Steam Frame: The Ars Technica review
In the 2010s, Valve was at the forefront of a virtual reality revolution that looked to some like it would upend the gaming industry. The Valve of six to ten years ago seemed committed to being a major player in the world of PC-connected VR headsets, first through its βstrategic partnershipβ with HTC on the impressive-for-the-time Vive headset (plus the SteamVR platform standard that powered it) and then years later with its own Index headset (and proof-of-concept adventure Half-Life: Alyx).
Then came the Meta (previously Oculus) Quest, a low-powered, low-cost headset that proved the vast majority of VR-curious gamers didnβt want to bother with being literally tethered to a bulky, expensive gaming PC. As the Quest line carved out a modest niche through the 2020s, Valve seemed more or less satisfied to let its earlier VR hardware and software ambitions wither on the vine.
Those years of Valveβs benign neglect of VR make the imminent release of the $1,049 Steam Frameβwhich starts taking reservations todayβmore than a little surprising. Now that virtual realityβs hype-fueled, revolutionary promises have decidedly not played out, Valve is somehow ready and willing to limp headfirst into the world of standalone VR headsetsβtoday, in 2026. And after spending a week or so with Valveβs latest foray into gaming hardware, the Frame somehow feels simultaneously overengineered and underbaked, depending on how you look at it.


Β© Kyle Orland