and 110° vertically, with almost full binocular overlap thanks to modest panel canting and truncated panel corners for nose clearance.[1][2][10]

Valve chose LCD rather than OLED or micro‑OLED for Steam Frame, citing advantages in field of view, eyebox size, persistence, cost and weight.[1] However, the LCD panels lack local dimming, resulting in lower contrast in dark scenes compared to OLED-based headsets.[3] According to early testing by PC Gamer, the headset's image clarity is comparable to Meta Quest 3 due to the similar resolution and the use of modern pancake optics, with an RGB sub‑pixel layout that reduces screen‑door effect compared to older LCD‑based headsets.[4][5] Target brightness is slightly above 100 nits at the eye with an 8 % duty cycle across refresh rates, balancing motion clarity, comfort and battery life.[1]

Tracking, sensors and passthrough

Steam Frame relies entirely on inside‑out tracking and does not support external lighthouse base stations.[2][1] Four outward‑facing greyscale fisheye cameras on the front of the core module provide 6DoF positional tracking for both the headset and controllers using SLAM‑style computer vision. Two additional inward‑facing cameras track the user's eyes for eye‑tracked foveated rendering and foveated streaming.[1][8] The device does not support controller-less hand tracking at launch, requiring controllers for all interactions.[11]

To maintain tracking in low‑light conditions, the headset includes outward‑facing infrared illuminators that bathe the environment in IR light invisible to the user but visible to the monochrome cameras. Valve quotes controller update rates of 200–250 Hz and eye‑tracking updates in the 8–12 ms range, intended to support low‑latency streaming and accurate foveated rendering.[1] Early testing indicates minor controller tracking jitter compared to lighthouse-based systems.[3]

Two of the front cameras can be used for video passthrough of the real world. Passthrough is monochrome rather than colour and at lower resolution than some mixed‑reality headsets, but combined with IR illumination it allows clear visibility even in dark rooms.[2][1] Several commentators have highlighted monochrome passthrough as a trade‑off compared to devices like Meta Quest 3 and Apple Vision Pro, which offer full‑colour passthrough, although the design opens up headroom for eye‑tracking and low‑light tracking.[12][13]

A notable hardware feature is a user‑accessible front expansion port under the nose bridge. The port exposes dual high‑speed MIPI camera interfaces and a PCIe Gen4 lane, and Valve has suggested that future accessories could add colour passthrough cameras, depth sensors, face‑tracking sensors or other modules using this interface.[1][2]

Audio and microphones

The default headstrap integrates four 16 mm speaker drivers, arranged as two drivers per side in front of the ears. The drivers are mounted in opposing orientation so that their vibrations cancel each other, reducing mechanical vibration transmitted to the headset and minimising interference with the inside‑out tracking system.[1][14] This open‑ear design provides spatial audio while keeping the ears uncovered, at the cost of more sound leakage than the floating speaker arms used on Valve Index.[1][14]

A dual microphone array on the underside of the headset handles voice capture. Valve has stated that it is targeting microphone quality comparable to, or better than, Valve Index, which was widely praised for its voice clarity.[1][10] The headset also supports external audio via a 3.5 mm jack and Bluetooth headphones or earbuds.[1][15]

Steam Frame Controllers

Steam Frame ships with a pair of dedicated "Steam Frame Controllers", which are tracked by the headset via arrays of infrared LEDs under their plastic shells, similar in concept to Meta Quest Touch controllers but without tracking rings.[2][1] Each controller contains 18 IR LEDs distributed across the face, handle and base to reduce occlusion and maintain tracking in a wide range of poses.[1]

The controllers are designed to offer parity with a traditional gamepad when used together: the right controller includes ABXY face buttons and one thumbstick, while the left features a D‑pad and a second thumbstick, with triggers, grip buttons and bumpers on both.[2][5] Both controllers include full 6DoF tracking, IMUs and capacitive finger sensing on all major input surfaces, allowing partial representation of finger poses in supported VR titles.[1][2]

Valve uses tunnelling magnetoresistance (TMR) magnetic Hall effect sensor thumbsticks instead of potentiometer sticks, promising improved precision and significantly reduced stick‑drift over time compared to both the original Steam Controller and Valve Index controllers.[1][2] Each controller is powered by a single AA battery, with Valve and early reviewers citing around 40 hours of typical use per battery depending on haptic intensity.[1][2] Optional Index‑style "knuckle" straps that secure the controllers to the back of the hand are sold as an accessory rather than included in the box.[1][2]

Power, battery and connectivity

Steam Frame is powered by a rear‑mounted segmented lithium‑ion battery pack with a capacity of 21.6 Wh in a hot-swappable design, with additional batteries sold separately.[1][9] The headset charges via a single rear USB‑C 2.0 port that supports 45 W USB‑C charging and also carries data for accessories or external display connectivity when used in PC‑like modes.[1][16] Valve has not yet provided official battery‑life figures, but has stated that power draw is around 7 W when streaming and 20 W or more when running games locally, with significant engineering work devoted to keeping heat away from the user's face. Standalone play generates noticeable fan noise and heat compared to streaming mode.[1][8]

The headset contains two separate wireless radios. One radio connects to home networks on 2.4 GHz or 5 GHz Wi‑Fi (up to Wi‑Fi 7 2×2) for general SteamOS connectivity, downloads and cloud services.[1][13] The second radio is dedicated to VR streaming and connects to a bundled 6 GHz Wi‑Fi 6E USB adapter, which plugs into the user's gaming PC to provide a direct, router‑bypassing point‑to‑point link between headset and PC.[1][2][5] Valve claims this architecture enables end‑to‑end streaming latency in the range of 10–20 ms under good conditions at up to 250 Mbit/s, including the overhead of video encoding and decoding.[1][17]

Connectivity options also include Bluetooth 5.3 for peripherals and audio, a microSD slot for storage expansion and a front expansion port exposing dual high‑speed MIPI camera lanes and a single‑lane PCIe Gen4 interface.[1][2][15] Steam Frame does not support DisplayPort or HDMI input and cannot be used as a tethered headset; all PC VR use is via compressed wireless streaming.[2][1][8]

System software and features

SteamOS 3 on Arm

Steam Frame runs SteamOS 3, an Arch Linux‑based operating system with a customised Steam‑centric user interface as seen on Steam Deck.[1][16] For the first time, SteamOS is deployed on an Arm system‑on‑chip (Snapdragon 8 Gen 3), manufactured on a 4nm process, requiring Valve to bring its Proton compatibility layer and FEX translation/emulation to an Arm64 platform.[1][5]

On Steam Frame, Proton enables many existing Windows games to run as Linux applications, while FEX translates x86 instructions to Arm in real time. Valve engineers and early testers report that most x86 titles tested now run correctly on the device, with a 10-20% performance overhead in certain scenarios that varies by game and engine, particularly favouring Vulkan‑based titles.[1][5][4]

SteamOS on Steam Frame includes a full "desktop mode" based on KDE Plasma, allowing the headset to be used as a small Linux PC when connected to an external display and input devices via USB‑C.[1][16] Users can also browse the web, such as watching YouTube videos in a reclined position.[3] The system can sideload Android APKs (subject to dependencies on Google Play Services) and run compatible Android VR games, with Valve stating that it will accept Android APK uploads on Steam to simplify ports from Meta's Horizon OS ecosystem.[2][13]

Application and game support

Valve promotes Steam Frame as capable of running Linux, Windows and Android applications in standalone mode and streaming any PC game from a Steam‑enabled computer.[2][5] In VR mode, the headset can run native SteamVR titles that meet performance requirements, as well as legacy PC VR games when streamed from a PC. For non‑VR titles, Steam Frame renders a resizable virtual screen in front of the user, allowing traditional flat‑screen games (such as Hades 2 or No Man's Sky) to be played in a virtual theatre environment using the Steam Frame Controllers as a standard gamepad.[5][1]

Valve plans a "Steam Frame Verified" programme similar to Steam Deck's compatibility badges, indicating which titles are tested to run acceptably on Steam Frame's standalone hardware and user interface. More demanding VR titles, such as Half-Life: Alyx, are expected to be primarily experienced via PC streaming, though Valve has indicated it is experimenting with standalone performance for some flagship games.[1][2][18]

Foveated rendering and foveated streaming

Steam Frame supports both eye‑tracked foveated rendering within games (when supported by the engine or title) and system‑level foveated streaming for wireless PC VR.[1][5][17] Foveated rendering reduces rendering load by drawing the highest resolution only where the user is looking, while foveated streaming applies a similar concept to the video stream: the central region of the encoded frame corresponding to the user's foveal vision is encoded at high quality, with lower resolution or more aggressive compression applied to the periphery.[5][4]

Because foveated streaming operates on the rendered output rather than within the game engine, it works with almost any PC game streamed to the headset, regardless of whether the game itself supports foveated rendering. Valve has quoted effective bandwidth savings of up to 10× when the high‑detail foveal region covers roughly one‑tenth of the overall frame area, enabling high perceived image quality within a 250 Mbit/s streaming budget.[1][17] The company has also stated that foveated rendering and foveated streaming can be combined in supporting titles for further efficiency gains.[1][5]

Play modes

Valve describes four primary play modes on Steam Frame:[1]

  • Local VR – standalone VR applications running directly on the headset.
  • Streaming VR – VR games rendered on a PC and streamed over the dedicated 6 GHz link using the Steam Link / SteamVR streaming pipeline.
  • Local flat‑screen – non‑VR games rendered locally and presented on one or more virtual 2D screens in the headset.
  • Streaming flat‑screen – non‑VR games rendered on a PC and streamed to a virtual screen in Steam Frame.

In all modes, the Steam Frame Controllers provide a consistent input scheme that mirrors a conventional gamepad, with motion controllers or pointer‑style controls available in VR titles.[1][5]

SteamOS on Steam Frame supports fast suspend and resume for both VR and non‑VR applications, cloud saves, background downloads and updates, and multi‑app suspend where multiple games can be paused, although Valve recommends only one suspended game at a time for best performance.[1]

Storage and microSD interoperability

Steam Frame is sold with 256 GB or 1 TB of UFS internal storage and includes a UHS‑I microSD card slot for expansion. Valve and reviewers note that the slot supports SDXC cards up to at least 2 TB, similar to the limits on Steam Deck.[1][4] Valve marketing emphasises that users can move a microSD card between a Steam Deck, Steam Machine and Steam Frame, with many games becoming immediately available on each device without re‑download, subject to platform compatibility and shader recompilation.[1][2]

Usage and performance

Hands‑on reports describe Steam Frame as a fully self‑contained VR system that can also function as a portable PC for traditional games. PC Gamer notes that standalone games like Ghost Town, running via Proton and FEX on Arm, can perform smoothly despite the translation overhead, though questions remain about performance at scale across the broader Steam catalogue.[5][1]

For wireless PC VR, journalists from outlets such as PC Gamer and The Verge report smooth 90–120 Hz streaming of titles like Half-Life: Alyx with no perceptible additional latency versus wired PC VR in controlled test environments at Valve's headquarters, crediting the dedicated 6 GHz link, foveated streaming and low‑latency encoding for the experience.[5][18][17]

Market position and comparison

Steam Frame replaces the Valve Index in Valve's product lineup, with production of the Index officially discontinued.[6] This move signals Valve's shift away from tethered, base-station-tracked VR toward the more mainstream standalone hybrid market.[2]

Feature Steam Frame Meta Quest 3 Valve Index
Display Type LCD LCD LCD
Resolution per eye 2160×2160 2064×2208 1440×1600
Refresh Rate 72–144Hz 72–120Hz 80–144Hz
Field of View 110° 110° horizontal 130°
Standalone Yes Yes No
Weight 440g 515g 809g
Tracking Inside-out Inside-out Base stations
Eye Tracking Yes No No
Price <$999 (TBA) $499–649 $999 (full kit)

Developer support

Valve has opened applications for developers to receive early access Steam Frame kits, though availability is limited.[2] The company plans to provide extensive documentation and support for developers porting existing VR content and creating new experiences for the platform. Valve has stated it will release CAD and electrical specifications to enable third-party accessories and modifications.[2]

Reception

Because Steam Frame is not yet released to consumers, reception as of late 2025 is based on press previews and limited hands‑on sessions. Early coverage has been broadly positive about the headset's comfort, visual clarity and wireless streaming performance, while raising questions about its monochrome passthrough, price and standalone battery life.[5][3][13]

PC Gamer characterised Steam Frame as marking a "fundamental shift" in how Valve approaches VR, praising the slim, well‑balanced design, clear optics comparable to Meta Quest 3, and convincingly low‑latency wireless PC VR that made cables feel unnecessary for the first time in the author's experience.[5][4] UploadVR similarly highlighted the light weight (440 g total), modular design, eye‑tracked foveated streaming and the potential of the front expansion port as key strengths, while noting that many high‑end VR titles will still require a powerful PC and wireless streaming for best results.[2][3][1]

Several commentators have criticised Valve's decision to use monochrome passthrough instead of colour cameras, arguing that it limits mixed‑reality applications and feels like a regression compared to colour passthrough headsets. PC Gamer published a separate opinion piece describing mono passthrough as the one specification that "dampens excitement" for some users, while acknowledging that Valve could address this through future expansion modules using the front port.[12][1][10]

Early testing has noted that the LCD display's contrast is criticised in dark scenes compared to OLED alternatives, but the optics are sharp with minimal distortion. Controller tracking shows minor jitter compared to lighthouse-based systems, and standalone play generates noticeable fan noise and heat.[3][8]

Analyses from outlets including TechRadar, Road to VR and The Verge position Steam Frame as a flexible, mid‑to‑high‑end VR system that undercuts fully premium devices like Apple Vision Pro while offering more computing power and openness than mass‑market standalone headsets like Meta Quest 3.[13][10][18] Commentators also note that Valve has not announced any new first‑party VR games for Steam Frame, in contrast to the launch of Valve Index alongside Half-Life: Alyx, instead relying on its existing Steam catalogue and third‑party developers to drive content.[1][2]

Specifications

Technical specifications

Feature Specification
Manufacturer Valve Corporation
Category Standalone virtual reality head-mounted display; wireless PC VR client
Operating system SteamOS 3 (Arch‑based Linux, Arm64)
SoC Qualcomm Snapdragon 8 Gen 3 (SM8650, 4 nm process, Arm64)
CPU Octa‑core Kryo (1 Prime + 5 Performance + 2 Efficiency cores)
GPU Qualcomm Adreno 750
Memory 16 GB unified LPDDR5X
Internal storage 256 GB or 1 TB UFS
Expandable storage UHS‑I microSD (SDXC, up to at least 2 TB)
Display type Dual LCD panels
Per‑eye resolution 2160×2160 pixels
Refresh rates 72, 90, 120 Hz; 144 Hz (experimental)
Optics Custom pancake lenses
Stated field of view ≈110° horizontal × 110° vertical
IPD range 60–70 mm, physical dial adjustment
Sub‑pixel layout RGB stripe
Brightness ≈100 nits at the eye (target)
Tracking cameras 4 external monochrome fisheye cameras
Eye‑tracking cameras 2 internal infrared cameras
Tracking method Inside‑out SLAM; 6DoF headset and controller tracking; IR illuminators for dark environments
Hand tracking Not supported at launch (controllers required)
Passthrough Monochrome video passthrough from front cameras
Audio 4×16 mm open‑ear speakers (two per side), vibration‑cancelling driver layout
Microphones Dual microphone array
Controllers Pair of Steam Frame Controllers with 6DoF tracking, IMUs, TMR Hall effect thumbsticks, capacitive finger sensing and haptics
Controller power 1× AA battery per controller (≈40 hours typical)
Wireless (headset) Wi‑Fi 7 2×2 (2.4 GHz & 5 GHz) + dedicated 6 GHz link
Wireless (PC adapter) USB Wi‑Fi 6E 6 GHz adapter included
Bluetooth Bluetooth 5.3
Ports 1× USB‑C 2.0 (rear, data + 45 W charging); front expansion port (dual MIPI / PCIe Gen4)
Battery 21.6 Wh rear lithium‑ion battery (hot‑swappable)
Weight 185 g core module; 245 g headstrap (with battery and speakers); 440 g total
Play modes Local VR; streaming VR; local flat‑screen; streaming flat‑screen

See Also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 1.50 1.51 1.52 1.53 1.54 1.55 1.56 1.57 1.58 1.59 1.60 SteamDB, "Valve announces three new Steam Hardware devices: Steam Machine, Steam Frame, and Steam Controller," SteamDB blog, November 2025. https://steamdb.info/blog/steam-hardware-2025/
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 David Heaney, "Valve Officially Announces Steam Frame, A 'Streaming-First' Standalone VR Headset," UploadVR, 12 November 2025. https://www.uploadvr.com/valve-steam-frame-official-announcement-features-details/
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Ian Hamilton & David Heaney, "Steam Frame Hands-On: UploadVR's Impressions Of Valve's New Headset," UploadVR, November 2025. https://www.uploadvr.com/valve-steam-frame-hands-on-impressions/
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Jacob Ridley, "Valve announces the Steam Frame: 'a new way to play your entire Steam library'," PC Gamer, November 2025. https://www.pcgamer.com/hardware/vr-hardware/steam-frame-specs-availability/
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 Jacob Ridley, "I've tried the Steam Frame and I'm now ready to ditch cables from my virtual reality set-up forever," PC Gamer, 12 November 2025. https://www.pcgamer.com/hardware/vr-hardware/hands-on-steam-frame-impressions/
  6. 6.0 6.1 6.2 6.3 6.4 Sean Hollister, "Valve has stopped manufacturing its Index VR headset," The Verge, November 2025. https://www.theverge.com/news/817967/valve-index-vr-headset-stopped-manufacturing-frame
  7. 7.0 7.1 7.2 Ian Hamilton, "'Steam Frame' Trademark Registered By Valve: Is This Deckard?," UploadVR, 4 September 2025. https://www.uploadvr.com/steam-frame-trademark-valve/
  8. 8.0 8.1 8.2 8.3 8.4 Sharon Harding, "Hands-on with Valve's new Steam Frame headset: Arm-powered mixed-mode device uses new FEX translation layer for traditional x86 games," Tom's Hardware, November 2025. https://www.tomshardware.com/peripherals/gaming-headsets/hands-on-with-valves-new-steam-frame-headset-arm-powered-mixed-mode-device-uses-new-fex-translation-layer-for-traditional-x86-games
  9. 9.0 9.1 MeriStation staff, "Steam Frame lleva más allá la realidad virtual: es un PC portátil que ejecuta tu biblioteca no VR de forma nativa," MeriStation, November 2025. https://as.com/meristation/noticias/steam-frame-lleva-mas-alla-la-realidad-virtual-es-un-pc-portatil-que-ejecuta-tu-biblioteca-no-vr-de-forma-nativa-f202511-n/
  10. 10.0 10.1 10.2 10.3 Ben Lang, "Steam Frame vs. Quest 3 Specs: Better PC Streaming at the Expense of Mixed Reality," Road to VR, November 2025. https://www.roadtovr.com/steam-frame-vs-quest-3-specs/
  11. Reddit user, "Steam Frame hand tracking : r/virtualreality," Reddit, 13 November 2025. https://www.reddit.com/r/virtualreality/comments/1ovq7uj/steam_frame_hand_tracking/
  12. 12.0 12.1 Lauren Morton, "One Steam Frame tech spec has dampened my excitement, but there's a potential upside," PC Gamer, November 2025. https://www.pcgamer.com/hardware/vr-hardware/the-steam-frames-vision-is-only-black-and-white-and-that-could-be-a-real-miss/
  13. 13.0 13.1 13.2 13.3 13.4 Hamish Hector, "Steam Frame official – 7 things you need to know about Valve's Quest 3 rival," TechRadar, November 2025. https://www.techradar.com/tech/steam-frame-official-7-things-you-need-to-know-about-valves-quest-3-rival
  14. 14.0 14.1 Jay Peters, "The Steam Frame has two speakers on each side of your face for vibration cancellation," The Verge, 12 November 2025. https://www.theverge.com/news/818599/valve-steam-frame-headset-speakers-head-strap-vibration-cancellation
  15. 15.0 15.1 VR-Compare, "Steam Frame – Full Specification," VR-Compare, November 2025. https://vr-compare.com/headset/steamframe
  16. 16.0 16.1 16.2 Marius Nestor, "Valve announces Steam Machines, Steam Controller, and Steam Frame VR headset," 9to5Linux, November 2025. https://9to5linux.com/valve-announces-steam-machines-steam-controller-and-steam-frame-vr-headset
  17. 17.0 17.1 17.2 17.3 Sean Hollister, "Valve's new VR streaming trick won't just work with its own headset," The Verge, November 2025. https://www.theverge.com/news/817993/valve-vr-steam-frame-foveated-streaming-rendering-link
  18. 18.0 18.1 18.2 Sean Hollister, "The Steam Frame is a surprising new twist on VR," The Verge, November 2025. https://www.theverge.com/games/816118/valve-steam-frame-vr-headset-streaming-arm-steamos-hands-on