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Everyone knows that outside in tracking is just better for VR gaming. It's

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faster, more accurate, and it's more reliable. Well, here's the thing. Valve

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isn't everyone. And the new Steam Frame took my expectations of a lousy, flaky

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experience in a standalone VR headset with camerabased positional tracking and

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blew them away. They also blew away my

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expectations for their new Steam Machine and Steam Controller, but that's a

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separate video. We'll have that linked down below. In two words or less, this thing is impossibly good and maybe more

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importantly, impossibly versatile. They

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managed to make it lighter, more comfortable, and higher fidelity than

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the OG Index for PC VR gaming. They managed to bolt an ARMbased computer to

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it that runs mobile VR games and applications. You can even just

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sideloadad an Android APK. And the whole

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thing runs freaking Steam OS with a new

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element to their Proton compatibility layer called FEX that allows you to play

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desktop VR games. I'm talking x86

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Windows VR games on your ARM Linux VR

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headset. I would mic drop this, but I think I'd [music] get in trouble. The

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last part I wouldn't believe if I didn't experience it for myself. But they did

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all of this with latency that is indistinguishable from the best VR

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[music] experiences that I've had. But is it indistinguishable from the best

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Segway I've ever had? To our sponsor, Jawa. Jawa is your one-stop shop to buy

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computer or upgrade your current one, check them out today using our link in

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the video description. Frame is a fundamental shift for Valve. Rather than

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being an accessory for your gaming PC, it's meant to be a standalone device

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that can also be enjoyed alongside your PC using wireless streaming for VR,

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which sounds horrible, but somehow it's

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not. Let's take a closer look at the hardware, then we can talk about how

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they did it. The headset that I'm holding is actually made up of multiple

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components. The core module contains the actual computer and weighs under 190 g.

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Then next is an audio module that can be detached with three clips under the foam

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gasket. Then there's the head strap and a battery pack that is cleverly

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positioned at the back to help counterbalance the device, improving

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comfort and also to make it a little bit easier to cable manage if you wanted to

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have an external battery pack. The optics are simply [music] put flipping

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incredible. Like other leading headsets, they're using pancake lenses. But unlike

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some other headsets that use pancake lenses, there was very little in the way

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of internal reflections visible in the demo applications that I use today. It

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is possible that with brighter light sources, it could show up a bit more,

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but that's going to be something that I'll have to save for the full review.

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What I can tell you is that under each lens is a 2160x 2160 LCD display that's

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capable of anywhere from 72 hertz presumably for power saving up to 120 Hz

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with a 144 hertz experimental mode just

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like we had on the Valve Index. As for why Valve decided to use LCD rather than

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OLED, it basically came down to the light losses due to the pancake lenses.

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Oh, since I'm pointing at them, on the inside of each lens, maybe you could

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even see them if you went crosseyed enough, is an eye tracker that's [music]

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obviously going to be great for, you know, social VR experiences, but perhaps

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more importantly enables Valve to do what they call fiated streaming, which

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I'm going to have to explain later because it gets a little in the weeds.

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First, let's take a look at the controllers. Valve [gasps]

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fully acknowledges that these are very similar to other designs in the market,

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but they wanted something that was both great for VR and also great for your

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nonVR applications if you just want to use your headset as a giant virtual

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display. And they still managed to add some Valve touches to them, putting

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capacitive sensing on all input surfaces

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and on the grips, so you can still do five finger tracking just like the

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Knuckles controllers from the Valve Index. They have two-stage actuating

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triggers, two-stage actuating grips, which unlocks a ton of control

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customization. They use the same magnetic thumb stick as the new Steam

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controller for better reliability, and a very small dead zone. And they each have

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their own independent gyros that can be rebound for aiming or whatever you want.

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I can't tell if they were being suggestive there given the popularity of

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certain VR applications, but I can't say for sure that they weren't. Both

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controllers have an integrated IMU to track positional data and 18 infrared

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LEDs that can be tracked by the four high field of view cameras that are

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integrated into the frames core module. These were strategically positioned so

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that even if you were, say, for example, drawing an arrow from a quiver, it

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should be able to maintain tracking. Now, I didn't get a chance to try that,

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nor did I get to fire up BeatSaber, my favorite application for evaluating

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controller tracking under extreme conditions. But from just shaking them

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around in the menu, they seem to track extremely well. Valve is claiming about

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40 hours of battery life off of a single double A. And this battery compartment

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is a perfect transition into the customizability that's on display with

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this headset. They're going to have an optional accessory kit that includes

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knuckle straps for the controller as well as a second head strap with a top

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velcro piece if you like a bit of additional support. I personally liked

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it better, but I also didn't feel like it was necessary like it is on the much

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heavier Apple Vision Pro. There's a lot more to customize on the frame itself,

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too. It includes a spacer gasket for folks with long eyelashes and to improve

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compatibility with glasses, but Valve fully acknowledges that not everyone

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will want to use that because it does take away a little bit from their claimed about 110° field of view. So,

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they are working on prescription lenses for the headset itself. We even saw a

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box of them, but there's no specific timeline on that. IPD adjustments are

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handled with a little knob on the top that spins a cog on the core module. And

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this is really cool. Right between the goggles at the bottom here is an

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expansion port that allows up to two 2 1/2 GB MIP cameras or a single camera

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with a PCIe Gen 4x1 slot allowing all

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kinds of possibilities for additional accessories like if you wanted color

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cameras for instance. the built-in ones are only monochromatic or if you wanted,

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I don't know, a smell sensor. The sky's is the limit. Since we're on the subject

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of the cameras, Valve says that they will work for inside out tracking even

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in pitch darkness thanks to IR [music] emitters that are built into the headset

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itself. And you can expect tracking performance on the order of about 200 to

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250 updates per second, which is about

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on par with the Valve Index. Not something that I expected. Now that I've

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had a chance to gather my thoughts and eat some crappy airport food, let's talk

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about how Valve is delivering a PCVR-like experience wirelessly when big

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names like Apple and Meta have tried and never really succeeded. It starts with

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the least interesting looking part, this 6 GHz Wi-Fi dongle. Valve built the

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headset with two radios and two antennas for Wi-Fi along with a third dedicated

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antenna for your controllers or your Bluetooth peripherals. One of those

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Wi-Fi antennas handles 5 GHz for your game downloads, your multiplayer data,

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your voice chat, etc. The other one connects to a very high-end home router

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or more likely Valve's dongle using the

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so far mostly unused 6 GHz band. This is

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a perfect use case for 6 GHz since it

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lacks the wall penetration that you might want for home Wi-Fi, but it excels

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at avoiding 2.4 and 5 GHz channel congestion while pushing huge amounts of

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bandwidth. With that said, while the

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theoretical maximum is right up there with wired connections, in the real

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world, it falls well short of that. So, what's the secret? Boiated streaming.

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Seeing this in action blew my flipping mind. Basically, the idea behind it is

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similar to fiated rendering, where the headset tracks your eyes and tells your

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GPU, "Hey, only render the area of focus

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at full fidelity and save your resources on the rest of the scene." It's a

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technique that's been used to great effect on the handful of PSVR2 titles

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that exist, but has been largely untapped on the PC side, largely because

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it depends on game developers to implement it. And also, most headsets

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don't have built-in eye tracking, so why would they bother? Foviated streaming.

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Then, again, same idea. Focus your

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resources wherever the eyes are looking,

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except in this case, it's not the GPU saving on rendering resources. It's the

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video encoding stream saving on bit rate. So you get crystal clear high bit

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rate encoding exactly where your eyes are looking and then a little bit blurry

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everywhere else. At least in theory. In

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practice, it reacted so fast that no matter how quickly I tried to move my

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eyes, I wasn't able to catch it. But I also don't feel too bad about that.

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Valve put on an incredible demo for me in Halflife Alex where they highlighted

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the maximum fidelity window as I was looking around. And even though they say

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it's only about 10% of the total video stream, it ends up being a pretty large

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window. Wild. As for the encoding latency, well, thanks to some clever

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parallelization of the encoding, you can expect anywhere from 1 to 2 milliseconds

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of extra latency on a modern GPU and four to five for a slightly older but

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still VR capable one. Not enough to notice or to contribute to significant

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motion sickness. And it keeps getting better. I managed to get almost 50 ft

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away from the dongle without a noticeable difference in the experience.

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Now, granted, this is still line of sight, but it's a lot further than I can

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get with a tether. Now, I did bring up the possibility of more than one of

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these devices causing interference with each other. And Valve said that while

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they have operated multiple headsets concurrently in the same space, they

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haven't explored more demanding use cases like packed VR cafes. Moving on to

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audio, the built-in solution is both incredibly impressive and also a little

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disappointing. I'm impressed by the audio quality. They apparently had to

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use opposing drivers to cancel out the vibrations to make sure that the inside

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out tracking wouldn't get messed up, and they sound fantastic. As for the mic, I

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didn't get a chance to test it, but Valve assured me that the mic should

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carry on the Index's incredible reputation for stellar microphone

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performance. I'm disappointed because I literally had the engineer who worked on

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the Index and this new headset in the room with me. And when I asked her for a

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gaming headset with all this same audio black magic, she just shrugged. So sorry

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y'all, I tried. In all seriousness, the

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speakers don't fire directly into your ears, so there is a bit more sound bleed

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than with the Index, but it doesn't seem like a gamebreaker depending on what

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you're watching and who's around. The last couple of experiences I want to

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talk about are a huge deal whether you plan to use them or not. The first is

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FEX, an open- source project that Valve has been contributing, and this is a

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quote, quite heavily to. It's a

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translation layer that allowed me to experience a completely standard Windows

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x86 game, Hades 2 in this case, running

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directly on the hardware on the frame. I'm talking x86 code designed to run on

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Windows, running on a Snapdragon 8650

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running Linux. Holy freaking mind blown.

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They're planning a compatibility list. I'll uh grade on deck for the future.

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But wait a second. Running on Linux. Yeah, Valve's been busy porting Steam OS

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to ARM. How did they drop so much news

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on one day? The Frame does everything that you know and love about Steam OS,

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like fast suspend and resume and performance overlays, except on your VR

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headset directly. And as I mentioned briefly in the intro, if you blinked,

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you might have missed it, with this new ARM processor comes the ability to

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supposedly run Android APKs by directly

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sideloading them onto the Steam frame. And given how many VR experiences are

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designed to run on mobile devices, this is a colossal win. And with Valve's

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commitment to putting micro SD card slots on all their devices, it can't be

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too hard to install. Now, there are still some areas where the frame doesn't

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seem to be industryleading. The light seal isn't perfect, especially if you

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compare to the Beyond 2 with its custom 3D printed gasket. The pass through

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cameras, they're just monochrome, so don't expect to be wearing your frame

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out and about like people did with the Apple Vision Pro for the first week or

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so. From my very brief, and admittedly not side-by-side experience, it's also

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not the highest clarity nor highest dynamic range display I've ever seen.

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And it's not as light or compact as say the big screen Beyond 2. But it's the

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overall package that should have the entire rest of the industry stopping and

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going, "How did Valve, who as of 2021

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supposedly had less than 350 employees,

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manage to outmaneuver monsters like Meta, who spent 17.7 billion on Reality

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Labs just last fiscal year. I would ask

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Gay Ben how it happened, but I'm pretty sure he's busy on his yacht. All I know

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is that I want one. Whether it's for wireless PC gaming, native gaming on the

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road with minimal bulk in my bag, or even just relaxing on the couch watching

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movies on the big screen. Like, what kind of sucker needs a big TV when this

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thing exists? So, with the frame clearly taking the

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place of the Index in Valve's lineup, what happens to all the users of the

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Index and maybe more importantly, the third party ecosystem that exists around

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its base stations and Knuckles controllers? The short answer is the

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index is EOL, but the long answer is Valve would love to see other players in

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the VR space approach them about continuing to support or even continuing

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to manufacture these devices. Whether

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that'll happen, I don't know, but at least Valve is open to the conversation,

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the video description. If you guys enjoyed this video, go check out part

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two on the Steam machine as well as the new 2026 edition of the Valve Steam

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Controller. Mind-blowing stuff today. I

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can't believe they blindsided me with this. They're like, "Come down. We'll tell you nothing. You have 4 hours to do

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everything.
