In short
CNET’s Scott Stein and Sean Hollister review Valve’s Steam Frame VR headset, focusing on its $1,059+ price, “unfinished/beta” feel, and unusual mix of standalone VR, wireless PC streaming, and a Linux desktop for 2D/VR apps.
Guest backgrounds
Scott Stein is CNET’s VR reviewer and has reviewed VR headsets since the original Oculus Rift; Sean Hollister (host) is also a long-time VR reviewer.
Key claims
Steam Frame is like a Meta Quest–style standalone headset plus SteamVR streaming, but with Valve’s power-user Linux desktop and compatibility layers (Lepton for Android-style apps; Proton/ARM for Windows games). It lacks hand tracking “not yet,” uses controllers with a mode-switch laser-mouse feature, and can run multiple windows with spatial audio. Reviewers experienced crashes, audio dropouts, and performance/fan heat issues.
Notable examples
Half-Life: Alyx (best performance/most impressive), Super Battle Golf, Crazy Taxi, Baby Steps Sektori, Space Pirate Trainer (crashed repeatedly), Superhot (needed compatibility setting), Peaky Blinders audio directionality.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VO90 Seconds of The Verge News
0:30 to 2:18
A quick roundup of the latest tech news, including AI and automotive safety.
“But first, here's what's happening on The Verge today.”
Deep Dive into the Steam Frame
2:52 to 3:59
Discussing the features and capabilities of Valve's new Steam Frame.
“This is like a reunion seeing you again.”
Pricing and Market Comparison
3:59 to 5:19
Exploring the pricing of the Steam Frame and comparisons with other VR headsets.
“It plays standalone games on its own chip, on like a fairly weak compared to your PC, Qualcomm Snapdragon chip, like something that'd be in your phone.”
Operating System and User Experience
5:19 to 8:04
Discussing the Linux-based OS and user experience on the Steam Frame.
“It is$1 ,059 for the one with 256 gigabytes of storage, which is the entry one.”
Interaction and Control Mechanics
8:04 to 10:59
Explaining how users interact with the Steam Frame using controllers and features.
“This one has a new one called Lepton that does that for Android.”
Audio Experience and Window Management
10:59 to 14:00
Discussing the audio features and window management in the Steam Frame.
“And with these, instead with the controllers, you click this button and this button is the mode switch.”
Exploring Steam Frame for Productivity
14:00 to 14:57
Learn about the Steam Frame's audio and window manipulation features.
“And yeah, I think, I think, I don't know.”
Performance Issues and Comparison with Other Devices
14:57 to 16:26
Hear about the performance struggles of the Steam Frame compared to other VR headsets.
“And suddenly one of them would be down in my lap or pop up to the right of where I thought it was going to be, things like that.”
Identifying the Target Audience for the Steam VR Headset
16:26 to 18:29
Discover the potential audience for the Steam VR headset and its limitations.
“Let me start with the first one, though.”
User Experience and Display Quality Discussion
18:29 to 20:58
Discuss the user experience and display quality of the Steam VR headset.
“And certainly there were excellent experiences you could have while sitting with a cord, even standing with a cord if you weren't moving around too much.”
Show all 24 chapters
Prescription Lens Challenges and Future Enhancements
20:58 to 22:48
Learn about the challenges of using prescription lenses with the Steam Frame.
“But it makes you an amazing reviewer among all your other talents because everybody comes to you after they do their review and they're like, but what did Scott say about glass?”
Prescription Lens Challenges and Future Enhancements
25:31 to 26:21
Learn about the challenges of using prescription lenses with the Steam Frame.
“Support for the show comes from Horizon 3.”
Prescription Lens Challenges and Future Enhancements
26:26 to 26:58
Learn about the challenges of using prescription lenses with the Steam Frame.
“Again, that's horizon3.ai slash Vergecast.”
Understanding Gen Z Politics
28:00 to 28:38
Explore the evolving political landscape of Generation Z and their party affiliations.
“But regardless of how you feel about Gen Z, it's undeniable that they're changing national politics.”
The State of VR Gaming
28:38 to 29:27
Discussion on the current status and challenges faced by VR gaming.
“joins us to separate Gen Z fact versus fiction.”
Steam Deck and VR Game Development
29:27 to 30:29
Examine the impact of the Steam Deck on indie VR game development.
“And Sony, if they stopped doing VR games, yeah, the question is, it's like, you have to reach an audience.”
Half-Life: Alyx and Technical Innovations
30:29 to 31:37
A deep dive into the technical aspects and experience of Half-Life: Alyx.
“We're going to get into that Steam Deck verified program.”
Hand Tracking and Future Capabilities
31:37 to 34:16
The potential for hand tracking and new features in future VR games.
“But the refresh of the whole room is very smooth.”
Reviewing the Steam Frame Headset
34:16 to 36:59
Insights on the review process and user experience of the Steam Frame headset.
“consider themselves an early adopter talk about what it was like to review this thing yeah so you don't get a reviewer's guide, you know, there's no setup guide.”
Future of Mobile Gaming and VR
36:59 to 38:06
Speculation on the future intersection of mobile gaming and VR technology.
The Evolving Landscape of Gaming Handhelds
38:06 to 40:04
A discussion on the future and potential of handheld gaming devices.
“And while I'm not going to be buying a Steam frame every year or two, people do tend to buy phones fairly often, be upgrading those chips fairly often.”
The Beta Tester Experience
40:04 to 42:08
Reflections on being a beta tester for gaming hardware and its implications.
“And then like a year or so later, I started playing around with them and I was like, oh, I love this.”
Exploring the Steam Frame Experience
42:08 to 43:31
Discussion about the potential and experience of using the Steam Frame headset.
Closing Thoughts on the Future of VR
43:32 to 43:52
Reflection on the evolution of the Steam Frame and future discussions.
“And so I think that's really fascinating for it to watch how that evolves with this headset, that it's not going for just one thing here.”
Transcript
Automatic transcript. May contain errors.0:02Sean Hollister:Welcome to the Vergecast, the flagship podcast of one-pound VR headsets. I'm Sean Hollister, and today we're talking Steam Frame with CNET's Scott Stein. He's a friend, and both of us have reviewed VR headsets going all the way back to the original Oculus Rift. We were two of the first journalists to play with it, and now we've been reviewing Valve's new Steam Frame. Today we're going to give you the rundown, but I also wanted Scott on to talk about what are Valve headsets like to review. Because this one feels a bit unfinished. But first, here's what's happening on The Verge today. This is 90 Seconds of The Verge for Monday, September 14th, 2026.
0:37Sean Hollister:Is it time for AI companies to slow down? All of a sudden, a lot of people who stand to make a lot of money from AI think so. OpenAI CEO Sam Altman says we should slow down. Anthropix says we should pump the brakes. Even Elon Musk agrees. Microsoft suddenly saying people matter more than AI, that's a quote, and publishing a 37-page code of conduct. It's not clear whether they're actually scared for humanity or just their liability after the next big AI hack, or if they're just trying to avoid regulation by making a show of regulating themselves. But you know who thinks we shouldn't slow down at all?
1:11Sean Hollister:Donald Trump and the Chinese government, who both seem to be enjoying the arms race. Speaking of AI, cars can now tell if you're armed. Terence O 'Brien has the story of the Waymo Robotaxi that called the cops after its riders reportedly stuck a ghost gun to their Google car in San Francisco. And Andy Hawkins explains how your own car is probably selling your data, too. And speaking of selling your data, LG has finally responded to the allegations that its TVs are spying on you. It says its TVs do not continuously record or transmit user conversations, but that continuously is doing a lot of work.
1:45Sean Hollister:You can read more at TheVerge.com, and that's 90 seconds on The Verge for Monday, September 14, 2026. You're listening to DeepGram Flux TTS. Different voices. Same model, all ready to speak. Flux TTS is a streaming text-to-speech model built for voice agents. Flux reads the room. It holds context across the conversation, turn after turn. With consistent tone, interruption handling, and plenty of personality. So your agents keep it flowing and customers can just keep talking. Try Deepgram Flux TTS free now until September 12th. Visit deepgram.com slash keep talking. Terms apply. Bye. I'm Ina Garten.
2:25On my new podcast, Happy Hour with Ina, I'm inviting really interesting guests to join me for a drink and a fun conversation at my kitchen table in New York City. I'll be getting personal with chefs, actors, comedians, musicians, and writers I admire. So grab a snack, pull up a chair, and join us. Subscribe to Happy Hour with Ina on YouTube or wherever you get your podcasts. New episodes will be available every Wednesday starting September 16th.
3:00Scott, welcome to the Vergecast. Hey, thank you, Sean. It's good to be on here. This is like a reunion seeing you again.
3:07Sean Hollister:It's been a bit. And we, Scott and I, I think I may have just mentioned, we spent a lot of time playing with VR headsets together over the years. And this one is something that I don't think I expected. This is the Steam Frame. And if you're watching a video of this, this is the Steam Frame with an Arcturus Vision camera on the front. We both got them up here. And this is a VR headset from Valve that's not exactly just a VR headset. Can you tell me the basics a little bit? Sure. So, Valve has made VR headsets before. They were partners basically with HTC Vive, if you know VR history, all the way back when the Oculus Rift launched.
3:48they have had steam vr but what they're announcing here is in one sense if you look at this it's like a meta quest this is a standalone vr headset that valve is making at long last but in the other sense the frame which is an interesting name is this uh steam compatible gaming device so it can play 2d steam games and it can also wirelessly connect with your pc so it is a vr headset but it's also being set up to play other stuff, your mileage may vary.
4:19Sean Hollister:It plays standalone games on its own chip, on like a fairly weak compared to your PC, Qualcomm Snapdragon chip, like something that'd be in your phone. And then it also streams games from your PC. It's supposed to do flat games inside of there, like you're playing your Hades 2, you're playing your Tunic in there, But it's also doing your VR expansive games. You can theoretically port VR games from a MetaQuest right over here, take the Android version and put it on this headset, even though it's not exactly running Android. It's trying to do all of these things in one. And so while it looks like that MetaQuest, it isn't quite that.
4:59Sean Hollister:And so you and I, we've spent this time reviewing it. One thing that we know that nobody else knew outside of the reviewer circle before today is the price. How much is this and how much does that compare to those MetaQuest, to that Valve Index? Yeah, so not surprising based on the cost of the Steam machine. It is$1 ,059 for the one with 256 gigabytes of storage, which is the entry one. And then it's$1 ,299 for the one with a terabyte of storage. It's funny because, yes, that's expensive. But then also, if you've been looking at the prices of VR headsets and XR things, I'm not defending that price.
5:38But other than Meta, they've all been like, you know, the snap specs are like$2 ,000, the Vision Pro and Galaxy XR was$1 ,899. So, yeah, I mean, it's definitely not the console price I want, but that's what we're dealing with here. It's$1 ,059 and up.
5:55Sean Hollister:I wasn't expecting this to cost$350 like the MetaQuest 3S or$600 like the Quest 3. I definitely knew it was going to be more than that because it's trying to do more and because it's Valve. But what surprised me is that it's not just the games. There's an entire Linux desktop in here running on that chip. You can run it side by side with the games that you're playing. I'm running Discord in a web browser to talk to my friends over here while I've got a giant screen over there across my living room playing Super Battle Golf with those friends. Like I can do multiple things at the same time. Valve exposes a lot more to the power users than Meta does, than anybody else does, right?
6:44Yeah, and I haven't even really started dipping my toes in that. Like I've opened the desktop, I've played around with some of the apps in there. I've done some browser-y stuff. And then I've just gone back to playing games. But, you know, it's also partly like because it's Linux and because you're going to kind of have to like log in and download stuff, it's not as like lazy easy where you're just going to like, you know, connect your ecosystem like a Google or Apple. I mean, meta, you're starting all over again because you're, you know, you don't have your work apps or things easily logged in.
7:13But, yeah, it does expose a lot more. um it allows you to fail which is which is a very valve thing in the sense that you know you could launch something that doesn't run that well on it and um you can launch any steam thing on it you know even if it's not approved uh or or you know like a grade on frame uh labeled including vr things and uh you can just watch something totally fail out if you want or you can try to optimize for a better experience or go the smooth, easier path.
7:47Sean Hollister:The whole Steam frame, it's a stack of technologies to make things work on this phone chip that almost all of them were not designed to work on Linux on that chip. There's the new Lepton compatibility ladder. You've heard of the Steam Deck. The Steam Deck runs Windows games on Linux with a technology called Proton, a compatibility ladder built on wine. This one has a new one called Lepton that does that for Android. It also has a version of Proton that's been ported over to ARM, so it can run those Windows games on this smartphone chip on your face. So when you put the Steam frame on your face, you and I have both experienced this, how does this compare to playing games on your flat TV, to putting on a MetaQuest, to putting on a Vision Pro?
8:34Sean Hollister:What do you see in here and how do you interact? So if you've ever used a VR headset, if you've used something like a MetaQuest, it's kind of similar in that what you see is suddenly you get this fuzzy camera pass through, like you can see through these black and white cameras. You see the real world. You see the real world while the screen floats in front of you that you can resize with your controllers. But not with your hands. There's no hand tracking on this headset. Not yet. So you only use controllers. Not yet. And then you browse and if you use a Steam device like a Steam Deck or a Steam machine or Steam in general, it's got a very similar layout.
9:18It looks like just that monitor, that very familiar interface has popped up once you log in and then you've got your games on there.
9:25Sean Hollister:That's just floating in your living room, that window. That just floats in your living room and you can float it near in this little pop-up dashboard or similar to meta and others. You can hit a theater mode where it pops out far. And then it's a curved screen that you can then also make flat if you want. You can make it so big. You can make it so big. It's like my entire living room wall. Yeah, like a huge room filling thing, which is very fun. And you can also pop up other windows if you want. Although it's mainly designed, I think, to be that one screen. You can do others. And like you're pointing out, you could run other apps at the same time.
10:01And then you're using the controllers. So these controllers, which you hold in your hand, for someone who's used VR, very familiar in that you're kind of using them as pointers because there's a laser pointer that activates when you press this button that arcs across and you can click on things that you want from a distance.
10:20Sean Hollister:This isn't an actual laser. It's a virtual laser pointer that you're using to move your windows around and select things. That's exactly it. But then you can also click that again and then you're in controller mode. and then this is these are all just the same as almost the same as a steam controller minus the trackpads so you got the d-pad and buttons and so you can just browse around click around like you would on a steam deck and check your menus etc you can swap between i really love the laser mouse feature on these i mean with the vision pro if you're in the apple vision pro you're using your eyes to look at things and so and so you got to like retrain your brain a little bit to be like The thing I am looking at right now with my eyes, when I pinch that, it will move and make the window bigger or it will drag a window around and place it somewhere in my room.
11:06Sean Hollister:And with these, instead with the controllers, you click this button and this button is the mode switch. So like if I press this grip button on the controller, this very clicky button, one time it will go from I'm in the middle of my game. They are my hands in the game or they are my gamepad in the game because they've got all the same buttons. It's like an Xbox gamepad. They will go from that to becoming this laser mouse. And so in an instant, I can be like, oh, this window isn't as big as I'd like. Or no, I want this window to be on that wall instead of floating in the middle of my room. And so I'll just be like, OK, I'm going out of gamepad mode, click the button.
11:39Sean Hollister:Now I'm in laser mouse mode. Drag that thing over there to that window where I want it instead. Resize it a little bit to make it bigger or smaller. Maybe I'll even pick it up and carry it with me to another room and then let go of it. Press that button one more time. And now it's my gamepad again. It's this mode switching. I really like it. except when the laser mouse disappears and fails to work, which it has for me on some occasions. Yes. And I didn't even know how to make it work at first. I felt like an idiot because it was a little bit of fumbling where, you know, I saw laser mouse at the bottom and there were these trigger marker button indicators.
12:12And I kept pressing the top buttons here and going, oh, is that the laser mouse? And I was like, is this the laser mouse? There is no laser mouse. And then I finally realized, wait, it's the grip button that does the laser mouse and swaps. And then I really liked it.
12:24Sean Hollister:I do like that theoretically, and they haven't like mapped all the controls yet. I think developers may have to do these per game, but you can theoretically use it as a mouse in your games too. So when I'm, when I'm selecting, you know, play a new game or changing the graphics settings in the game, I can use my laser mouse, press those buttons on the menus in the screen, and then just tap it again. And I'm back in, in a gamepad mode again, assuming the gamepad mode is recognized and it goes back into that. And then another feature, there's this other, this Steam button at the bottom here of each of the controllers.
12:57Sean Hollister:If you tap it one time, you'll make all of your extra, you know, menus and windows and Chrome's disappear. So then you've just got your floating windows. If you tap it two times, you can switch between your real world, you know, pass through vision of your living room, between that and the virtual environment where you're completely enclosed in a bubble of video game graphics. And so you can quickly swap between those things if you have to walk around your room or if you just want to be there with your wife on the couch like me versus I want to be fully enclosed in a space that other people are not intruding in, which I like.
13:32Sean Hollister:And there's also spatial audio. What did you think of the spatial audio? Tell me about that. I thought it was fine. You know, I don't really think it like, it didn't shock me and it didn't, it didn't, maybe the fact that I didn't think about it is a good thing. Because when I was playing the 2D games, it felt very fine and natural. And in that sense, maybe the spatial audio applied to the 2D game theater experience was well done. VR felt like VR as I remembered it. The speakers were reasonably loud enough. And yeah, I think, I think, I don't know. I didn't think about it much and that's interesting.
14:07Sean Hollister:The thing I do like, and maybe this is for productivity rather than for games. I ended up writing a bit of my Steam Frame review on the Steam Frame, which I always think is a fun gag when you can do it. The windows in your world, if you pull a window out to the side, the audio comes directionally from wherever the floating window in your room actually is. So if I'm watching, you know, Peaky Blinders from Netflix on the screen in front of me, and I turn to the left, well, I still hear the audio coming from that screen over there onto my right, no longer from directly ahead of me all the time. So it gives you that extra sense that the windows are where you place them in the world.
14:42Sean Hollister:They just don't necessarily stay where I place them for me. I don't know if this happened to you a lot, but I would be manipulating some windows or switching back to my Chrome so I can control where all these floating windows are in my house. And suddenly one of them would be down in my lap or pop up to the right of where I thought it was going to be, things like that. Oh, my God. And that's because I didn't even try opening a huge amount of windows. but I kind of felt, I got the feeling that the frame was struggling if you push it. And that's where I kind of felt like, unlike, I mean, the Vision Pro is running an M5 processor, you know, so it's got a lot in there.
15:20Even the Galaxy XR with its chipset felt, you know, relatively fine. I felt the fan kicking in a lot on the Steam frame. And sometimes even some basic things, like I kind of finally learned how to record in-game clips and then convert them over to my phone. And, um, it was, it was chugging on that and, um, getting real hot. Um, not all the time, but I felt like there's sometimes a little stuttery slowdown when things like that happen. You and I've reviewed a lot of these products.
15:51Sean Hollister:We've, we've played with a lot of headsets and VR is not in an amazing state right now. I would say, there's there's there's not a ton of new stuff to play um and i don't know who this is for other than really nerdy folks like me who want to push it to its limits and do everything possibly the thing they possibly can on it i want to ask you about that and i also want to ask you what it was like to review this product it is weird to review a headset and it is especially interesting to review a Valve product. We'll talk about why. Let me start with the first one, though. Who is this for? First thought I had was this is maybe for that person who had a Valve index and was thinking, I want a SteamVR wireless headset that could be standalone, and no matter what, and I want it to be made by Valve.
16:47There's that person. I think, though, there are so many VR headsets out there that work with Steam and with PCs that I feel like, you know, I don't know if you can justify that price for that. I don't think it's for the person that wants a portable game system because to me, it has compromises compared to the Steam Deck. And the Steam Deck is already multiple years old. So not only does it not play the whole catalog, it's a subset of things. Like it won't play, you know, I tried playing things like Elden Ring, Spider-Man 2, Ratchet & Clank, forget it. Play Baby Steps. You know, we played some not authorized for Steam frame games really well.
17:21Baby Step Sektori was great on it. Crazy Taxi, the old Crazy Taxi game. You know, some like nice surprises in there. You'll find nice surprises, but it's a real scavenger hunt. And then battery life, which I found really limiting on this, even more than I felt like other VR headsets. I felt like I was kind of always ready to go for a recharge or to tether it. And then there's the price. Because also, as much as you may, and there are many reasons to be freaked out about meta, the fact is that the price that they've put it at and the game catalog on the Quest, it can't touch that right now. And the Quest is very versatile.
18:03So you kind of have this thing where you go, it's an amazing Swiss army knife of an experiment. But in the current moment, very experimental.
18:13Sean Hollister:I think it's absolutely for early adopters who already have a powerful desktop PC and want to stream their games. Like you said, a Valve Index replacement. So the Valve Index, for those who aren't aware of this, this was, I think it was$1 ,000, right? $1 ,000 corded headset, wired headset that came out basically just as the industry had decided we didn't want wired to be the way we do things, that the cord got in the way. And certainly there were excellent experiences you could have while sitting with a cord, even standing with a cord if you weren't moving around too much. I remember Star Wars Squadrons and jumping in that X-Wing.
18:52Sean Hollister:And that was just amazing to be in the cockpit of the X-Wing playing that in VR, an entire full, you know, AAA game in VR that way. That was something special. Half-Life Alyx, very special if you're standing around. and the teleport kind of controls in that game makes it so you don't get tangled in the cord too much. You teleport around with a thumbstick. You don't need it. There's, by the way, there's a standalone version of that here on the frame. If you're the kind of person who has this beefy gaming PC and you're like, but my home network, but I don't like the cord. I don't want to trip over a cord, but my home network is not great for streaming things.
19:28Sean Hollister:This comes with a six gigahertz dongle. It's fairly short range. I walked, you know, 12 feet away, 12 feet and one wall away and it kind of cut out. So you have to be kind of in the same room or very close outside of the room for that to work. But if you're sitting, if you're standing in front of your PC, standing in front of your PC, that gives you a dedicated wireless link. So you're not getting all kinds of lag. You get something Valve is calling a foveated streaming where it'll track your eyes many, many, many times per second and give you the highest resolution where you're looking and the highest streaming quality should say where you're looking and lower elsewhere.
20:03Sean Hollister:that's super nice. I could imagine doing this with my powerful PC. I'm just not sure about if I don't have that, if I don't have, and if I don't have specific VR titles that I want to play, or if I don't, if I'm not sure I want to have this headset on my head. For me, sitting that 12 feet away on my couch, being an irresponsible person who likes to push hardware to its limits and being okay with being an early adopter, I'm like, ooh, I could play those games I'd play on my PC. Instead of them on my 24-inch monitor, I can play them on a screen the size of my entire living room wall, and that's cool.
20:38But do I want to pay the extra thousand plus for that?
20:43Sean Hollister:I'm not sure. Yeah, absolutely. And also, we didn't even talk about the display, but just in terms of the display looks, again, I thought it was good. I thought it was fine. I didn't think it was spectacular. And that's exactly where it's landing, where it's like 2160 by 2160 per eye LCD. Not OLED. Not OLED. It's kind of like Quest 3 equivalent. um it's not vision pro it's not galaxy xr um and then also you know the pancake lenses which are on there are really nice and crisp sometimes a real optical weirdness and maybe it's also i had to use prescription lenses um which by the way this doesn't fit my glasses well at all i was going to ask you yes i'm i was for the for listeners scott is notorious for having the biggest glasses in the industry of VR reviewers.
21:28Sean Hollister:I'm sorry, Scott. But it makes you an amazing reviewer among all your other talents because everybody comes to you after they do their review and they're like, but what did Scott say about glass? What did Scott say about his glasses? So unfortunately, these are not smart glasses. These are just regular. These are my glasses. They're a cram. Now I fit them in there, but I was jamming them in there and they stuck when I took them out. Not ideal. Also would kind of stick in there and fog up the lenses. So it was a miserable experience. And Zenni sent me prescription lenses to try with this, which was great.
Read the full transcript
22:03I didn't get them until this past week. So I've only had three or four days using the lens. Now I made a big difference. The other bummer is that their official prescription support is up to minus six. I'm a minus eight plus. Now they modded special versions of the lenses for me that are not available for sale, but they actually work. Maybe I'm like a test subject, but I told them, make them because you can get my prescription on the Quest. You can get my prescription on Vision Pro, things like that. But prescription is a real frustrating thing. Also, the headset's modular. Not to get into this too much.
22:36They have promises of a lot of modularity with this headset, including new fits and things. I hope there are wider frame fits. I bet people are going to make them.
22:45Sean Hollister:There's a dedicated enthusiast kit coming. This is what you're alluding to. I talked about this with Valve in my interview. And so this dedicated enthusiast kit, not only is it going to have a head strap, a whole new modular head strap with a new battery pack that's going to be one battery that's the same size as this currently in the Steam frame, which is about 21 watt hours. And it will have a second magnetic battery that will attach to the first one that is also the same capacity. So you can get double the capacity with that. It's also got over-ear floating speakers, kind of like the ear speakers for the Valve Index.
23:25Sean Hollister:I've been told that they're enhanced beyond that a little bit. Those were very well-received when the Valve Index came out. Everybody was like, oh, this is the best audio you can get in VR. Well, they're doing that for the frame with this kit. And it will come with several additional spacers for the front so that you can get more or less distance away from the lenses. I actually, being lucky enough to have 20-20 eyes, I want to be closer to the lenses to get even more field of view. I think there's actually too much padding in mind. With you, you'd probably want a little bit more. Yeah, a little bit more.
23:59And it's tough because I do want to get close. I just wanted to bring that up, but I think it's fascinating and it gets into that modularity thing we were kind of hinting at with like the Arcturus vision camera that plugs in and how many more things could emerge? How many more things could people hack? This is like a bridge, like an experimental bridge and Swiss army knife and like Rosetta Stone to all of the other things out there is like fascinating. But you get back into what is that now? What are Valve's plans with that? You know, you could turn that in as many directions as you want, but that is interesting.
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25:10You don't need to deal with any pushy salespeople or awkward in-home visits. It's just helpful advice on your schedule. Right now, Blinds.com is giving VergeCast listeners an exclusive$50 off when you spend$500 or more. Just use code VERGECAST at checkout. Limited time offer. Rules and restrictions apply. See blinds.com for details. Support for the show comes from Horizon 3. You know that feeling when you can tell you're being watched? That's a primal instinct that took millennia to develop. Unfortunately, we don't have anything like that in our digital lives, so we need tools that can help us know when we're in harm's way before the worst-case scenario.
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26:31Again, that's horizon3.ai slash Vergecast. No commitment required. Results in hours, not weeks.
26:41Sean Hollister:When you hear an old Motown song, do you ever think about just how good it makes you feel? Well, that was not an accident. I'm Will Anderson, and this week on my music history podcast, The Monday Music Club, we're diving into the early years of Motown Records and how they crafted hits with factory-level precision. With the help of Otis Williams from the legendary Temptations, we walked through the entire creative process and history of the label, its founder, Barry Gordy, and our favorite acts like The Supremes. So if you've ever sung along to Motown songs and want to know more about the incredible people behind those timeless hits, check out this week's episode.
27:15Sean Hollister:Just search for Monday Music Club right now wherever you get your podcasts. Here's a little preview of the episode. HDH had written the song and it was ready to be recorded, but as Otis tells us, it was originally intended for someone else. When Holland Dush and Holland brought Where Did Our Love Go? They brought it to the Marvelettes first. Bang, bang, bang. Where'd I? No, we ain't singing that. So HD said, okay, fine. Took it to the Supremes. The Supremes wasn't knocked out about it, but I guess they said, well, we've recorded enough stuff. Let's try this. They recorded that. That was it. Ran up the charts, and they had seven number ones in a row.
27:52Sean Hollister:So like any good millennial, I have a love-hate relationship with Gen Z. It's the phenomenon rattling millennials. They just look at you. They want something bigger themselves. Lifestyle is a priority. Motivation is being inspired. But regardless of how you feel about Gen Z, it's undeniable that they're changing national politics. Generation Z is increasingly showing less loyalty to traditional political parties, many now more likely to identify as independent. So what is going on with the kids? I think the biggest misconception about Gen Z's politics right now is that all of a sudden they're all socialists.
28:28Sean Hollister:That is just not the case. They are embracing candidates who are offering new, bold ideas in the absence of those ideas from establishment Democrats. This week on America Actually, Gen Z researcher Rachel Jambaza joins us to separate Gen Z fact versus fiction. It's not rocket science. And this is, you know, I keep saying like young voters aren't that complicated after all. It's pretty simple. Catch us every Saturday on YouTube or wherever you get your podcasts.
28:59Sean Hollister:But VR is dead, right? Nobody's making new games for VR, are they? It's always like half dead. It's zombified for so long. But it does feel a little more dead now because Meta is backing out of VR so much that and previously had buried a lot of its stuff with Horizon crapware. that people felt like their games weren't being seen. I remember talking to developers at MetaConnect who felt like they were being kind of left out to dry when everything started moving to glasses. And that was the biggest VR console. And Sony, if they stopped doing VR games, yeah, the question is, it's like, you have to reach an audience.
29:33If you have a Steam Deck, those indie games, you could play those a lot of other places. And you can also play them on a Steam Deck. But how many places can you play a VR game? I think this opens up ways, but it depends on how many they sell. and the number of VR headsets is diminishing. So I'd like to think that this opens a doorway for headsets and things to run games to make it worth the while for indie developers to struggle to make a VR game. But I don't know. This is not going to sell a lot of things. And will it encourage other developers? I think it's more like, like you said, it's putting ARM-compatible Steam stuff out there for other things to take advantage of.
30:12Some will be immersive. Some will not. that it may not improve the number of VR games.
30:17Sean Hollister:I feel like the game industry did bend around the Steam Deck at$400, at$500. That was a really attractive portable, and the game industry was like, yes, we're going to support this thing. We want our games to run on this. We're going to get into that Steam Deck verified program. Here at$1 ,059 for something that you've got to convince people to wear on your head, I'm not entirely sure all these VR developers are going to come out of the woodwork to support it. But I do think the indie games will look great on it. Yeah, and I think that's exactly it. But also, Half-Life, Alex, we've got to talk about that.
30:49Sean Hollister:Okay, so Alex, which I think several Verge staffers would say is the best VR game made. It came out in 2020. It was one of three promised full-length VR games that Valve said it would make, that Gabe Newell, the company's CEO founder, said Valve would make. And then there was no word on the other two. We have no idea if they're ever coming. Valve dodged my questions on that. But this game, pretty good, right? It's pretty good. And it is by far the most impressive experience that I've had in Steam Frame. And I think that it was made for that reason, where Valve is, you know, showing what you could do to push this headset.
31:30Like, I mean, graphically reduced, frame rate for animations, like characters that would be moving around is lower. But the refresh of the whole room is very smooth. So looking around, it's all smooth. It's teleporting. Sometimes you go up a ladder. I don't remember if it was always the case, but you just jump to the top now. Some animations seemed like they were a little bit compressed. But I just kept feeling like, wow, I'm in this game and it's standalone. That's really cool. Definitely the hand track, the hand motions and animation were a little wonkier with the controller. But I was kind of blown away that I realized like, wait a second, it's tracking the movement of my pinky.
32:07And then I started to realize that, wait a second, this controller, I forgot, has capacitive sensors. Capacitive touch sensors for every digit. It was fascinating. And it's the one where it's really being showcased. Because right now, the games that are being ported at this moment, and that gets to what we're talking about, what it's like to review this now. Things feel like they're just being ported over to work, as opposed to introducing anything that's particularly Steam frame. And sometimes even the frame rates are not, or the refresh rates are not even up to the level that I would expect, but that may certainly change.
32:42And, but, but, but Alex, you know, yeah, that's the one where I thought, wow, this is actually possible. This is cool. I would actually play the game like this.
32:52Sean Hollister:I know that there is so much more this headset can do, both in terms of what the headset is capable of doing itself. For instance, Valve says they can add hand tracking to this. They're working on hand tracking, not just controller tracking, both in terms of that and in terms of what game developers can take advantage of. Alex shows us, Half-Life Alex shows us, we can do the foveated rendering. You can make games with the kind of detail you see on PC VR as opposed to just mobile VR. If you add the foveated rendering and things like that, if you build it for this somewhat more powerful phone style chip.
33:28Sean Hollister:beyond that we know that eye tracking can be used for more than just foveated rendering we've seen on the psvr2 in the horizon game that can be used to be like i i'm aiming my bow at a target i'm aiming my bow at this at this you know this this this machine i'm trying to hunt down and save humanity uh and it'll it'll know that you are aiming at that and help guide your arrow there on the vision pro we know that it can help you pick windows without having to swing around a laser mouse and and and you know there's all kinds of things game developers could do here but the state that this is shipping in is typical valve we feel like we are beta testers we feel in some cases alpha testers of this product that is not ready right now for anyone who doesn't consider themselves an early adopter talk about what it was like to review this thing yeah so you don't get a reviewer's guide, you know, there's no setup guide.
34:24There's maybe one page of instructions on a couple of things to keep in mind. You're kind of figuring things out, like the laser mouse thing, or, you know, where am I doing game recording, or, you know, kind of search up an answer or think about Steam, or what about performance settings? What about, you know, what else? Oh, what is the desktop mode? Where's that at? And so it is like a, But yeah, you're kind of just wandering and exploring and doing that and launching games to test them out to see how they work. Not only looking at any early console generally to see what games start appearing, but I was really frantically doing that, checking out the Steam store to go, what's great on frame now?
35:05What's great on frame? And some of them still wouldn't run. Like Superhot for me wouldn't start until I turned on a compatibility layer thing in the property. and then it seemed to work. I don't know why.
35:18Sean Hollister:But like the kinds of issues that we run into when we're testing early Valve, virtual objects, I've had them just disappear. I've had the audio of the headset just gone in the middle of a game. I've had the entire headset wink out, like lose power on several occasions in several different games while plugging in the cord to extend the battery. And some of these things, you know, I would report them to Valve and I would feel like a beta tester and they would fix them right away. And in the next batch, you know, the next build, two days later, I'm like, oh, well, now when I play Hi-Fi Rush, the dialogue, the audio for the character speaking is no longer missing.
36:02Sean Hollister:It's there now. I wonder what happened. They fixed it. I had an issue where Space Pirate Trainer, one of my favorite games to test VR headsets with, because you have these responsive like blasters or the space pirate blasting away at all these robots and it's it requires very responsive aim and very quick controls and so on that game just completely winked out the entire headset lost power in the middle of the game repeatedly and i came back to it a few days later and it was was fine so i'm like so what do i say in my review do i say in my review that this headset crashes all the time do i say in my review that this headset did crash.
36:41Sean Hollister:What I ended up doing, and you'll have been able to read my review on The Verge, you'll be able to read Scott's review on CNET by the time you listen to this podcast. I'm writing that I feel like a beta tester. I'm explaining exactly what happened to me. The most exciting thing I think about the frame, though, is even if it doesn't sell particularly well even if people are like i don't quite buy this mix of 2d games and and and you know light lightweight flat games and vr games in the same headset that some of which are streamed from a pc and some of which are running natively on it the technologies behind it valve has been quietly funding and piping in these technologies to play your windows games on arm chips now and so this could lead to a future where we are we have steam on our phones and not just for match three games but for legitimate you know um um yeah deep deep games that will immerse you in a way that most mobile titles don't necessarily today because most mobile titles now are built for the least common denominator gamer which i mean i love it i love a good match three uh but this is is maybe pointing us at a future where you can do a lot more.
38:06Sean Hollister:And while I'm not going to be buying a Steam frame every year or two, people do tend to buy phones fairly often, be upgrading those chips fairly often. So I'm very curious to see if that is where we get a lot more immersive games in the future because of the work that they put behind this. And handhelds, where I think about, you know, not only the price launching up on gaming handhelds, which you've been covering a ton, and where the Windows handhelds are at, but if you start having arm-powered smaller handhelds or like Steam Deck minis, or, you know, enter a space where maybe they're more affordable to make and they can start running a wider variety of games for the industry, that's really fascinating because maybe it makes it viable again.
38:53Maybe you get to the point where it's like, yeah, you start having these tweener products that can basically run a lot of stuff, Not quite the whole bleeding edge thing of where some of the Windows handhelds have been heading, but most people would find it fine. And then there's a whole, like, it does feel like the pad's running in many directions because the thing I also think about is the whole glasses thing. Because this is a VR headset and we're entering into this world of ambitious glasses and glasses-like stuff. And you can already connect a pair of display glasses to the Steam Deck. and we saw in this past year xreal aura which is android xr based which is coming out this fall has a very vr-like experience on glasses with a processor puck and it really wowed me because it's not the same as full vr but it's you know there's also the reports of meta and it's phoenix headset they're going to be more glasses like so this feels like a bridge product to something like you know in the future would would you have a steam deck 2 and pair glasses that are more sensor studied and would basically give you a lot of the vr experience um is you know and that's modular like if but it does feel like you're saying um valve is opening a lot of the building blocks here and that's really exciting and then to offer people a path of compatibility is exciting
40:09Sean Hollister:okay i gotta ask the last question we could we could talk about this for ages but let me ask the last question would you buy one not in this moment i think i think that the price is too high and the compatibility is too funky however it reminds me of steam deck where i remember when the steam deck i did not review the steam deck when it first came out and i saw reviews i was curious about it and i was like it sounds like too much of a project and then it's like it crossed over to the point where it was like, oh, this is interesting. And then like a year or so later, I started playing around with them and I was like, oh, I love this.
40:49I love this for what it's doing. And I feel like that's the point where I feel like when this stuff really unlocks some of those features and gets that deeper library support, I would be like, this is really exciting. And to get to that point of, hey, I'm not a PC gamer. I might be a PC gamer someday. It can be my bridge device to that. It can kind of let me grow into that from the other end. And I find that really appealing. Gives you something to aspire into, whereas opposed to the standalones, usually you don't have a, you know, like you could build a library that is waiting for you on your other PC to come.
41:29Sean Hollister:You don't have to wait for meta to curate and approve all the titles. People can build all kinds of experimental shit. I feel, I feel similar. Um, I reviewed the steam deck at launch. I called it a glorious mess. Uh, I said it was, I said it was not ready. I said that it was sold at Best Buy. People would return it in droves. These are, these are almost my exact words at the time when the steam deck came out. And, but this is what Valve does. It creates a product. Um, it, it gets the hardware mostly right. the first time after spending years on it it ships it unfinished and so i would not buy this today but i may regret not having bought it in the future if it follows the same trajectory as the steam deck because and this is the other thing i i enjoyed being a beta tester of the steam deck and i'm enjoying being a beta tester of the steam frame so if you're the kind of person who could see yourself, who think you might enjoy being, paying for the privilege of being a beta tester, if you're the kind of person who think you might enjoy paying for the privilege of being a beta tester of a gadget that is theoretically this exciting and can do as many things as it can already do just with some weird quirks, I don't know if you'd regret it.
42:50I feel like exactly like you go on that ride and I think this would be a fascinating one to do it for because there are so many doorways beyond which there could be things happening things that valve intended and things that valve is opening the door for that they have not directly intended um but as part of the experiment here um yeah i i asked valve about like the name frame and it's it's interesting because i tell people about it and they're not they don't even know what that is if they've not been following it but i think it's deliberately named, I mean, they may explain a little bit of why they named it that, but I think that it, it feels to me like a framework, you know, it feels to me like a, like a, a path with many roads going from it.
43:32And so I think that's really fascinating for it to watch how that evolves with this headset, that it's not going for just one thing here.
43:42Sean Hollister:It's been such a pleasure, Scott. Thanks. Thanks so much for being on the Bridgecast. Of course. We have to check in when this thing gets evolved more. We will. I think this is a six-month, year-down-the-road kind of thing. This is a long process. That's it for The Vergecast. Let us know what you think. Call the hotline 866-VERGE-11 or email vergecast at theverge.com. And to support everything we do here and get ad-free podcasts, please subscribe to The Verge. The Vergecast is produced by Josh Kahas, Eric Gomez, Brandon Kiefer, and Travis Larchuk. See you next time, Space Cowboy. Thank you.
From the publisher
Sean Hollister got his hands and face on Valve's new VR headset, the Steam Frame. It's expensive, starting at more than $1,000. It's buggy — he and CNET's Scott Stein both felt like beta testers as they reviewed it. But it's also full of interesting ideas, including the promise that Steam games could one day come to your mobile phone. This week on The Vergecast, Sean and Scott discuss who exactly this device is for, in a world that mostly seems to have moved on from VR.
Further reading:
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Your car is selling your data
LG responds to TV spying allegations
The Steam Frame is made for irresponsible hardware nerds like me
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