Who is the $1,059 Steam VR headset for? | The Vergecast
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The VergeCast由Sean Hollister主持,邀请了CNET的Scott Stein,共同讨论Valve新推出的“Steam Frame”,一款重一磅的VR头戴设备。两位经验丰富的VR评论员都指出,这款设备感觉有些未完成。在深入探讨Steam Frame之前,“Verge 90秒”环节涵盖了2026年9月14日星期一的当前科技新闻:一场关于AI公司是否应该放慢脚步的辩论(Sam Altman和Elon Musk等人物建议谨慎,而Donald Trump和中国则在加速);Waymo自动驾驶出租车就“幽灵枪”事件报警求助乘客;汽车出售用户数据;以及LG对其电视窃听指控的回应,称其电视不会“持续”录制对话。
Steam Frame标志着Valve重返VR硬件领域,它提供了一款类似于Meta Quest的独立头戴设备,但同时也是一款兼容Steam的游戏设备。它可以玩2D Steam游戏,无线连接到PC,并在其集成的Qualcomm Snapdragon芯片上运行独立游戏。至关重要的是,它可以从PC串流游戏,支持平面和广阔的VR游戏,并且理论上允许移植Android VR游戏。与典型的消费级VR设备不同,Steam Frame暴露了一个完整的Linux桌面,使高级用户能够在玩游戏的同时运行Discord等应用程序。这得益于复杂的技术栈,包括用于Linux上Android兼容性的“Lepton”,以及用于在智能手机芯片上运行Windows游戏的ARM移植版“Proton”。
Steam Frame的定价为256GB型号1,059美元,1TB版本1,299美元。尽管与Meta Quest设备相比价格昂贵,但Scott指出,它与Snap specs(2,000美元)或Vision Pro/Galaxy XR(1,899美元)等其他高端XR产品更为接近。
用户体验包括模糊的摄像头透视(passthrough)和可浮动、可调整大小的屏幕。主要通过控制器进行交互,因为手部追踪功能尚未可用。这些控制器具有独特的模式切换按钮,可在游戏手柄功能和用于操作虚拟窗口的激光鼠标之间切换。一个专用的Steam按钮管理菜单,并允许在现实世界透视和完全虚拟环境之间快速切换。空间音频提供定向声音,增强了放置窗口的沉浸感。然而,性能有时会受到影响,风扇启动,出现卡顿,并且虚拟窗口会不可预测地重新定位。显示屏采用每眼2160x2160的LCD面板和Pancake透镜,被描述为良好但并不出色。Scott发现眼镜兼容性很差,尽管Valve承诺未来会提供模块化,包括一个“发烧友套件”,其中包含改进的头带、双倍电池容量、Valve Index风格的耳罩式扬声器以及用于调节镜片距离的额外垫片。
主持人讨论了Steam Frame的目标受众。他们一致认为,它不适合那些寻求便携式游戏系统的人(因为与Steam Deck相比有所妥协,对要求苛刻的游戏兼容性有限,且电池续航能力差),也不是Meta Quest的直接竞争对手(考虑到价格和游戏库差异)。相反,它似乎是针对那些拥有强大PC,并寻求无线Steam VR解决方案的早期采用者,实际上是Valve Index的替代品。在一个被描述为“半死不活”的VR市场中,他们质疑其价格是否会吸引开发者。
一个亮点是《半衰期:爱莉克斯》的独立版本,被誉为Steam Frame上最令人印象深刻的体验。尽管图形有所降低,但其流畅的渲染和焦点渲染(foveated rendering)的使用展示了头显的潜力,甚至利用了控制器电容式传感器进行手指追踪。
评测Steam Frame是一次典型的Valve体验:没有全面的指南,持续的故障排除,以及频繁的错误报告。虚拟物体消失、音频中断或头显断电等问题很常见,让评测人员感觉自己像内测人员。然而,一些报告的错误在随后的软件版本中得到了迅速解决。
Sean和Scott都对底层技术感到兴奋。他们认为Steam Frame在ARM芯片上运行Windows游戏的进步,可能为未来手机上的Steam铺平道路,从而实现深度游戏体验,并可能带来更实惠的ARM驱动掌上设备。它被视为未来更先进显示眼镜的“过渡产品”。
最终,两位评论员都不会在发布时购买Steam Frame,因为它价格高昂且尚未完成,这与Steam Deck最初“光荣的烂摊子”状态如出一辙。然而,他们承认其具有显著进化的潜力,使其成为一款引人注目但仍属于早期采用者的实验性设备。
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.
摘要
Sean Hollister got his hands and face on Valve's new VR headset, the Steam Frame. It's expensive, starting at more than $1,000. It's buggy — he and CNET's Scott Stein both felt like beta testers as they reviewed it. But it's also full of interesting ideas, including the promise that Steam games could one day come to your mobile phone. This week on The Vergecast, Sean and Scott discuss who exactly this device is for, in a world that mostly seems to have moved on from VR.
0:00 Intro
00:30 90 Seconds on The Verge
01:52 Introducing the Steam Frame
07:14 Controls and Interface
12:23 Audio and Performance
14:41 Who Is This For?
19:37 Display and Glasses Fit
21:24 Headset Modularity
25:36 Is VR Dead?
30:36 We Feel Like Beta Testers
33:35 The Future Beyond VR
36:46 Would You Buy It
40:18 Wrap Up
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