The Apple Vision Pro is an expensive flop. I haven’t heard anyone mention the Meta Quest in months, despite it getting a new model just last year. I can’t even remember the name of Samsung’s incoming Android-based headset. While virtual reality gamers remain passionate, the excitement around the format seems to be slowly dying… again.
And then along came Zeus Valve. Easily the least mainstream of its three — THREE! — hardware announcements yesterday, the Steam Frame is everything I was hoping for. It’s a standalone, self-powered headset with its own software and apps, a la the Quest. With an internal battery, it’s ready to go on the road or just roam around your home without being tethered.
But it can also connect to a gaming PC or a Steam Deck or a Steam Machine (what’s the difference?) to access more powerful virtual reality games and non-VR media. And Valve is setting this up as a central feature, with a low-latency wireless dongle included in the box.
It’s packing the latest VR tech such as eye tracking, pancake lenses, and expansion options for MicroSD and USB-C. It’ll be running on a powerful Snapdragon ARM64 processor, and the software is at least some flavor of SteamOS, giving it immediate access to a huge amount of both VR and standard games.


No I’m saying that I’m pretty sure side-loading is just a side effect of them making it compatible exactly so that it’s very easy for devs to port Quest games.
Oh sure! But wouldn’t that mean that some VR games sold on Steam would only run on the Frame? That seems so not like Valve.
Would it? Maybe just because of the walled garden approach if other hardware developers, and that would be their own fault and not Valve’s. If they had some sort of proprietary format that only worked on Valve hardware, maybe. But that doesn’t seem to be what’s being discussed.