Steam Frame
Mood
excited
Sentiment
positive
Category
tech
Key topics
Steam Frame
VR Headset
Gaming Hardware
Valve has announced the Steam Frame, a new VR headset with advanced features like foveated streaming and ARM-based SteamOS, generating excitement and discussion among the HN community about its potential impact on gaming and VR.
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- 01Story posted
11/12/2025, 5:54:58 PM
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11/12/2025, 5:57:05 PM
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11/14/2025, 7:58:43 PM
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https://store.steampowered.com/sale/steammachine
https://store.steampowered.com/sale/steamcontroller
No prices listed for any of them yet, as far as I can tell.
Hoping the next Apple TV will do it.
Edit - updated specs claim it can do this, but it’s limited to HDMI 2.0
Looks like it can do 4k 120hz, but since it's limited to HDMI 2.0 it will have to rely on 4:2:0 chroma subsampling to get there. Unfortunately the lack of HDMI 2.1 might be down to politics, the RDNA3 GPU they're using should support it in hardware, but the HDMI Forum has blocked AMD from releasing an open source HDMI 2.1 implementation.
https://arstechnica.com/gadgets/2024/02/hdmi-forum-to-amd-no...
It seems to me the wireless is pretty important. I have an MQ3 and I have the link cable. For software development I pretty much have to plug the MQ3 into my PC and it is not so bad to wander around the living room looking in a Mars boulder from all sides and such.
For games and apps that involve moving around, particularly things like Beat Saber or Supernatural the standalone headset has a huge advantage of having no cable. If I have a choice between buying a game on Steam or the MQ3 store I'm likely to buy the MQ3 game because of the convenience and freedom of standalone. A really good wireless link changes that.
I'm talking about the Steam Machine here. In theory you could pipe 4k120 to the headset assuming there's enough wireless bandwidth, yeah.
There are two kinds of DP to HDMI adapters. The passive ones are like you said, they need special support on the GPU (these ports are usually labelled as DP++), IIRC they only do some voltage level shifting. The active ones work on any DP port (they don't need AFAIK any special support on the GPU), and they do the full protocol conversion.
Club 3D active adapter: https://www.amazon.com/Club-3D-DisplayPort1-4-Adapter-CAC-10...
I’m using the Club3D active adapter, which is the only one I found in reviews to reliably work. And it does, 0 problems whatsoever.
I reckon it can probably stream at 4K@120 if it can game at half that.
Or that's what I think I may be completely wrong.
HDMI 2.0
Up to 4K @ 120Hz
Supports HDR, FreeSync, and CEC
I have zero doubts the device can do 4k @ 120Hz streaming Hardware wise. In the end it is just a normal Linux desktop.
6x as powerful as the Steam deck (that I use plugged in anyway 98% of the time—I’d have bought a Steam Deck 2, but I’m glad I get the option to put money toward more performance instead of battery and screen that I don’t use) is great. Not a lot of games I want to play won’t run well at least at 1080p with specs like that.
SteamOS's core functionality leans heavily on Mesa and there's been a lot of commits for the Adreno 750 lately, mostly coming from Linaro.
But its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet. I have roughly 20 of them installed currently (why the heck?) and earlier versions would happily get installed over already-installed version of same for example as part of game installation process, not a stellar workmanship on MS side. Whats wrong with having latest being backward compatible with all of previous ones, like ie Java achieved 25 years ago?
Talking about fully updated windows 10 and say official steam distros of the games.
> its trivial to run into some .NET or Visual C++ redistributable hell when you just get a cryptic error during starting and thats it. Just check internet.
Thanks for making my point for me.
- Randomly BSODs because of (I think) a buggy Focusrite audio interface driver (that I can't fix and Focusrite refuses to)
- Regularly 'forgets' I have an RX 5600 XT GPU and defaults to the integrated graphics, forcing me to go into the 1995 'Device Manager' to reset it
- Occasionally just... stops playing audio?
- Occasionally has its icons disappear from the taskbar
- Regularly refuses to close applications, making me go into the Task Manager to force-quit them.
These are just the issues I can think of off the top of my head. I've been playing PC games for like 15 years and this is just par for the course for my experience.Linux is still quite far behind in terms of desktop stability in my experience. But I guess if Valve fully controls the hardware they can avoid janky driver issues (it sounds like suspend will work reliably!), so this might actually make a good desktop Linux option.
There may be a connection here with age and the type of games I play too. I'm in my mid-30s now and am not interested in competitive twitch shooters like Call of Duty. In many cases, the games I've been interested in have actually been PS5 exclusives or were a mostly equivalent experience on PS5 Pro vs. PC or were actually arguably better on PS5 Pro (e.g., Jedi Survivor). In some cases, like with Doom: The Dark Ages, I've been surprised at how much I enjoyed something I previously would've only considered playing on PC -- the PS5 Pro version still manages to offer both 60 FPS and ray tracing. In other cases, like Diablo IV, I started playing on PC but gradually over time my playtime naturally transitioned almost entirely to PS5 Pro. The last time I played Diablo IV on my PC, which has a 4090, I was shocked at how unstable and stutter-filled the game was with ray tracing enabled, whereas it's comparatively much more stable on PS5 Pro while still offering ray tracing (albeit at 30 FPS -- but I've come to prefer stability > raw FPS in all but the most latency-sensitive games).
One benefit of this approach if you live with someone else or have a family, etc., is that investments in your setup can be experienced by everyone, even non-gamers. For instance, rather than spending thousands of dollars on a gaming PC that only I would use, I've instead been in the market for an upgraded and larger TV for the "home theater", which everyone can use both for gaming and non-gaming purposes.
Something else very cool but still quite niche and poorly understood, even amongst tech circles, is that it's possible to stream PS5 games into the Vision Pro. There are a few ways of doing this, but my preferred method has been using an app called Portal. This is a truly unique experience because of the Vision Pro's combination of high-end displays and quality full-color passthrough / mixed reality. You can essentially get a 4K 120"+ curved screen floating in space in the middle of your room at perfect eye level, with zero glare regardless of any lighting conditions in the room, while still using your surround sound system for audio. The only downside is that streaming does introduce some input latency. I wouldn't play Doom this way, but something like Astro Bot is just phenomenal. This all works flawlessly out of the box with no configuration.
I'm wondering when and with what hardware they had that bad experience.
I've had no driver or compatibility issues in longer than I can remember. Maybe Vista?
I also rarely upgrade because playing at console level settings means I can easily get effectively the same lifetime out of my hardware. Though I do tend to upgrade a little earlier than console users still leaning a bit more towards the enthusiast side.
Dont get me wrong this looks very a nice product, but its nothing revolutionary.
This steam machine here is a PC with steam preinstalled for a console-like setup and direct boot to your game library - but it’s still a pc.
The point is, computers are computers I guess ;)
But I think the biggest feature might be the quick suspend and resume. Every modern console has that, but not PCs. You can try to put a computer to sleep, but many games won't like that.
Not to mention windows laptops waking up in bags or backpacks in the middle of the night seemingly for the only purpose of burning themselves up.
It's apparently small, quiet, capable, and easy.
I'll keep building my own, but most people don't, and the value of saved time and reduced hassle should not be underestimated.
If comparing this device to other pre-built systems, consider that this one is likely to be a first class target for game developers, while others are not.
SteamOS is a super controller-friendly desktop that would be right at home in a living room. Like the Deck, the Steam Machine could become a target profile for developers.
there's plenty of people who just want to play games without researching what CPU and video card to buy.
The best experience you can get atm is to use Steams big picture mode, and that doesn't give you pause/resume, and you will sometimes need to use keyb & mouse to solve issues, plus you need to manage the whole OS yourself etc.
Valves SteamOS which already runs on the Steam Deck gives you all the QoL that you expect out of a console. Pause / resume with power button press, complete control via controller, fully managed OS.
What's missing are "in experience" native apps like Netflix/AppleTV/etc. as well as support for certain games which are blocked on anti-cheat.
My wife is a research scientist who uses linux with her day job, but she isn't interested in dealing with any nonsense when she's relaxing at the end of the day. The Steam Deck has been a wonder for her - suddenly she's playing the same games as me with none of the hassle. The Steam Machine will suddenly open a bunch of my friends and family up to PC games as well.
It won't be long until you can put SteamOS on any machine you make yourself, but the Steam Machine will serve as reference and "default" hardware for the majority.
Mac Mini m4: 127 x 127 x 50 mm = 0.8 L
Steam Machine: 156 x 162 x 152 = 3.8 L
That's 4.76 times more volume.
Or is it “comparing apples to steam engines”?
9.5 x 19.7 x 19.7 cm = 3,687 cm³
and half the size of my SFFPC @ 8.3L
When they cancelled production I bought 8.
Why? VR headsets are a dying fad of the 2020s. Way more excited for SteamOS on ARM.
Open the website in your browser instead.
Both times, first journalctl entry in the crash time is:
[drm:__nv_drm_gem_nvkms_map [nvidia_drm]] ERROR [nvidia-drm] [GPU ID 0x00000100] Failed to map NvKmsKapiMemory 0x0000000070a84e8b
Then KWIN dump etc.
Reminding me to buy AMD next.
The pass-through video is monochrome and the screens have about 40% of the pixels compared to the Vision Pro.
The Samsung Galaxy XR is much closer to being a Vision Pro competitor.
The Steam Frame is very focused on playing games locally and streamed from a PC.
neither is the Apple Vision Pro
I mean, I have a Quest 2 and it'd be a step up but not a huge one. I've seen the Apple Vision and that did wow me. The vision is just in a weird corner inside a closed ecosystem and a tech demo for apple. No thanks. Valve will absolutely do that ten times better. But will it be visually so much better than a quest 2? I doubt it.
I also trust the Steam ecosystem far more than I probably should...
But isnt that what Rosetta2 is for on mac anyway?
I'd really like to know what the experience is like of using it, both for games and something like video.
Linus says he cannot tell it is actually foveated streaming.
Linus the shrill/yappy poodle and his channel are less than worthless IMO.
It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
Foveated streaming is just a bandwidth hack and doesn't reduce the graphic requirements on the host computer the same way foveated rendering does.
While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.
TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)
[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...
[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...
They are complementary things. Foveated rendering means your GPU has to do less work which means higher frame rates for the same resolution/quality settings. Foveated streaming is more about just being able get video data across from the rendering device to the headset. You need both things to get great results as either rendering or video transport could be a bottleneck.
I would be curious to see a similar thing that includes flashing. Anecdotally, my peripheral vision seems to be highly sensitive to flashing/strobing even if it is evidently poor at seeing fine details. Make me think compression in the time domain (e.g. reducing frame rate) will be less effective. But I wonder if the flashing would "wake up" the peripheral vision to changes it can't normally detect.
Not sure what the random jab at Linus is about.
(If I move my head closer it gets larger, further and it gets smaller)
It's close to imperceptible in normal usage.
Linus says "just like" the valve knuckles a couple times, but who knows how they'll feel comparatively. I've personally never used the knuckles, but they seem like they'd have a different enough feel from these to maybe make a difference.
[0]: https://youtu.be/dU3ru09HTng?t=246 - timestampped @ controller section.
The controllers also have gyros, but from what I've read dead reckoning from gyros small enough for mobile devices really isn't reliable for extended periods.
There's also tools to calibrate the different tracking methods together, but that seems less than ideal.
Though it wouldn't help the controllers, perhaps the expansion port on the headset could be used for a lighthouse-compatible tracker? (One can dream...)
VR is particularly bad for this because, on OLED, higher brightness = greater burn-in and VR headsets generally significantly over-drive their tiny displays.
Naturally the solution to all of this is MicroLED which will have the benefits of OLED without the downsides. But until then, the only device I'm using OLED for is my phone (and only because I no longer have a choice).
Yes, but it's not degrading as fast as OLED haters makes you think. I spent days playing the same games (so HUD is in the static place) on multiple OLED screens I owned for years. No noticeable burn-in and still looks better than my only IPS screen.
Static objects in your view are VERY nauseating (at least in my experience).
And even if fully static contents were a problem, I guess the foveated streaming would introduce enough noise to counter burn-in.
* cooled aggressively
* constantly changing colors (more even wear)
But it is still always losing durability in a steady way.Zero sense of burn in.
Although on Linux side. As far as i remembered, it's up to how kernel driver developer to map the device input into different class. It would be up to valve to decide what to do in this case.
The original steam controller’s LT and RT work as mouse buttons in mouse mode, too. Source: have 3 steam controllers
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