WEBVTT

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Recently, Valve invited me to their headquarters to check out their new cutting-edge VR headset,

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the Steam Frame. As you might have noticed, in this little B-roll shot here,

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I packed a whack of other headsets that I had intended to compare against it.

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There's just one small problem. I had less than two hours with the bloody thing.

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I was to learn about the headset, experience the headset, gather my thoughts, write a 1700-word script,

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and then shoot the video, which I ended up having to do partially at the airport,

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and even then, I still missed my flight. We need some way to avoid this kind of thing in the future.

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Anywho, now that I'm in the comfort of my own studio, they can't stop me from gathering up

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all the key VR headsets from the major players like Apple.

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Just kidding, Apple. From the major players like Meta and Valve themselves,

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as well as from some more niche players like Apple,

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and also Bigscreen and Sony. That last one is pretty key

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because the frame takes one of the best features of the PSVR2 and steps it up to a whole new level.

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But it's not all sunshine and yachts.

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In some ways, the Steam Frame absolutes everything else on the market,

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but in others, it's still legs behind.

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So let's sit down and talk about what I saw. Oh yeah, there's a standing desk,

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just like this standing segway to our sponsor.

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Before we jump into these headsets, let's do a quick recap of the Steam Frame.

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Elijah, time me. Powered by Snapdragon 8 Gen 3

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and 16 gigs of LPDDR5X memory, the frame features an ARM-based computer running SteamOS

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with the ability to play native ARM games, Linux x86 games, and even Windows x86 games

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on a big virtual screen. Or if you're more about total immersion,

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you can play the aforementioned flavors of VR games either on device or you can power them

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with your dedicated desktop and stream video to the frame using the included Wi-Fi 6 gigahertz dongle.

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Valve uses an incredible technology called foveated streaming, more on this in a bit,

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to deliver low-latency, high-fidelity video wirelessly

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to the frame's 2160 by 2160 LCD displays

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at up to 144 hertz, all while weighing just 185 grams,

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including the integrated 21.6 watt hour battery.

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Time. Pretty good, right? I think you were a little generous.

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With the headstrap, it's more like 440 grams. Okay, not what I meant.

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And besides, even with the headstrap, the Steam Frame is still around half the weight

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of some of the other headsets that we're looking at today.

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Why don't we start with one that isn't on the table? The original, the Valve Index.

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Right out of the gate, the Index has some glaring disadvantages.

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The ergonomics were fine at the time, but when we compare to the frame,

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not only does it weigh far more, not to mention need to ratchet onto your noggin,

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but the light seal is worse, the balance of the weight is worse

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with it all kind of hanging off the front of your face, and the constant drag of the cord

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is something that many have tried to overcome, but even the best solutions seem to be plagued with issues.

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And that's not the only way that the Index has aged ungracefully.

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Even at the time of its release, its field of view and its resolution

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were hardly groundbreaking, and they were quickly surpassed by competitors

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like Pimax, HP, and HTC.

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The frame is gonna have a major advantage there, upgrading not only the display resolution,

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but also the optics to dramatically enhance the perceived image quality.

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With that said, that doesn't make the Index suddenly irrelevant

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for everyone who owns one. One area that Valve didn't even aim to improve

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was the field of view, and like the Index, the frame uses LCD panels still.

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So don't expect the same kind of mind-blowing contrast

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that you might get from some of our other headsets today.

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Another area that Valve didn't even try to improve was tracking.

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They told me point blank that the target was as good as Index,

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but that also ain't a bad thing. The Index used anywhere from two

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to up to four base stations for room-scale tracking.

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These little guys sweep infrared lasers across your entire play area

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to determine the exact position of your headset and controllers.

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This form of tracking from the outside in

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is still considered the best because even if one sensor gets blocked,

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you can basically guarantee that another will be able to pick up the slack.

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With that said, Valve sounded very confident that the wide, near 180-degree side-mounted cameras

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on the frame would allow their new inside-out tracking

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to capable handle even unusual positions like drawing an arrow out of a quiver.

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What I'm less sure about is unusual VR accessories.

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I've had a lot of fun over the years streaming with a full-body VR avatar,

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and unless Valve releases one later, I have a hard time imagining a way

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to get reliable tracking on my waist and my feet

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without relying on an outside-in system.

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Another mixed bag is the controllers. On the one hand,

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I can see why Valve chose a more industry-standard approach this time.

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It will make default keybind simpler for VR developers,

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and it allows flat-screen games to be easily enjoyed without learning a new controller layout,

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but I and many others loved both the ergonomics

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and especially the five-finger awareness of the Knuckles controllers.

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The good news is that with a modestly priced upgrade pack, you can maintain a similar feel,

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and personally, I love the change to a single AA battery per controller

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because that means no more waiting around to play. You just drop a freshly-recharged battery in,

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and you're good to go. The last point is one that I'm particularly nervous about.

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The indexes on-board audio is nothing short of legendary.

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The near-field speakers sound great, and somehow they leak very little externally.

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That can be a pretty big deal, depending on the things you like to do in VR.

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And the microphone is so good that my chat was often flooded with messages

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demanding to know what amazing microphone I was using. Now, Valve says that the frame should be on par,

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and I haven't got a reason to doubt them, but I do worry a little bit

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that the position of the speakers might make it hard for them to sound quite as good,

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and it may cause more leakage. The thing is, I love my index,

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and many on-paper superior headsets have come and gone through my house

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with the index staying part of my setup. It's just one of those truly great products

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that is more than the sum of its parts. But it's not the only great VR headset.

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Let's compare now to the G-Sote, the greatest selling of all time, the MetaQuest series.

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The current king of the hill for Meta is the Quest 3, and this really shows you

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what an unlimited budget will do for you. This thing is a couple of years old now,

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but it is aged like fine wine and still holds up surprisingly well.

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It boasts nearly the same per eye resolution as the Steam Frame,

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and it also uses low-profile pancake lens objects.

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Meta has invested heavily in attracting VR game developers to their platform,

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even going as far as to acquire beat games, maker of the smash hit Beat Saber,

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and it even got a $150 price drop for the 512 gig model,

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making it the obvious choice for a value VR setup

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until its little brother, the 3S, showed up more recently.

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Even now though, the Quest 3 is gonna be a tough package

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to beat from a bang for the buck perspective. It also boasts convenient inside out tracking

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thanks to its camera array, and it also plays games on board

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thanks to its Snapdragon XR Gen 2 processor. It also allows streaming from a Steam VR PC,

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either over a USB-C connection or wirelessly,

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and it features color rather than black and white pass-through cameras like Valve chose for the frame.

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But worry not, Valve fanboys, for GabeN didn't come to this gunfight

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equipped with just any knife. It's a Karambit Doppler Sapphire knife.

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Oh my days! First things first, the frame is not only lighter

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than the Quest 3, but the weight distribution is noticeably better.

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See, all the weight of the optics, the computer,

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the battery hangs off of the front of this bad boy.

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Valve moved the battery pack around to the back, which gives you less weight directly on your cheeks

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and nose, and also less swing pull,

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which is not a real term, but it's like the way that when you swing,

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it kinda pulls. You know what I mean? Valve also holds a slight advantage

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when it comes to screen refresh rate. While both headsets officially top out at 120 Hertz,

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Valve includes an experimental 144 Hertz mode.

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Finally, the Quest 3 does not have out-of-the-box eye tracking.

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This makes it way harder for someone to realize that you're checking out their VR avatar

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and come over and talk to you, either to say, hey, I like your avatar too,

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or to say, stop looking at me, weirdo. But more importantly, it gives Valve

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a giant advantage for wireless streaming. It's time to talk about foveated streaming.

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See, when Meta beams a video frame from your connected PC over to your Quest 3,

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they do so using the same bitrate or the same quality for the entire frame.

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That's because Meta has no way of knowing where you're looking,

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and you probably wouldn't want them to the way they would use it.

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By contrast, Valve uses high-speed sensors

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to track your gaze and then encode only the part of the frame

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that you're actually looking at at the highest quality level.

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In practice, it works amazingly well.

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Like, I could not flick my eyes fast enough

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to focus on a crappier part of the image before it updated and started rendering it at full fidelity.

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And to ensure a smooth experience, Valve came up with a really clever way

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to reduce the likelihood of network congestion by giving you a six gigahertz wireless dongle

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that connects directly from your PC to your headset.

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Six gigahertz wireless enables higher speeds and is less prone to interference.

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Now, one drawback of six gigahertz is range

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and obstacle penetration. But, I mean, given the bar is a cord,

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Valve seems to be clearing it handily. It's also worth noting that the Quest 3

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also supports six gigahertz Wi-Fi, but depending on your Wi-Fi access point

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and your network configuration, your experience with it may vary.

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As for controllers, I'd call these a draw

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because Valve pretty much copied Meta's homework, but I do expect audio to be a disadvantage

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for the Quest 3, along with the closed ecosystem

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and its dependency on Meta, who, no, we haven't forgotten, is basically Facebook.

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Only time is gonna tell how battery life and tracking performance will compare

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and whether Valve will build gimmicky features like camera-based hand and finger tracking,

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which the Quest does have. Now, for the most gimmicky of all of our headsets today,

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the Apple Vision Pro. Not because it's bad.

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I mean, the technology is really cool. It's just that Apple really, really, like,

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desperately wanted this thing to be anything but a VR headset.

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So, they ended up with this, which is maybe a great spatial computer,

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but nobody, even now, knows what the fuck that is,

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which really sucks because as a VR headset, this thing had so much potential.

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Oh my God, it's so heavy. I haven't tried the M5 one yet.

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It's so heavy. Starting with one of the highest resolution displays

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on the market and not just high res, high fidelity.

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Thanks to Apple having the R&D budget of a small nation,

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they shipped micro OLED displays that boast otherworldly contrast

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and incredible color accuracy. They also equipped the Vision Pro

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with probably the best full-color pass-through cameras

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on the market, which makes it great just for VR,

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but even for augmented reality, for about five minutes.

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Apple should have borrowed Monster Truck marketing rate for their battery life.

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Two and a half hours, but you'll only need the edge.

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It is no understatement to describe the ergonomics of this thing as horrible.

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Even after putting the battery in a separate pack, it is still among the heaviest headsets on the market

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and the way that it rests on people's cheeks or noses

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really does not do it any favors. The M5 version does come with a new strap

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that I am trying for the first time, and it does seem to actually help take some of the weight

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off of my nose, but oh man, it's still rough, dude.

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Now, one advantage that the Vision Pro currently has over the frame is its ability to watch stereoscopic content.

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This is great for spatial photos and videos that you might record on your iPhone

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or for watching 3D movies. Valve does say that they are looking at adding that

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in the future, but hey, you can refer back to the Vision Pro for proof of this.

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You should never buy anything based on a promise.

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With that said, as easy as it is to rip into Apple for their confusing choices and prices,

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one thing that they nailed on the Vision Pro was hand gestures and the no controller experience.

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Vision OS really does provide a seamless way to move things around and interact with 3D space.

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Even if Apple's prudishness and their apathy towards gaming

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ended up boxing out two of the biggest app categories

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for VR users, so sorry. Excuse me, I mean, spatial computing enthusiasts.

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Which raises another problem with this device. In spite of its up to 120 Hertz refresh rate,

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not to mention God tier displays, it's not a gaming headset.

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So no matter how good it is, and it is good, even the speakers are okay for their size.

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It's not really a competing product, or maybe Apple wishes it wasn't.

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Valve confirmed for me that the frame is also going

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to support desktop projection, which was one of the best use cases that I personally found

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for the Vision Pro, just setting up like giant virtual monitors in your workspace.

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That leaves Apple with a pretty tough sales pitch, and I've hardly even talked about the price.

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For the cost of this Vision Pro M5, I could buy a VR capable gaming system

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and our next VR headset, the big screen beyond two.

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It's expensive, it's a little light on the extras,

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but it is impossible to not marvel at the size

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and the phenomenal displays that they packed into this thing.

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Like the Vision Pro, big screen gets great contrast

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and outstanding motion performance thanks to using micro OLED displays.

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They are at a lower resolution and a lower peak refresh rate of 90 Hertz,

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but without close they sit to your face, not to mention their new upgraded pancake optics,

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you get a measurably wider field of view to go along with your great contrast.

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There is no question in my mind that the frame will fall behind the beyond two

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when it comes to image quality and when it comes to weight.

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The beyond two boasts a super lightweight of just 107 grams.

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Okay, all right, they lean pretty heavily into that number in their marketing,

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which does not include the weight of their head strap, a head strap that I would describe as garbage

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on any other headset, but the beyond two gets away with it a little bit

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because it is still so light

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and that's not even the best part of the ergonomics. When you get one of these,

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you can send in a scan of your face to get a custom molded face plate

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that will fit you perfectly. Unparalleled comfort, zero light spill.

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Does make it a little trickier to share your headset

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unless your housemates also buy their own face gaskets,

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but with this level of immersion, are you gonna wanna share with your SO anyway?

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Well, maybe because otherwise they might object to a few things, first being the base stations

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and the headset tether that are gonna be lying around in your shared living space.

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Yep, the beyond two uses Valve's second generation

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outside in tracking solution, which kind of raises some questions

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about how they're gonna support themselves in the future now that Valve has moved their first party base stations

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to end of life. The second big one is the price.

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This headset I'm holding is 11 Hundo. That's for the base non eye tracking version

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and includes no base stations, no controllers and not even an audio solution.

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You have to BYO USB-C headphones. Now you can get an audio strap from big screen

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so you don't have to put headphones on and off every time and it's pretty nice.

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They use cost drivers, but it's 130 bucks, man.

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Still, you gotta give these guys credit. They came out of nowhere, they set a goal,

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built in no compromises, lightweight headset and they absolutely nailed it

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with diamond encrusted golden nails, which I guess brings us to the PSVR 2,

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which is on the other end of the spectrum, an unbelievable bang for the buck

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if you don't mind being tethered to your PC. Originally launched as a standalone accessory

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for the PlayStation 5, Sony's sales of this device

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allegedly did not meet their expectations and they later opened up compatibility for PC.

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They also dropped the price from a launch price of $550 to just 400

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and there is a lot of value on the table at that price.

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I'm talking 2,000 by 2040 OLED displays at up to 120 Hertz.

00:17:13.720 --> 00:17:18.040
There are some drawbacks, they're not micro OLED and they're using Fresnel lenses

00:17:18.040 --> 00:17:21.920
rather than pancake optics, probably to squeeze out as much brightness as possible

00:17:21.920 --> 00:17:26.280
from those OLEDs and the ergonomics do leave a little bit to be desired

00:17:26.280 --> 00:17:30.760
with some light spill and kind of a one size fits all approach

00:17:30.760 --> 00:17:34.280
but again, at that price, you're getting the headset,

00:17:34.280 --> 00:17:37.640
you're getting the controllers and you might not care about this

00:17:37.640 --> 00:17:42.200
but you're also getting compatibility with the PlayStation 5 and the PlayStation 5 Pro,

00:17:42.200 --> 00:17:47.240
something that you won't get from any of these other headsets which finally brings us to the frame

00:17:47.240 --> 00:17:52.080
and maybe the toughest part of our discussion. What price does the steam frame need to hit

00:17:52.080 --> 00:17:57.200
to be the industry disruptor that we all want it to be? So far, all that Valve has said on the subject

00:17:57.200 --> 00:18:00.440
is that they expect it to be cheaper than the index

00:18:00.440 --> 00:18:06.680
but as much as people might hope that they meant just the headset, there is zero shot of that.

00:18:06.680 --> 00:18:10.160
So all that that tells us then is that they expect it

00:18:10.160 --> 00:18:13.960
to be under the $1,000 price of the index bundle

00:18:13.960 --> 00:18:17.600
and if I'm being honest, I don't think it's gonna be by much.

00:18:17.600 --> 00:18:19.960
Incoming hot take here, come closer.

00:18:21.240 --> 00:18:26.080
One of the reasons is that I don't think Valve has to price it any lower than the index.

00:18:26.080 --> 00:18:31.720
I think they can charge however much they want for it and that sucks but hearing people internally

00:18:31.720 --> 00:18:36.880
talk about this thing, it is very clear that people are willing to spend a ton of money

00:18:36.880 --> 00:18:40.100
to get this device because there are so many other layers

00:18:40.100 --> 00:18:45.840
to the frame that none of our other headsets even approach the effects compatibility layer

00:18:45.840 --> 00:18:49.260
that allows you to play Windows x86 games on this thing

00:18:49.260 --> 00:18:54.520
or the expansion port that will allow third-party manufacturers to make all sorts of modules.

00:18:54.520 --> 00:18:59.400
The generally open approach that Valve takes to their hardware that you purchased.

00:18:59.440 --> 00:19:04.160
I hate that that sets them apart but it does.

00:19:04.160 --> 00:19:08.760
Now, I have a pretty decent wish list for our frame two already.

00:19:08.760 --> 00:19:14.120
I want OLED displays, I want a better light seal around the nose and maybe I hope not

00:19:14.120 --> 00:19:17.840
but probably better audio but there is no denying

00:19:17.840 --> 00:19:22.760
that Valve has put together an outstanding package and even if it is $1,000,

00:19:22.760 --> 00:19:26.380
I'm gonna be buying one on launch day and so will a lot of people.

00:19:26.380 --> 00:19:29.900
Just like I hope you'll buy this segue to our sponsor.

00:19:29.900 --> 00:19:33.900
If you guys enjoyed this video, why not go check out the original Steam Frame video

00:19:33.900 --> 00:19:37.060
where I got hands on and gave my first impressions.

00:19:37.060 --> 00:19:41.860
I'm super excited to get my hands on this thing and take a look at it in more depth in the future.
