The VergeCast, hosted by Sean Hollister, welcomed CNET's Scott Stein to discuss Valve's new "Steam Frame," a one-pound VR headset. Both seasoned VR reviewers, they noted the device felt somewhat unfinished. Before delving into the Steam Frame, the "90 Seconds of the Verge" segment covered current tech news from Monday, September 14th, 2026: a debate on whether AI companies should slow down (with figures like Sam Altman and Elon Musk suggesting caution, while Donald Trump and China accelerate); Waymo robotaxis calling police on riders with a "ghost gun"; cars selling user data; and LG's response to allegations of its TVs spying, stating they don't "continuously" record conversations.
The Steam Frame marks Valve's return to VR hardware, offering a standalone headset akin to a MetaQuest, but also functioning as a Steam-compatible gaming device. It can play 2D Steam games, wirelessly connect to a PC, and run standalone games on its integrated Qualcomm Snapdragon chip. Crucially, it streams games from PCs, supporting both flat and expansive VR titles, and theoretically allows porting Android VR games. Unlike typical consumer VR devices, the Steam Frame exposes a full Linux desktop, enabling power users to run applications like Discord alongside games. This is made possible by a complex technology stack, including "Lepton" for Android compatibility on Linux and an ARM-ported version of "Proton" for running Windows games on the smartphone chip.
Pricing for the Steam Frame is set at $1,059 for the 256GB model and $1,299 for the 1TB version. While expensive compared to MetaQuest devices, Scott noted it aligns more with other high-end XR offerings like Snap specs ($2,000) or Vision Pro/Galaxy XR ($1,899).
User experience involves fuzzy camera passthrough and a floating, resizable screen. Interaction is primarily via controllers, as hand tracking isn't yet available. These controllers feature a unique mode-switching button, toggling between gamepad functions and a laser mouse for manipulating virtual windows. A dedicated Steam button manages menus and allows quick transitions between real-world passthrough and fully virtual environments. Spatial audio provides directional sound, enhancing the immersion of placed windows. However, performance suffered at times, with the fan kicking in, stuttering, and virtual windows unpredictably repositioning. The display features 2160x2160 per eye LCD panels with pancake lenses, described as good but not spectacular. Scott found glasses compatibility poor, though Valve promises future modularity, including an "enthusiast kit" with improved headstraps, double battery capacity, Valve Index-style over-ear speakers, and additional spacers for lens distance.
The hosts debated the Steam Frame's target audience. They agreed it's not for those seeking a portable game system (due to compromises compared to the Steam Deck, limited demanding game compatibility, and poor battery life) nor a direct competitor to MetaQuest (given the price and catalog disparity). Instead, it appears aimed at early adopters with powerful PCs looking for a wireless Steam VR solution, effectively a Valve Index replacement. In a VR market described as "half-dead," they questioned if its price would attract developers.
A highlight was the standalone version of *Half-Life: Alyx*, praised as the most impressive experience on the Steam Frame. Despite graphical reductions, its smooth rendering and use of foveated rendering showcased the headset's potential, even leveraging the controllers' capacitive sensors for digit tracking.
Reviewing the Steam Frame was a characteristic Valve experience: no comprehensive guide, constant troubleshooting, and frequent bug reporting. Issues like virtual objects disappearing, audio cutting out, or the headset losing power were common, making reviewers feel like beta testers. Yet, some reported bugs were swiftly addressed in subsequent software builds.
Both Sean and Scott were excited by the underlying technologies. They believe the Steam Frame's advancements in running Windows games on ARM chips could pave the way for Steam on future phones, enabling deep gaming experiences, and potentially more affordable ARM-powered handhelds. It's seen as a "bridge product" to future, more advanced display glasses.
Ultimately, neither reviewer would buy the Steam Frame at launch due to its high price and unfinished nature, drawing parallels to the Steam Deck's initial "glorious mess" state. However, they acknowledged its potential to evolve significantly, making it a compelling, albeit early-adopter, experimental device.