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Steam Frame: The Ars Technica review

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Why This Matters

Valve's re-entry into standalone VR with the Steam Frame marks a notable shift after years of focusing on PC-connected headsets. Despite mixed reviews on its hardware execution, the device's lightweight design and comfort improvements highlight Valve's ongoing interest in making VR more accessible. This development signals that major players are still betting on VR's future, even as the market has evolved beyond initial hype.

Key Takeaways
Worth a Look

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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 “strategic partnership” 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 didn’t 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 Valve’s benign neglect of VR make the imminent release of the $1,049 Steam Frame—which starts taking reservations today—more than a little surprising. Now that virtual reality’s hype-fueled, revolutionary promises have decidedly not played out, Valve is somehow ready and willing to limp headfirst into the world of standalone VR headsets—today, in 2026. And after spending a week or so with Valve’s latest foray into gaming hardware, the Frame somehow feels simultaneously overengineered and underbaked, depending on how you look at it.

A new high-water mark in comfort

The Steam Frame makes a great first impression on your face. The entire setup weighs just 440 g (a bit under a pound), a roughly 15 percent weight reduction from the Meta Quest 3’s 515 g. That weight reduction inches us ever closer to the 250 g target that Meta’s former CTO John Carmack said he was once trying to achieve at the company.

Kyle Orland The split design with the rear battery pack and the front lens housing is a game changer. The split design with the rear battery pack and the front lens housing is a game changer. Kyle Orland Kyle Orland A comparison shot with the significantly less comfortable Meta Quest 3S (right). A comparison shot with the significantly less comfortable Meta Quest 3S (right). Kyle Orland The split design with the rear battery pack and the front lens housing is a game changer. Kyle Orland A comparison shot with the significantly less comfortable Meta Quest 3S (right). Kyle Orland Kyle Orland The prominent nose cutout for the Steam Frame (left) is a strong design and comfort choice. The prominent nose cutout for the Steam Frame (left) is a strong design and comfort choice. Kyle Orland Kyle Orland Close-up of the cushioned, curved battery pack that sits on the back of your skull. Close-up of the cushioned, curved battery pack that sits on the back of your skull. Kyle Orland The prominent nose cutout for the Steam Frame (left) is a strong design and comfort choice. Kyle Orland Close-up of the cushioned, curved battery pack that sits on the back of your skull. Kyle Orland

If anything, that “all in” weight overstates how heavy the Steam Frame actually feels on your head, though. That’s because roughly half the weight is contained in a curved, cushioned, 21.6 Wh battery that tucks in behind your skull, attached to the back of a thick, stretchy headstrap. The remaining “core” lens-and-compute housing is noticeably less front-heavy than any other VR headset I’ve tried. Combined with the counterbalance of the battery in the back, the Steam Frame never feels like it’s pulling your head forward or threatening to fall down the bridge of your nose as many heavier, less balanced headsets can.