Valve Opens Steam Frame Sign-Ups as It Looks to Build a Broader VR Ecosystem

Valve has opened sign-ups for its second-generation virtual reality headset, the Steam Frame, signalling plans to build a broader hardware and software ecosystem around the device. The new headset succeeds the discontinued Valve Index and combines wireless PC streaming with stand-alone gaming capabilities and support for third-party accessories.

Steam Frame Designed Around Wireless PC Gaming

Valve describes Steam Frame as a wireless headset and controller system built for both virtual reality and conventional games.

“Steam Frame is our wireless VR headset + controllers, built for both VR and non-VR gameplay,” the company says. “Designed for streaming, it can handle your entire Steam library. And it supports stand-alone play too, with over 100 games (and growing) already Steam Frame Standalone Verified.”

The company has opened pre-registration, giving interested customers an opportunity to register for access to a future Steam Frame pre-order.

Valve is positioning the headset primarily as a “streaming-first” device. Instead of relying entirely on the hardware inside the headset, demanding games can run on a user’s gaming PC before the resulting video is transmitted wirelessly to Steam Frame.

A bundled low-latency dual-connection 6 GHz USB dongle is intended to handle that connection and reduce delays, an important consideration for VR gaming where latency can significantly affect the experience.

SteamOS and Snapdragon Hardware Enable Stand-Alone Use

Despite its emphasis on streaming, Steam Frame is also effectively a compact computer. The headset runs Valve’s SteamOS operating system, which is based on Arch Linux, allowing compatible games to operate without a separate PC.

Inside is a Qualcomm Snapdragon 8 Gen. 3 processor paired with 16 GB of LPDDR5X memory shared between CPU and graphics workloads.

Valve plans storage configurations of 256 GB and 1 TB using high-speed UFS storage. Capacity can also be expanded through a microSD card.

The headset uses two displays, one for each eye, with a resolution of 2,160 by 2,160 pixels per panel. Supported refresh rates range from 72 Hz to 120 Hz, while experimental 144 Hz operation is also available.

Audio hardware includes two speakers for each ear and a dual-microphone array. The bundled controllers are designed to support both conventional 2D Steam games and VR experiences.

Inside-Out Tracking Eliminates External Base Stations

Steam Frame follows a broader VR industry shift toward inside-out tracking, using cameras integrated directly into the headset rather than requiring external tracking stations around a room.

One feature that will not be included as standard hardware is full-colour pass-through video, which allows users to see their physical surroundings through headset cameras.

Instead, Valve is opening that capability to outside hardware developers.

Arcturus Vision is among the first companies developing an accessory for the platform, with a full-colour pass-through camera add-on planned for Steam Frame.

The approach indicates that Valve sees Steam Frame as more than a closed gaming headset. By allowing outside manufacturers to extend its capabilities, the company could establish an accessory market similar to those surrounding other PC and gaming platforms.

Valve Plans CAD Files for Community-Made Accessories

Valve’s plans also extend beyond established hardware companies.

The company has indicated in communications with the press that it wants owners to approach Steam Frame much like a personal computer — a device that can be customized and modified according to individual requirements.

To support that approach, Valve plans to release CAD design files for the headset. These computer-aided design files could make it easier for independent developers, hobbyists and makers to design physical accessories that fit Steam Frame accurately.

Valve has not yet detailed the licensing conditions that will govern use of those design files, leaving questions about how freely commercial and non-commercial accessory makers will be able to use them.

Valve Targets a Wider Steam VR Platform

For Canadian PC gamers, Steam Frame’s combination of wireless streaming and stand-alone operation could provide another option in a VR market increasingly dominated by devices that do not require external tracking equipment.

More significantly, Valve appears to be treating Steam Frame as an expandable computing platform rather than simply a successor to the Valve Index. Support for third-party hardware, planned access to CAD files, expandable storage and SteamOS all point toward a strategy built around customization.

Much will depend on pricing, availability and the range of compatible software and accessories that emerge around the headset. For now, the opening of Steam Frame sign-ups marks Valve’s latest effort to expand its Steam hardware strategy and establish a more open ecosystem around virtual reality gaming.

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