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Steam Frame[1][2][3][4][5]
Steam Frame headset showing the visor, face cushion and headstrap
Basic Info
VR/AR Virtual reality
Type Head-mounted display
Subtype Standalone VR, PC-Powered VR
Platform SteamOS, SteamVR
Developer Valve Corporation
Manufacturer Valve Corporation
Announcement Date 12 November 2025
Release Date Reservations opened 14 September 2026; purchase invitations from 18 September 2026
Price US$1,059 (256 GB kit); US$1,299 (1 TB kit) (United States launch prices)
Website https://store.steampowered.com/hardware/steamframe
Versions 256 GB; 1 TB
Requires Compatible PC for PC streaming; standalone play also supported
Predecessor Valve Index
System
Operating System SteamOS 3 (Arch Linux, Arm64)
Chipset Qualcomm Snapdragon 8 Gen 3
Storage
Storage 256 GB or 1 TB UFS; microSD expansion
Memory 16 GB LPDDR5X
SD Card Slot microSD
Display
Display Two LCD panels
Resolution 2160 x 2160 per eye
Refresh Rate 72-144 Hz (144 Hz experimental)
Image
Field of View Up to 110 degrees
Foveated Rendering Eye-tracked rendering in supported applications
Optics
Optics Custom pancake lenses
Ocularity Binocular
IPD Range 60-70 mm target range
Passthrough Monochrome; optional color camera accessory
Tracking
Tracking Camera-based inside-out tracking
Eye Tracking Two internal cameras
Audio
Audio Four speakers in headstrap
Microphone Two microphones
Camera Four outward-facing monochrome cameras; two internal eye-tracking cameras
Connectivity
Ports Rear USB-C 2.0; front expansion port
Wireless Video Included 6 GHz Wi-Fi 6E adapter; home Wi-Fi also supported
WiFi Wi-Fi 7 2x2; dual radios
Bluetooth Bluetooth 5.4
Power USB-C charging, 45 W maximum (15 V, 3 A)
Battery Capacity 21.6 Wh
Device
Dimensions 175 x 95 x 110 mm (core module and facial interface)
Weight 440 g complete headset; 185 g core; 245 g headstrap
Headstrap Removable strap with rear battery and integrated speakers
Input Steam Frame Controllers


Steam Frame is a wireless virtual reality headset made by Valve Corporation, announced on 12 November 2025 and launched on 14 September 2026, when reservation sign-ups opened, at US$1,059 (256 GB kit) and US$1,299 (1 TB kit) in the United States.[3][6] As of October 2026, Valve is still working through its reservation queues: on 9 October it said each reservation holder would receive a purchase email either by December 2026 or in 2027.[7]

Steam Frame is a head-mounted display designed for wireless PC streaming and standalone play. It runs SteamOS on an Arm-based processor and supports both VR games and non-VR games displayed on a virtual screen. SteamVR and OpenXR provide the VR software interfaces, while compatibility layers allow supported Windows, Linux and Android applications to run locally.[8]

The headset combines inside-out tracking, eye tracking and a removable battery headstrap with a pair of tracked controllers. A wireless adapter provides a dedicated connection to a PC, and foveated streaming allocates more image detail to the area where the wearer is looking.[2]

Valve announced Steam Frame on 12 November 2025. Reservations opened on 14 September 2026 for 256 GB and 1 TB kits, priced at US$1,059 and US$1,299 in the United States. The initial registration period preceded invitations to purchase and was not a guaranteed shipping date. Valve began emailing purchase invitations to people in the randomized reservation queue on 18 September 2026, releasing them in batches as units became available.[3][9][10][11]

Reviewed 17 October 2026. October 2026 currency patch (September Steam Hardware Survey share, SteamOS 0.5.6 Beta and 15 October client update, reported OLED panel driver in the kernel source, Holo Core and Deckard source packages, Gizmodo review) checked against Valve's release notes, survey page and package index, Collabora's post and the cited MIXED, Road to VR, GamingOnLinux and Gizmodo articles. About review dates.

History

Announcement

Before the announcement, SteamVR code and leaked controller models had prompted reporting about Valve projects called Deckard and Roy. In September 2025, UploadVR reported Valve's Steam Frame trademark filing, while noting that its relationship to the rumored headset was not yet confirmed.[12]

Steam Frame followed the Valve Index, Valve's earlier PC VR headset. At the November 2025 announcement, Valve confirmed to UploadVR that Index production had ended. Steam Frame was introduced alongside a new Steam Machine and Steam Controller. Valve's original launch target was early 2026. At the announcement, Valve told UploadVR it was aiming to sell Steam Frame for less than the full Index kit, but it did not confirm a price.[3] The Index full kit had launched at US$999 in 2019.[13] On 13 October 2026, a month after Steam Frame reservations opened, Valve posted a "Valve Index Sunset" notice stating that Index is no longer being produced, that remaining Index headsets, controllers and accessories are sold at new prices while supplies last, and that existing Index units remain supported on Steam and SteamVR.[14]

The announced design supported both local applications and games streamed from a PC. This differed from Index's reliance on an external PC and base stations. Developers could apply for early hardware to prepare applications for the new headset.[3]

Delays

In February 2026, Valve said it had to "revisit our exact shipping schedule and pricing" for Steam Frame and the Steam Machine because of the limited availability and rising prices of memory and storage components. It still aimed to ship the products in the first half of 2026.[15]

That target was missed. In June 2026, when Valve launched its Steam Frame Verified program, it said the headset would launch "this summer". UploadVR reported that Valve had since lowered the program's VR performance requirement from the 90 frames per second it described when announcing the program at GDC in March 2026 to 72 frames per second at 1728 x 1728, and that ImportYeti import records showed pallets of Steam Frame units already arriving at Valve's United States warehouses.[16]

Reservations and pricing

Valve's 14 September 2026 announcement directed customers to register for Steam Frame through Steam. The first registration period ran from 14 September at 10:00:01 a.m. Pacific Time to 17 September at 10:00 a.m. Pacific Time. Valve's terms specify random selection after that period and schedule the first purchase invitations for 18 September. An invitation gives the recipient 72 hours to complete a purchase.[9][10]

Valve described the randomized order as a way to avoid a launch that rewarded bots and fast refreshing. To sign up, a customer needed a Steam account in good standing and a Steam purchase made before 27 April 2026, with one signup per household. Each kit had its own list, and separate lists were kept for North America, the United Kingdom and European Union, and Australia. People placed beyond the number of units available were put on a waitlist, which is served only after the reservation queue for that list is exhausted.[1] Valve did not disclose how many people signed up or how many units were in the first batch.[11]

The initial program covers eligible customers in the United States, Canada, the United Kingdom, European Union member states and Australia. Registration does not create an order or promise delivery by a particular date.[10] In Japan, Taiwan and Hong Kong, Steam Frame is sold through Valve's distributor Komodo; Valve said it would ship in South Korea at a later date.[1]

The kits have the following launch prices.[5][9]

Kit Internal storage United States Canada European Union United Kingdom Australia Poland
Steam Frame 256 GB Kit 256 GB US$1,059 CA$1,529 EUR 1,049 GBP 889 A$1,609 4,539 PLN
Steam Frame 1 TB Kit 1 TB US$1,299 CA$1,859 EUR 1,279 GBP 1,089 A$1,969 5,549 PLN

The prices ended up above Valve's earlier target. Valve hardware engineer Joy Lyons told PC Gamer that the company had designed the hardware around a particular price and that the target shifted because of the global RAM shortage. Software engineer Jeremy Selan said Valve wished it could have shipped at the price it had planned the previous year.[17]

Both kits include the headset, Steam Frame Controllers and wireless adapter, together with a copy of Half-Life: Alyx. A power supply is not included.[1] The bundled copy includes a native Arm build of Half-Life: Alyx for standalone play.[18] It is redeemed in the headset's settings, and only one copy can be redeemed per device; owners who already have the game in their library cannot redeem another.[1]

Valve's own accessories, priced as below in the United States, can be bought only as add-ons at checkout by customers who have received a purchase email.[1][13]

Accessory Seller Contents United States price
Power supply Valve 45 W USB-C power supply US$29
Ergonomic Accessories Kit Valve Two controller straps, two battery doors, a headset top strap and a light blocker US$59
Accessory Replacement Kit Valve Face gasket, head cushion and light blocker US$49
Arcturus Vision Camera Arcturus Vision Stereo color passthrough and 3D video camera for the front expansion port US$149
Prescription lens inserts Zenni Prescription lens inserts US$67.95

Valve lists the Arcturus camera and Zenni inserts as "Steam Frame Compatible" accessories; they are sold by their makers rather than by Valve.[1][13][9]

Order queue and waitlist

Valve's launch post said that people in the reservation queue would receive an email with the option to purchase "as units become available to ship", starting on 18 September 2026, and that people placed on the waitlist would be notified if they moved into the reservation queue.[6] In an update on 9 October 2026, Valve said reservation holders could now see their expected order window on the Steam Frame product page while logged in to Steam. The page tells each holder that the purchase email will arrive "either by December, or in 2027"; those in the 2027 group were promised "further (more detailed) information on their expected order timing by January". The 72-hour purchase window still applies.[7] Road to VR summarized the update as the backorder queue stretching into 2027.[19]

The window refers to the email offering the purchase, not to delivery of the headset. The order window is shown per account rather than published as a list.[20] Valve also said that anyone can still join the waitlist, at the end of the line in the order of joining. Because each region has its own queue, some regions may start drawing from their waitlists sooner than others, but Valve stated that "no one on the waitlist is leapfrogging over anyone currently holding a reservation" and that a region's waitlist is used only after its reservation queue is exhausted. Valve did not publish queue sizes or shipment numbers.[7][19] When MIXED reported Valve's Steam Hardware & Software Survey for September 2026 on 2 October, the VR headset chart had no Steam Frame line.[21] As of 17 October 2026, Valve's survey page for September listed "Valve Steam Frame" at 0.41% of VR headsets, a change of +0.39 percentage points from the previous month.[22] Valve states that participation in the survey is optional and anonymous, and MIXED noted that its figures are not unit sales or an installed base.[22][21]

Design and hardware

Specifications

Valve publishes the following headset specifications on the Steam Frame product page. Field of view and battery capacity are Valve's own figures.[1]

Specification Steam Frame (Valve figures)
Processor 4 nm Qualcomm Snapdragon 8 Gen 3; Arm64 architecture
Memory 16 GB unified LPDDR5X
Storage 256 GB or 1 TB UFS; microSD card slot
Display One 2160 x 2160 LCD per eye
Refresh rate 72-144 Hz (144 Hz experimental)
Optics Custom pancake lenses with glass and non-glass optical elements
Field of view Up to 110 degrees
IPD target range 60-70 mm
Maximum eyeglasses width 140 mm
Tracking Inside-out, camera based
Cameras Four outward-facing monochrome cameras for headset and controller tracking; two interior cameras for eye tracking and foveated streaming
Passthrough Monochrome, through the outward-facing cameras
Low-light support Infrared illuminators for tracking and passthrough in dark environments
Expansion User-accessible front expansion port: dual high-speed camera interface (8 lanes at 2.5 Gbps MIPI) or single-lane PCIe Gen 4 interface
Wi-Fi Wi-Fi 7, 2x2; dual radios for concurrent 5 GHz Wi-Fi and 6 GHz VR streaming
Wireless adapter Included; Wi-Fi 6E (6 GHz) direct link between headset and PC
Bluetooth Bluetooth 5.4; separate 2.4 GHz link for the controllers
Audio Dual speaker drivers per ear, integrated into the headstrap
Microphones Dual microphone array
Battery Rechargeable 21.6 Wh lithium-ion, in the rear of the headstrap
Ports and charging One rear USB-C 2.0 port for charging and data; 15 V, 3.0 A (45 W maximum)
Size 175 x 95 x 110 mm (core module and facial interface)
Weight 440 g (core module and headstrap); 185 g (core module); 245 g (headstrap)
Operating system SteamOS 3 (Arch-based) with a KDE Plasma desktop

Form factor and ergonomics

Steam Frame uses a modular design built around a front core module containing its computing, display and tracking hardware. Three release mechanisms separate it from the headstrap. The strap holds the battery behind the head and includes the speakers and microSD slot.[23]

Valve specifies space for glasses up to 140 mm wide.[1] An adjustment wheel on top changes lens spacing. The soft side straps tighten without a rear adjustment knob, and the back of the headset folds into the facial interface for transport.[24]

Display and optics

Steam Frame has two LCD panels, one for each eye, with pancake lenses. Each panel has 2160 x 2160 pixels. Its refresh-rate range extends from 72 Hz to an experimental 144 Hz mode.[3] Valve lists a field of view of up to 110 degrees.[1]

In the November 2025 preview, UploadVR's David Heaney described the lenses as sharp across a wide viewing area but observed slight pupil swim, a small apparent shift in the scene as he moved his head. He also criticized the contrast of the LCD panels in dark scenes and noted the absence of local dimming. These observations came from brief demonstrations of pre-release hardware.[24]

In October 2026, readings of the kernel source code that Valve had published for Steam Frame (see SteamOS on Arm) prompted reports of an OLED panel in development. On 15 October, Road to VR relayed a Steam Frame Hub report that the codename "Plano" appeared in the kernel source with an OLED panel of 3552 x 3840 pixels per eye, a default resolution of 1776 x 1920, refresh rates of up to 90 Hz with an experimental 120 Hz mode, and the same Snapdragon 8 Gen 3 processor. Road to VR wrote that it was unclear whether Plano was a separate product or an experimental configuration.[25] MIXED's reading of the same code, published on 16 October, found that the 3552 and 3840 values in the Plano driver are backplane constants rather than a display mode; the driver's only enabled modes run at 1776 x 1920 at 90, 72, 60 and 45 Hz, and its foveated modes are marked as not yet working. A separate OLED driver declares a single 1776 x 1920 mode at 90 Hz, with a 120 Hz variant commented out. MIXED identified the production driver as one for a Sharp LS0DAS7232 panel with BOE support, declaring 2160 x 2160 modes from 72 to 144 Hz, which matches Valve's published specifications. MIXED described its article as "a reading of code rather than an announcement" and noted that Valve had announced "no new headset and no new panel".[26]

Tracking, sensors and passthrough

Four outward-facing monochrome cameras track the headset and controllers. Two inward-facing cameras track the eyes. Infrared illumination supports tracking and monochrome passthrough in low light.[2] Steam Frame uses onboard tracking rather than the external base stations used by Index.[3]

The front expansion port provides eight 2.5 Gbit/s MIPI lanes for cameras and a single-lane PCIe Gen 4 interface.[1] The separate Arcturus Vision Camera, made by Arcturus Vision, connects to this port and provides 5K HDR color passthrough and spatial video capture.[27] It uses two 32-megapixel Sony sensors spaced 64 mm apart and is priced at US$149 in the United States. UploadVR called it "an essential addition to Steam Frame", while noting that it reduces battery life when active.[28]

Expansion port and published CAD files

On 9 October 2026, Valve released Steam Frame CAD files and electrical interface information "for non-commercial use" and asked anyone seeking commercial use to contact it.[7] The files are hosted in a public Valve GitLab repository titled "Public Steam Frame CAD and Electrical References". It contains an interface document for the front expansion port, stripped-down CAD of the core module and headstrap, controller CAD and controller LED locations, and two USB 3.0 hub reference designs for the expansion port: a full example made in Altium and a minimal example made in KiCad.[29] The materials are licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0. The license file warns that opening the enclosure, or attaching hardware that is not "Steam Frame Compatible" to the electrical interface ports, voids the warranty.[30]

Valve's interface document describes the connector as an auxiliary port at the nose bridge, with 44 pins. It carries two four-lane MIPI D-PHY v1.2 camera interfaces at up to 2.5 Gbps per lane. A single PCIe Gen 4 lane can be switched in place of the left camera's signals, so PCIe use leaves one camera interface available. Power is not applied until a peripheral grounds the detect pin (pin 44), and it is removed again unless one of three checks succeeds: a valid response from a known camera configuration (the document names the Arcturus RGB camera), the right strobe and camera reset pins shorted together on the peripheral (for power-only or PCIe-only devices), or a valid response from an EEPROM or temperature sensor on the I2C bus for custom configurations. The 3.1 V supply is rated for 2 A continuous; early units used a 1 A part that was changed to a 2 A part at the production ramp. Valve notes that "the allowable 6W of use will consume over 25% of the available battery capacity".[31][32]

Teardown

iFixit published a teardown on 23 September 2026. It found a curved two-cell lithium-polymer battery rated at 20.9 Wh and glued in place without pull tabs, a fan that can be reached only by going past the optics, lenses held magnetically on the IPD rail, twelve infrared emitters (six on each side) for tracking, and two inward-facing infrared eye-tracking cameras above the nose bridge. The Snapdragon 8 Gen 3 is paired with 16 GB of SK Hynix LPDDR5X, and the 256 GB test unit used SK Hynix flash storage. The controllers' thumbsticks are soldered to their boards. iFixit gave no repairability score, since it has no scorecard for VR headsets, and named the battery adhesive, the fan location and the soldered thumbsticks as the main repair shortcomings. iFixit disclosed that it partners with Valve for parts and guides but said Valve did not review the teardown.[33] Valve's specifications list the battery as 21.6 Wh.[1]

Audio and microphones

The headset includes two microphones.[2]

The standard headstrap has two speaker drivers on each side. In a September 2026 interview, Valve hardware engineer Joy Lyons explained that the nearby tracking cameras were sensitive to vibration from the speakers. Reversing one driver in each pair allowed the sound output to reinforce while reducing mechanical vibration. The speakers leave the ears uncovered.[23]

Valve also described a separate replacement headstrap in development with Index-style off-ear audio and a hot-swappable battery. The company said it would not be available at launch and did not announce a release date or price in that interview.[23]

Steam Frame Controllers

The included Steam Frame Controllers combine six-degree-of-freedom motion tracking with the inputs of a conventional gamepad. The right controller carries A, B, X and Y buttons; the left has a directional pad. Each has a thumbstick, trigger, bumper and grip input. Capacitive sensors provide touch states and finger tracking while the controllers are held.[34][35]

Controller feature Specification
Thumbsticks TMR magnetic thumbsticks
Tracking Six-degree-of-freedom tracking; capacitive finger tracking
Battery One AA battery per controller
Battery-life rating 40 hours
Dimensions 126 x 73 x 87 mm
Weight 130 g with battery; 107 g without battery

The controller hardware specifications are published by Valve.[1]

SteamVR first uses bindings specifically supplied for Steam Frame Controllers. If these are absent, it can remap an OpenXR Generic Controller binding or, failing that, an Oculus Touch binding. In non-VR games, Steam Input can present the pair as a gamepad or as keyboard and mouse input, depending on the game and configuration. OpenVR applications can use the frame_controller controller type and the Skeletal Input API for finger data.[34]

Power, battery and connectivity

The rear battery charges through USB-C.[4] Valve's developer setup guide requires a power supply of at least 27 W for initial setup and recommends 45 W.[36]

Charging is not linear. Valve told PC Gamer that an empty battery takes around two hours to charge fully, with fast charging from 0 to 65% and regular charging above that, and said these values might change over time. During testing for his review, PC Gamer's Jacob Ridley charged the headset from empty while it was switched off; his meter between the charger and the outlet read about 11 W, and a full charge took more than two hours. In a later test he did not let the battery run flat first: starting from around 4%, the meter read roughly 31 W, the headset reached 65% in 35 minutes, and the full charge took 75 minutes. Ridley concluded that leaving the headset switched off while charging had slowed it down.[37] SteamOS 0.3.0, released on 17 September 2026, added "substantially faster charging while unit is off / sleeping".[38] With the update installed, Ridley measured 27 W while the headset was switched off.[37]

The headset's dual radios support concurrent 5 GHz Wi-Fi and a dedicated 6 GHz VR connection.[2] The headset supports Wi-Fi 7; the included adapter uses Wi-Fi 6E.[5]

PC streaming can use the included adapter or the home Wi-Fi network. Valve's setup documentation recommends the adapter's direct connection because a home network can introduce congestion and reliability problems.[36] Multi-Link Streaming uses available connections together to improve reliability.[4]

System software and features

SteamOS on Arm

SteamOS 3 provides an Arch Linux operating system with a KDE Plasma desktop.[5] The headset's Qualcomm Snapdragon 8 Gen 3 processor uses the Arm64 architecture.[2] Windows and Android games use compatibility software rather than requiring the headset to run those operating systems as its main system.[39]

Application type Execution on Steam Frame
Native Linux Arm64 Runs on the headset's native operating system and processor architecture.
Windows Proton provides Windows compatibility on Linux, including translation of supported DirectX graphics calls to Vulkan.
x86 and x86-64 software FEX translates processor instructions to Arm64 and forwards supported graphics calls to native host libraries.
Android Lepton runs Android applications in a Linux container.

These mechanisms address different compatibility requirements. A Windows x86 game can need both Proton and FEX, while an Android Arm64 build uses Lepton. Valve encourages developers with an existing optimized mobile VR version to consider that build for Steam Frame. Compatibility and adequate performance still depend on the individual application.[39]

The open-source software company Collabora announced a preview of Holo Core on 17 July 2026. Holo Core is an aarch64 port of Arch Linux, which does not officially support that architecture, and Collabora said it had been working with Valve on it "to be used as the basis for the OS running on the Steam Frame". The preview published source code, binary packages and a container image for building aarch64 packages, covering a subset of the packages in an Arch Linux snapshot.[40][41]

Valve distributes the source packages for the headset's operating system as tarballs on its own server. The package index is named after the headset's codename, Deckard, as are many of the packages; in mid-October 2026 it included Linux 7.2 kernel source packages (linux-72-deckard) of about 2.4 to 2.5 GiB each.[42][43] MIXED reported on 16 October 2026 that evlaV, a mirror project that is not part of Valve, had copied these sources into 24 repositories on its GitHub organization between late 13 October and early 14 October (UTC). They include a kernel fork described as "The Linux kernel sources used in SteamOS ARM for the Steam Frame" and a "deckard" repository that describes itself as "The (partial) Steam Frame SteamOS source packages".[43]

Application and game support

Steam Frame supports four combinations of where a game runs and how it is displayed:[8]

Mode Execution Presentation
Local VR On the headset Immersive VR
Streaming VR On a connected PC Immersive VR received over the network
Local non-VR On the headset Virtual screen
Streaming non-VR On a connected PC Virtual screen received over the network

Steam Frame Standalone Verified is Valve's compatibility program for games running on the headset. It covers both VR and non-VR titles and is separate from PC streaming. Its ratings are Verified, Playable, Unsupported and Unknown. Verified means the game meets the tested requirements without manual configuration; Playable indicates that user adjustments may be necessary; Unsupported identifies a compatibility failure; Unknown means review is incomplete.[44]

Standalone review criterion Published requirement
Non-VR performance At least 30 frames per second at 1280 x 720 during normal play
VR performance At least 72 frames per second at 1728 x 1728 during normal play
VR resolution floor VR games below 1440 x 1440 receive an Unsupported rating
Input and interface Usable default controller configuration; appropriate controller models and button labels; legible interface

Ratings affect store presentation, not purchase availability. Valve recommends submitting motion-vector and depth data for VR reprojection, but the review does not automatically impose a higher refresh-rate mode.[44]

At launch, Valve said more than 100 games were already rated Steam Frame Standalone Verified.[6] On 6 October 2026, GamingOnLinux counted more than 200 Verified games on Valve's "Great on Frame" store page, 70 of them VR-only.[45]

Foveated rendering and foveated streaming

Foveated rendering and foveated streaming use gaze information at different stages. In a supporting game engine, foveated rendering reduces shading detail away from the gaze position to save GPU work. Valve's Unreal Engine integration supports eye-tracked variable-rate shading and offers either runtime-provided or application-controlled foveation maps.[46]

Foveated streaming changes detail in the video sent from a PC. Valve claims it typically improves image quality and effective bandwidth by more than ten times.[1]

The technique has earlier research counterparts. Romero Rondon and colleagues demonstrated gaze-based streaming of panoramic VR video in 2018, combining a lower-resolution view with a higher-resolution region around the gaze position. Their prototype used a FOVE headset, rather than Steam Frame, and did not evaluate Valve's implementation.[47]

Developers can access eye-gaze data through the OpenXR XR_EXT_eye_gaze_interaction extension. Valve also documents OpenXR extensions for foveation, eye-tracked foveation and Vulkan swapchain configuration. These allow a supporting application to request rendering features explicitly, rather than assuming that all applications use foveated rendering automatically.[35]

Storage and Android distribution

Steam Frame's internal UFS storage can be supplemented with a microSD card.[3] For Android games distributed through Steam, developers configure an Android-specific depot and an APK launch option. Additional OBB data files can accompany an APK, and Steam Cloud can be configured for Android save data. If a game has multiple platform builds, its compatibility-tool selection determines which version is downloaded and launched.[48]

Software updates

Valve publishes release notes on Steam for numbered SteamOS versions built for Steam Frame and, separately, for updates to the Steam client on the headset. Releases for the Steam Frame Beta channel include features that are still being tested; owners opt into that channel under Settings > System > System Update Channel. Valve labeled SteamOS 0.4.1, 0.4.2, 0.4.3, 0.4.4 and 0.4.5 as Beta channel releases; most of the changes they list reached all owners in SteamOS 0.4 on 8 October 2026.[49][50][51]

SteamOS 0.3.0 came out on 17 September 2026, the day before Valve began emailing purchase invitations. Besides faster charging while the headset is off or asleep, its notes list improved controller tracking while haptics are active, a fix for garbled microphone audio and a developer item that reads "Change Playable performance criteria to allow any resolution (was: 1440p)".[38] Valve's Steamworks compatibility review documentation separately states that VR games below 1440 x 1440 appear with an Unsupported badge.[44]

SteamOS 0.4.3, released to the Beta channel on 1 October 2026, added a "Track Dominant Eye Only" accessibility option that limits eye tracking to one eye; it is found under VR Settings > General and requires the "show advanced settings" option. The release fixed controller bindings that failed to load in some games, including Google Earth VR and Thumper, and added further fixes for "Error 17" streaming connection issues. For that fix, Valve said the PC must also run SteamVR 2.18.2 or later, which at the time was available on the SteamVR beta branch. The update also fixed wireless adapter connectivity problems affecting users in some countries, and it includes SteamVR 2.18.2.[51] PC Gamer reported the release on 2 October and wrote that the battery improvement was the change most owners would benefit from.[52]

Two further beta builds followed. SteamOS 0.4.4 (5 October) added a Presence Sensor Sensitivity setting, whose "high sensitivity" option keeps the displays on under a wider range of conditions, such as when glasses spacers are fitted. SteamOS 0.4.5 (6 October) fixed a headset chroma regression to improve color clarity during VR streaming.[53][54]

SteamOS 0.4, posted on 8 October 2026 (Pacific Time), was the first 0.4 release for all users rather than the Beta channel. Its notes repeat most of the changes from the 0.4 betas: power-efficiency and battery gains of up to 12% in streaming and local play (Valve notes that results vary with frame rate and content), the presence-sensor setting, improved color clarity during VR streaming, the "Error 17" reliability fixes (which still require the PC to run SteamVR 2.18.2 or later, then available on the SteamVR beta branch), the wireless adapter fix for some countries, audio-reliability improvements while streaming, the controller-binding fix, dashboard and focus fixes, an updated embedded browser, matching volume for downmix and binaural audio, and two accessibility settings: a Dominant Eye setting for spectator view and screenshots, and the "Track Dominant Eye Only" option for users who want to limit eye tracking to a single eye.[55] Road to VR and MIXED reported the release; MIXED noted that Valve gave no reason for the single-eye option and did not say what applications that request data for both eyes receive when it is enabled.[56][57] A Steam client update on 6 October added a spectating indicator and stop button in the Streaming menu, showed the user-visible serial number in Settings instead of the SoC serial, and corrected the Wi-Fi channel list for manual configuration of the wireless adapter in all regions.[58]

On 15 October 2026, Valve released SteamOS 0.5.6 to the Beta channel. Its notes list more robust connections through the Steam Frame Wireless Adapter, "making it able to connect in some situations it previously could not", echo cancellation and noise suppression for external microphones, improved battery and memory usage reporting in the performance overlay, .apk files in the right-click "add to steam" menu in Desktop mode, and the disabling of mDNS publishing by avahi-daemon, which had produced unwanted frame-XXXX.local mDNS mappings and in some cases delayed shutdown.[59] A Steam client update for all users on the same day improved the reliability of pairing with the wireless adapter and showed the progress of the first connection after pairing, added a Playtime Mode icon to the notification area, fixed Wi-Fi power saving being enabled at startup although it was disabled in settings, stopped the adapter from going to sleep on Windows, and fixed a crash in the adapter driver when it fails to initialize.[60]

Version Channel Date (Pacific Time) Notable changes
SteamOS 0.3.0 Not labeled as beta 17 September 2026 Faster charging while off or sleeping; improved controller tracking with haptics active; microphone audio fix; motion smoothing fixes; Playable performance criteria changed to allow any resolution (previously 1440p)[38]
Steam Client update All users 22 September 2026 Free Half-Life: Alyx redemption from the account page; VR Quick Access Menu opens on click instead of hover[61]
Steam Client update All users 25 September 2026 Improved color accuracy when streaming non-VR games from a Windows PC; optional battery percentage in the dashboard bar; gamepad navigation in the Streaming menu[62]
SteamOS 0.4.1 Beta 25 September 2026 Dominant Eye setting for spectator view and screenshots; spectator view smoothed by default; fixes for dashboard recentering and the keyboard not appearing while streaming; improved proximity sensor detection; includes SteamVR 2.18.1[49]
SteamOS 0.4.2 Beta 29 September 2026 Improved audio and connection reliability while streaming, including "protocol error 17"; improved user proximity detection; includes SteamVR 2.18.1[50]
SteamOS 0.4.3 Beta 1 October 2026 Power efficiency and battery gains of up to 12%; Track Dominant Eye Only option; controller-binding fix; grab/resize handle focus improvement; "Error 17" and wireless adapter fixes; includes SteamVR 2.18.2[51]
SteamOS 0.4.4 Beta 5 October 2026 Presence Sensor Sensitivity setting with a "high sensitivity" option; tooltip sort-order improvement[53]
SteamOS 0.4.5 Beta 6 October 2026 Improved color clarity during VR streaming (headset chroma regression fixed)[54]
Steam Client update All users 6 October 2026 Spectating status and stop button in the Streaming menu; user-visible serial number in Settings; correct Wi-Fi channel list for wireless adapter manual configuration in all regions[58]
SteamOS 0.4 All users 8 October 2026 Stable release of the 0.4 beta changes: up to 12% power-efficiency and battery gains, presence-sensor setting, streaming color and "Error 17" fixes, wireless adapter fix, Dominant Eye and Track Dominant Eye Only settings[55]
SteamOS 0.5.6 Beta 15 October 2026 More robust wireless adapter connections; echo cancellation and noise suppression for external microphones; performance overlay battery and memory reporting; .apk files in the Desktop mode "add to steam" menu; avahi-daemon mDNS publishing disabled[59]
Steam Client update All users 15 October 2026 More reliable wireless adapter pairing and connection progress display; Playtime Mode icon in the notification area; Wi-Fi power-saving startup fix; adapter kept from sleeping on Windows; adapter driver crash fix[60]

Usage and performance

Battery life depends on whether the headset runs a game locally or decodes a stream. In September 2026 testing, PC Gamer recorded 63 minutes of local Half-Life: Alyx play and 114 minutes of PC streaming with the headset in its 72 fps Playtime mode.[4] Tom's Hardware separately reported about an hour with Alyx running locally at 72 Hz and more than twice that while streaming at the same refresh rate. These are results from the reviewers' particular workloads and settings.[5] Those runtimes were measured before SteamOS 0.4.3, which Valve released to the Steam Frame Beta channel on 1 October 2026, and before SteamOS 0.4 brought the same change to all users on 8 October.[55] Valve says the update improves power efficiency and battery life in streaming and local play by up to 12%, with results varying by frame rate and content.[51] PC Gamer estimated that, with the headset running for around two hours while streaming, the gain would add "another 15 minutes or so".[52]

The distinction between standalone and streamed performance also appears in Valve's development guidance. Its Unreal Engine documentation recommends testing whether an existing PC VR build can meet the headset's frame-time requirements, or using an Android build to take advantage of mobile optimizations.[46]

Developer support

Deployment and debugging

Steam Frame's developer mode enables SSH, Android Debug Bridge and Remote Desktop Protocol access. Developers can pair the headset with a host computer, transfer builds through the SteamOS Devkit Client and launch them from the headset's Steam library.[36][63]

The Devkit Client supports Android APKs, Linux Arm64 binaries and Windows executables. Its runtime choices include Android, Steam Linux Runtime 3.0 ARM64 (Sniper) and Steam Play (Proton). Uploaded builds appear as development games in the Non-Steam section of the library. Launch arguments and environment variables can be set through the application's Steam properties.[63]

Valve recommends OpenXR for custom engines and also supplies OpenVR support. Steamworks SDK 1.63 and later include Android Arm64 and Linux Arm64 libraries. The Steam Frame controller interaction extension is XR_VALVE_frame_controller_interaction, using the profile path /interaction_profiles/valve/frame_controller_valve.[35]

Engine integrations

Engine Documented Steam Frame support
Unity Valve recommends Android Arm64 with Unity's OpenXR plugin. Its OpenXR Utilities package supplies the controller interaction profile, access to eye-tracked foveated rendering and multiview render regions, and Lepton project validation. Desktop Play mode can test game logic through SteamVR while the project targets Android.[64]
Unreal Engine Valve supplies a Steam Frame OpenXR extension and engine changes for supported Unreal versions. The integration exposes controller bindings, eye-tracked variable-rate shading and mobile rendering settings. Its documentation recommends an Android build for mobile optimizations.[46]
Godot The built-in OpenXR integration can produce Android and Linux Arm64 builds. The Steam Frame Controller profile requires Godot 4.6 beta 1 or later; the OpenXR Vendors plugin provides foveated-rendering support. Eye tracking uses the Eye Gaze Interaction extension.[65]

Reception

The November 2025 previews assessed limited demonstrations at Valve's offices. UploadVR's Ian Hamilton reported smooth standalone play in the titles he tried, while David Heaney found PC-streamed Half-Life: Alyx detailed and responsive. Their impressions emphasized weight distribution and comfort, with reservations about LCD contrast and aspects of tracking.[24]

In his September 2026 review, PC Gamer's Jacob Ridley awarded Steam Frame 80/100. He praised convenient setup, tracking and wireless streaming, but found its image quality close to Meta Quest 3 and questioned its price as an upgrade from that headset. He also criticized the monochrome passthrough.[4]

Brandon Hill's Tom's Hardware review praised the low weight and reliable wireless connection. Its main criticisms were the US$1,059 starting price and lower performance when demanding games ran on the headset rather than on a PC.[5]

Scott Hayden of Road to VR called Steam Frame "a power-user's playground", a product made for engineers, developers and invested Steam users. He found head and controller tracking reliable and wrote that wireless PC streaming through the dedicated adapter worked well enough that the average user would not be able to tell it from a tethered connection by latency or fidelity, but reported software problems such as games that failed to launch or close, a user interface that combined the Steam Deck and SteamVR interfaces awkwardly, and battery life of 1 to 1.5 hours in mixed use. He judged that Meta Quest 3 had the advantage in optics (a larger sweet spot), brightness and rendering optimization, criticized the absence of a top strap in the box, and called the Arcturus camera a "no-brainer" for buyers. For typical players, he concluded, it was a more expensive Quest 3 "with about as many cons as pros".[66]

Engadget's Devindra Hardawar scored it 6.5 out of 10. He found it well balanced without glasses but noticeably less comfortable with them, criticized the speakers for weak bass and the lack of a headphone jack, and measured about two hours of battery life in light use and under 90 minutes in Half-Life: Alyx. His review concluded that the headset arrived too late and cost too much compared with the Meta Quest 3 and Meta Quest 3S.[67]

Writing for Kotaku, Zack Zwiezen praised the comfort, display clarity and wireless PC streaming, but reported Wi-Fi problems, random cuts to black, poor controller tracking and frame-rate hitching in standalone games, along with 60 to 90 minutes of battery life. He said he was unsure whom the headset was for.[68]

Kyle Orland's Ars Technica review called the headset "simultaneously overengineered and underbaked". He praised the comfort, writing that the core housing was less front-heavy than any other VR headset he had tried and that he wore it for hours-long sessions without a comfort break. He was "pleasantly surprised" by the stability of streaming through the dongle, which showed five to ten milliseconds of ping in SteamOS's on-screen display. He criticized head-tracking judder and ghosting during fast head movement, battery life that "barely manages to crawl past an hour and a half" in the Performance mode, and fan noise. In standalone testing some games failed to launch or showed graphical glitches, the headset crashed six times during his test period, and Returnal ran at 9 fps at 720p Low settings. He concluded that, for most VR-curious gamers, avoiding Meta's platform lock-in was not worth the hundreds of extra dollars over a US$599 Meta Quest 3.[69]

Matt Wales of Eurogamer called Steam Frame "undoubtedly the most comfortable VR headset I've tried yet" and described PC-to-VR streaming through the bundled adapter as "a delight", with no obvious loss of image quality or latency in his use. He found standalone VR "a little too hit and miss": some VR games ran without problems, while others failed to boot, crashed or ran too slowly to play. He reported about an hour of standalone play per charge and wrote that the optional Accessories Kit, whose top strap shifts some weight off the face, began to feel like an essential purchase for longer sessions. He said Frame had become his go-to headset, Quest exclusives aside, but that it did not offer a dramatically different in-headset experience from the cheaper Meta Quest 3.[70]

Kyle Barr's Gizmodo review rated Steam Frame 3.5 out of 5, with a summary stating that "Valve's wireless VR headset has terrible battery life, and yet it's still the best gaming VR headset available right now". He compared its 440 g weight with the roughly 515 g of Meta Quest 3 and Quest 3S and wrote that getting into the Linux desktop was easier than on Steam Deck or Steam Machine. In his testing, native VR games including Half-Life: Alyx drained the battery "from 100% to zero in a little more than one hour", 2D games ran out "well before two hours", and only when streaming from a PC through the included adapter could he "even hope to get more than two hours"; charging from 0 to 50% took "well over an hour". He criticized the monochrome passthrough and the boundary system, which warned only when the headset, not the controllers, crossed the set play space.[71]

Images

Steam Frame headset and its two handheld controllers

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 "Steam Frame". Steam. Valve. https://store.steampowered.com/hardware/steamframe. Retrieved 2026-09-16.
  2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 "Valve Steam Machine, Desktop SteamOS, Steam Frame VR, & Controller | ft. Engineering Discussion". GamersNexus. 2025-11-14. https://gamersnexus.net/news-pre-built-pc/valve-steam-machine-desktop-steamos-steam-frame-vr-controller-ft-engineering. Retrieved 2026-09-16.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 David Heaney (2025-11-12). "Valve Officially Announces Steam Frame, A "Streaming-First" Standalone VR Headset". UploadVR. https://www.uploadvr.com/valve-steam-frame-official-announcement-features-details/. Retrieved 2026-09-16.
  4. ↑ 4.0 4.1 4.2 4.3 4.4 Jacob Ridley (2026-09-14). "Steam Frame review". PC Gamer. https://www.pcgamer.com/hardware/vr-hardware/valve-steam-frame-review/. Retrieved 2026-09-16.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Brandon Hill (2026-09-14). "Valve Steam Frame Review: Competent as a standalone VR, but wireless streaming remains the focus". Tom's Hardware. https://www.tomshardware.com/virtual-reality/valve-steam-frame-review. Retrieved 2026-09-16.
  6. ↑ 6.0 6.1 6.2 "Steam Frame is here!". Steam News. Valve. 2026-09-14. https://store.steampowered.com/news/group/45479024/view/692020124159311887. Retrieved 2026-10-14.
  7. ↑ 7.0 7.1 7.2 7.3 "Steam Frame updates: Reservation timing, software updates, and more". Steam News. Valve. 2026-10-09. https://store.steampowered.com/news/group/45479024/view/675134162359812783. Retrieved 2026-10-14.
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  12. ↑ Ian Hamilton (2025-09-04). "'Steam Frame' Trademark Registered By Valve: Is This Deckard?". UploadVR. https://www.uploadvr.com/steam-frame-trademark-valve/. Retrieved 2026-09-16.
  13. ↑ 13.0 13.1 13.2 Chris Steven (2026-09-18). "Steam Frame's power supply is a $29 extra, and Valve only sells its accessories at checkout". MIXED. https://mixed-news.com/en/steam-frame-power-supply-29-accessories-only-at-checkout/. Retrieved 2026-09-29.
  14. ↑ "Valve Index Sunset". Steam News. Valve. 2026-10-13. https://store.steampowered.com/news/group/45479024/view/711161056325534523. Retrieved 2026-10-14.
  15. ↑ David Heaney (2026-02-04). "Valve To "Revisit" Steam Frame Shipping Schedule & Pricing". UploadVR. https://www.uploadvr.com/valve-to-revisit-steam-frame-shipping-schedule-pricing/. Retrieved 2026-09-29.
  16. ↑ David Heaney (2026-06-11). "Steam Frame Shipping "This Summer", Valve Confirms, As Pallets Arrive In US". UploadVR. https://www.uploadvr.com/steam-frame-is-shipping-this-summer-valve-confirms/. Retrieved 2026-09-29.
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  19. ↑ 19.0 19.1 Scott Hayden (2026-10-12). "Steam Frame Backorder Queue Stretches into 2027". Road to VR. https://roadtovr.com/steam-frame-backorder-queue-2027/. Retrieved 2026-10-14.
  20. ↑ Chris Steven (2026-10-13). "Valve now tells Steam Frame holders whether their order email lands by December or in 2027". MIXED. https://mixed-news.com/en/steam-frame-order-email-window-december-2027-regional-queues/. Retrieved 2026-10-14.
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  26. ↑ Chris Steven (2026-10-16). "Valve's Steam Frame kernel carries an OLED panel driver, and it is not the 3552x3840 one". MIXED. https://mixed-news.com/en/steam-frame-kernel-oled-panel-driver-1776x1920-not-3552x3840/. Retrieved 2026-10-17.
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  35. ↑ 35.0 35.1 35.2 "Custom Engines". Steamworks Documentation. Valve. https://partner.steamgames.com/doc/steamhardware/steamframe/engines/custom. Retrieved 2026-09-16.
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  42. ↑ "Index of /archlinux-deckard-hotfixes/source/". holo-packages.steamos.cloud. Valve. https://holo-packages.steamos.cloud/archlinux-deckard-hotfixes/source/. Retrieved 2026-10-17.
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  53. ↑ 53.0 53.1 "SteamOS 0.4.4 Beta for Steam Frame". Steam News. Valve. 2026-10-05. https://store.steampowered.com/news/app/4165890/view/675133527946168306. Retrieved 2026-10-14.
  54. ↑ 54.0 54.1 "SteamOS 0.4.5 Beta for Steam Frame". Steam News. Valve. 2026-10-06. https://store.steampowered.com/news/app/4165890/view/675134162359812111. Retrieved 2026-10-14.
  55. ↑ 55.0 55.1 55.2 "SteamOS 0.4 for Steam Frame". Steam News. Valve. 2026-10-08. https://store.steampowered.com/news/app/4165890/view/675134162359812787. Retrieved 2026-10-14.
  56. ↑ Scott Hayden (2026-10-12). "Steam Frame Update Boosts Battery Life, Improves Streaming Quality & More". Road to VR. https://roadtovr.com/steam-frame-battery-streaming-update-oct-26/. Retrieved 2026-10-14.
  57. ↑ Chris Steven (2026-10-13). "Steam Frame can now track one eye only, and you choose which eye it uses". MIXED. https://mixed-news.com/en/steam-frame-track-dominant-eye-only-accessibility/. Retrieved 2026-10-14.
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  63. ↑ 63.0 63.1 "How to load and run games on Steam Frame". Steamworks Documentation. Valve. https://partner.steamgames.com/doc/steamhardware/steamframe/loadgames. Retrieved 2026-09-16.
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  65. ↑ "Godot". Steamworks Documentation. Valve. https://partner.steamgames.com/doc/steamhardware/steamframe/engines/godot. Retrieved 2026-09-16.
  66. ↑ Scott Hayden (2026-09-16). "Steam Frame Review - Power-user's Playground". Road to VR. https://roadtovr.com/valve-steam-frame-review/. Retrieved 2026-09-29.
  67. ↑ Devindra Hardawar (2026-09-14). "Valve Steam Frame Review: Solid Standalone VR That's Too Little, Too Late". Engadget. https://www.engadget.com/2257659/valve-steam-frame-review/. Retrieved 2026-09-29.
  68. ↑ Zack Zwiezen (2026-09-14). "I Tested Valve's New $1,000+ VR Headset And I Have No Idea Who It's For In 2026". Kotaku. https://kotaku.com/im-not-sure-about-valves-new-1000-vr-headset-2000734260. Retrieved 2026-09-29.
  69. ↑ Kyle Orland (2026-09-14). "Steam Frame: The Ars Technica review". Ars Technica. https://arstechnica.com/gaming/2026/09/steam-frame-the-ars-technica-review/. Retrieved 2026-10-14.
  70. ↑ Matt Wales (2026-09-14). "Steam Frame review - Valve's latest tech is now my go-to VR headset, but it's not without teething issues". Eurogamer. https://www.eurogamer.net/steam-frame-review. Retrieved 2026-10-14.
  71. ↑ Kyle Barr (2026-09-14). "Steam Frame Review: Valve Shows Us VR Was Always Meant to Be a Toy". Gizmodo. https://gizmodo.com/steam-frame-review-valve-shows-us-vr-was-always-meant-to-be-a-toy-2000811281. Retrieved 2026-10-17.