Video summary
The Steam Frame is a high-end, modular virtual reality headset released by Valve with a price tag around $1,060 to $1,590, positioning it as a premium device rather than an entry-level option. Unlike mainstream competitors like the Meta Quest which are significantly cheaper, the Frame is designed for early adopters and tinkerers who value openness and compatibility over affordability. The headset features a unique modular design that allows users to attach accessories such as color cameras and different head straps, but it comes with notable limitations including a lack of built-in hand tracking, no passthrough cameras in its base model, and a relatively short battery life of about two hours. Despite these constraints, the device is praised for being lightweight, comfortable, and utilizing advanced features like foveated rendering to boost performance in supported titles.
A central theme of the discussion is the Frame's role as a "Rosetta Stone" for the fragmented VR landscape, aiming to solve compatibility issues by running a vast library of games from the Steam Deck ecosystem directly on the headset. The device functions somewhat like a handheld console worn on the face, capable of playing both native VR titles and standard 2D PC games, though its performance varies wildly depending on the software; some older or demanding titles run poorly without developer optimization. While it cannot fully replace a dedicated gaming PC for everyone, it serves as an excellent standalone alternative for users who previously owned Valve Index headsets, offering similar experiences at a comparable price point while adding standalone capabilities. The inclusion of Steam OS and Linux support further enhances its appeal to tech enthusiasts who enjoy customizing their hardware and exploring open-source applications within a virtual environment.
Looking toward the future, the conversation highlights how the VR industry is undergoing a significant transformation where traditional bulky headsets are blending with smart glasses technology. The Steam Frame represents an old-fashioned form factor attempting to break new ground in an era dominated by lightweight AR glasses from companies like Apple, Meta, and Snap. Experts suggest that this device acts as a stepping stone or testing ground for Valve's long-term vision, potentially paving the way for future products that combine the best of both worlds—VR immersion with the sleek design of smart glasses. As the market matures and AI integration becomes more prevalent, the focus is expected to shift toward devices that seamlessly merge these form factors, making the Frame a crucial piece in defining the next generation of wearable computing even if it requires users to take a leap of faith regarding its current limitations.
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[music]
Hello everybody and welcome to Daily
Tech News Show weekend edition brought
to you by me, Jason Howell. Also, my dog
Bronson is wandering around. You might
see his tail if you're watching the
video version. Uh this is gratefully
provided to you because you support this
show. So, thank you uh for doing that.
And today we're going to be talking
about virtual reality and specifically
the release of the anticipated Steam
Frame VR headset. Uh this is not an
inexpensive VR headset. It is uh right
around $1,060,
$1,59 if you want to be exact, but we'll
go ahead and round it up just cuz it's a
little friendlier. Um, so it's not
necessarily cheap like uh like some of
the more mainstream devices, you know,
like your MetaQuest and and everything.
That's like, you know, I don't know,
$700 less expensive somewhere in that
region. Um, so what is it good at? Where
does, you know, VR even stand in 2026?
That's what we're going to talk about
today. And joining me to do that is
Scott Stein, CNET, editor at large. Good
to see you, Scott.
>> Hey, good to see you, too, Jason. Um,
I'm on the road cuz I'm looking at Snap
Specs uh stuff tonight. So, more to come
on that, but uh but that's that's in LA
and then MetaConnect coming up. So, it's
a big there's a lot of glasses headset
stuff happening.
>> Tell me about it. I uh you know,
probably like 6 months ago, I was like,
you know what? I'm going to lean into
glasses with my like my YouTube channel
and you know, some of the other coverage
that I'm doing on the other shows. And
it's like I put that energy out there
and now I've just got this mountain of
glasses next to me and I don't have
enough time to get to them all because
everybody's got different glasses. Not
just, you know, not just VR, which is
what we're going to talk about
predominantly here, but smart glasses. I
mean, glasses are just a big deal in
2026, it seems. And not all positive,
you know, some of it's negative, too.
[snorts]
>> A a lot of it has been going uh
negative. And it's it's kind of like
both asking for more players in the
space to help define it out and it's
it's earlier than like most people
haven't even really used the tech. So
it's it's like
>> it's like early fears of the tech as
well as um legitimate concerns about
what's going on and it's all flying
around and there's a million different
types of devices too.
>> A million different types. Uh with
cameras without I mean you know I've got
the holiday G2 are the ones that I'm
working on right now. Oh, you know, do
the frames fit your face is a whole
other thing. Do they have cameras? No.
Audio, all the things. But what what
we're going to be talking about today, I
mean, primarily anyways. And I mean, we
can get to those other things. I'm
fascinated by it all. But, um, is the
frame. And you Well, I think you even
have it in in your hot little hands over
there. There is the steam frame.
>> This is This is the steam frame all
kitted out. This is like with the
accessories. This head strap is extra.
Um, this is a a modular color camera
that you can get for $149
that
>> Oh, it just like snaps right on or snaps
right right off.
>> So, there's a Wow, this is one of the
two modular ports on the Steam frame.
There's a little like slot in there and
this thing Arcturus Vision goes in there
and gives it the color camera. So, it's
interesting. Plus, like this whole thing
comes off. the whole uh I'm not going to
detach now, but like this part comes off
from here and there's a little plug-in
thing that you could put in a different
type of head strap and battery. And
>> I'm sure there'll be other there's
another option from Valve coming, but
the whole thing is designed to be
modular. It's one of the interesting
things about this little little headset
Curiosity that I've been reviewing.
[snorts]
>> Okay. So, um so first of all, everyone
should, you know, go to CNET. You have a
written review for for the headset. You
also have a video review. We were
talking before we hit record on how
it's like when you do reviews at CNET
nowadays and I guess it was this way
when I was working there too. It's like
twice the work cuz you [laughter] got to
do the written thing and then you got to
go to a new team and do the video thing.
So they keep you busy. But you gave it a
seven out of 10. I guess we'll we'll
just kind of start right there. You
know, could be better, could be worse.
Um I I guess why don't we start there?
Like what what is uh at the end of the
day kind of the high level? What drives
the seven out of 10 if you had to
summarize?
>> Yeah, that was such a hard thing to land
on and I felt uh anxiety and and second
thoughts about it. I kind of looked at
where I also was landing afterwards when
we all came out with reviews and I
thought okay yeah cuz I mean I don't
like landing at a 7 out of 10 because it
kind of feels like I'm saying like a
kind of like me it's like it's kind of
easy to land there. But
>> two things were at play here. one is
that price what it's doing right now uh
and what it can replace are rough you
know this is this is not something where
I would go oh yes this is something you
should get or this is something that can
absolutely step in and replace something
or be the gaming thing that that Valve
wants it to be for everything at the
same time uh while it was buggy while it
had some weirdnesses and all sorts of
things which are very Valve Um, I liked
using it more and more over time and I
found myself happy to dip into it. I
mean, I brought it with me to keep
testing it and have it with me because
it's so close to the review, but also
kind of fun to take it with me. And I I
pay attention to those feelings and I
thought, okay, you know, plus I'm very
glad that it exists in a way that I'm
not it doesn't really factor into the
rating entirely, but it kind of does in
that I think it's a needed device in the
landscape. anyone, you don't need VR.
And that's the thing and the question
of, you know, is VR essential where it's
always kind of alive and dead through
all the years that I've been covering
it. And I'm used to that.
>> But it's gotten so condensed now. Like
for all the players that were in the
space, it's kind of like Meta and not
many others. I mean, Apple's doing its
own thing and it's hard to tell where
it's going. Vision Pro, Samsung and
Google are doing their own thing. And so
Valve um is necessary competition and
kind of trying to solve a lot of
problems that are for compatibility that
have been lurking out there. That's a
long answer, but basically I think it's
it's kind of like a Rosetta Stone to
figure out to translate a lot of
different missing pieces in the
landscape.
>> So it's setting out to solve some of
those problems and compatibility. Does
it does it actually do so? I mean, you
mentioned in in your piece that like um
you know, it's kind of like a Steam Deck
in disguise. Maybe that kind of ties
into the answer a little bit from from a
universality perspective, but like you
know, you can play your your regular VR
games on here. You can also play your
flat 2D games on here. Um, kind of seems
to that end I kind of understand like,
oh, it's a Steam Deck, but in your
goggles, and when you want that extra
dimension, you can go there, but you
don't necessarily have have to. How does
it how does it do at handling all things
and being more universal in in its
approach?
It feels a little underpowered for what
it's aiming to do ambitiously, but I
also feel like Valve was trying to stick
a landing. It's kind of similar to Steam
Machine in the sense that, you know, I
think Valve tries to build these things
without going over the top. And
>> um it's hard to say, it's hard to say
that because that also the prices are
high. We're also at a time where all the
prices are going up and Valve seems to,
you know, acknowledge that that the
prices on these products are are all
higher than they intended. um hard to
tell where where it would have landed
without Ramageddon and everything, but
but like even with Steam Deck back when
the price was lower, there was a sense
of them trying to get to something
attainable without going too over the
top. And so the frame kind of feels that
way. It feels like they they got the
chipset that they could get that's it's
not a Qualcomm XR chip. It's a it's a
it's a Snapdragon 8 mobile chip, which
is unusual. Didn't have color pass
through cameras, which are pretty
common. I mean, they've been on the
Quest headsets that are that are cheaper
for years. Um, and Apple and and Samsung
have those. So, it doesn't have hand
tracking, which is something that is
pretty common in VR. Now,
>> it's kind of a big deal. I feel like
hand tracking is kind of one of those
things that more and more more expected.
I don't know if you'd agree with that,
but
>> it's helpful. And and then Valve says
it's coming. So, I believe them in the
sense that I think that that would be
very capable with the cameras that are
built in, but it's like um they're
working on it and it wasn't like an
essential piece in the beginning. It was
more about the controllers. So, those
are some of the oddities, but at the
same time, they call it a streaming
first headset. Um I think and um and
paradoxically, I mean, people might get
upset about this in my review. It's also
because I don't have a gaming PC at home
in my everyday life. I mean, we have
ones at at CNET, but I'm not a big PC
gamer. Actually, I'm not I'm just not
that person. Um, and and it is designed
to be a great experience if you're
plugging in the included streamingle to
stream. But that even wasn't the most
interesting thing to me because while it
would be nice to have a nice streaming
PC headset, there's a lot of headsets
that can do PC connections and even the
the Quest can do that reasonably well uh
at a lower price. But it's the
standalone promises of all these things
that I was like, I want to see what it
can do with that. So, a lot of my time I
spent with that. Um, part of the puzzle,
okay, as a VR headset, I to mention
those limitations. And then what games
work on it right now, this is very valve
2, the the great on frame category is a
is a narrow subset. And you know, not
all not that many games are in that uh
category yet. That was true with Steam
Deck. That was true with Steam Machine
at launch. There's probably like 130 and
growing. It keeps it keeps increasing.
Um, when I started reviewing it, it was
like 60, you know, and um, and then you
want to see what what things can play.
Valve does not prevent you from loading
anything on it, which is kind of cool
and weird in that you could just take
anything in your Steam library and boot
it up. Your mileage will 100% vary.
Sometimes will just totally fail out.
Sometimes it'll
>> Sometimes it'll really be rough. And in
a 2D game, that's fine. in VR that is
can be brutal and there's no there's no
heads up warning so you really want to
notice those like great on frame
recommendations carefully but all those
great on frame VR games are very much
quest ports you know like things that
you've seen before if you played VR kind
of the greatest hits of stuff walkabout
mini golf beaters even on there
>> yeah um
>> synth writers I looked at um you know
like old chestnuts you know job
simulator and that's kind of where VR is
at where it's like You see a lot of
these games that kick around and are
still good, but it's been years and
years. Um, those play fine and not
surprising. And they're getting better
with the updates. Originally, like the
refresh rate wasn't so great. It was
like defaulted to 72 hertz. Now I see
games that are going up to 120. The
headset can go up to 144, which is a
fast refresh rate. Um, the display is
good. It's like 2160 by 2160 per eye.
So, it's like, and it has like these
clear pancake lenses, so they're like
the MetaQuest 3. Um, I would say it's
kind of equivalent display-wise. It's
not the bleeding edge display experience
of a Samsung Galaxy XR or Vision Pro,
though. Like, you notice a big
>> a big difference there. But it's more
than good enough for games. You can play
videos on it. I'll get to that in a
second. But, um,
>> but the uh so the display actually felt
good. It's lightweight, too. So, like
that factors in where I felt like this
is smaller and more comfortable to wear.
Um,
>> it's like one pound or something. It's
super lightweight.
>> Yeah. And it's balanced with the back
thing. But in exchange for that, the
battery life is low. Even by VR
standards, it's 2 hours at best. Like I
found that most of the time after an
hour, I wanted to recharge it. Um, I saw
a lot of people also having those
experiences. The good news is you could
you could tether it to something or
daisy chain, but then you're tinkering
and then it's like there there's going
to eventually like a pro thing with a
hot swappable battery pack and um, but
then starts to get like how many pieces
you want to start adding to it. Um,
yeah. And so the game so the games were
like fine. I like the controllers. The
controllers are very
standard VR feel controllers. There's a
couple of things that are particularly
unique. One is that the buttons are all
like a regular controller on them with
D-pad and button layout.
>> Mhm.
>> So, and this goes into is it also a
Steam Deck. You can just use it as a
regular controller
>> for pretty much any game, which is
really nice because on a on a Quest or
other things, you usually have to reach
for a type of controller you want to
pair. You don't have to do that.
>> Yeah.
>> Mhm.
>> Yeah. And so you don't have to do that
here for for pretty much everything. A
standard Steam layout that it taps into.
The other thing is like this actually
has uh hidden touch sensors all around
the front and the bottom. So
>> Oh, wow. So, so even the control surface
itself, if you're not on the controls
themselves, the actual full face of it
is touch sensitive.
>> Yes. And not a lot of games take it
>> Yeah. Not a lot of games take advantage
of it yet, but they So, the the wild
game that I played on this is Halflife
Alex, which is the one people thought,
>> would this run on the Steam frame? And
it does. It's It's like a It was a a
pre-release build when I when I played
it. But that's the one that would get
people geeked out because I mean, this
was 6 years ago now, but it was it was a
a premium. It is a premium killer VR
game
>> and Valve made great efforts to port it
on here. There's definitely compromises,
but it works. Uh, it uses um foviated
rendering, which is another thing I
didn't mention on this VR headset as far
as how does it compare. There's
eyetracking for all the things it lacks.
Eyetracking is a very advanced feature
and um Valve ambitiously put this in
here to lower the processing um
requirements to try to squeeze more
performance out of this headset for both
streaming and for on headset. But like
HalfLife Alex is the only one phobia
rendering if you don't know is like
where it's enhancing the pixels only
where your where your phobia looks. So
makes everything else kind of invisibly
blurry.
>> It kind of requires eyetracking in order
to do that, right? because then it knows
where you're looking and all the things.
>> It's kind of like the way your eyes
work. It's interesting like well working
optical illusion. You don't really
notice it and it worked pretty well. Um
so Halfife Alex was like Half Life Alex
was like the the pinnacle of where
things could go on the headset. I think
that's why they showed it off. And and
the point is that also uh this tracked
finger motions like in the I could move
my fingers here and I noticed they were
showing up in the VR headset and I was
like wait a second it notices my pinky
moving and my finger. So that type of
cool stuff I didn't see in any other VR
game on the headset, you know, and would
any developer bother to develop for this
and do that? I have no idea. But um
>> they could. Yeah.
>> Yeah, they could. And so it kind of like
descended in in like excitement and
expectations on that. A lot of it felt
familiar. But then uh you I hope and
would like to run classic VR games.
There's like all the stuff going back.
Uh Valve was one of the first VR
pioneers in this new age. like they were
up against
>> Oculus 10 years ago where they paired
with HTC Vive, Steam VR. There's like
this um Adventure Time, Magic Man head
games that um came out around that time.
My kids love Adventure Time and I was
like, they haven't ported this over.
This would be great to run on the frame.
I hope it runs. Doesn't run. Um and then
I tried uh I tried um they had this old
Rick and Morty game that was really fun.
It was like a kind of like you go around
the place and play with stuff and that
loaded but at a horribly unusable
nauseainducing frame rate. And I think
they're promising that those games might
eventually work but they may require
developers to fix some stuff. I
>> was going to say yeah. Is that a system
update or is that a developer going in
there to optimize? And if that's the
case, yeah, you're not going to get
everything the way you want. So, and and
then Valve, like you go even deeper into
this where it's like Valve is using all
these like little magic tools like they
have compatibility tools. There was
something called Proton that was on
that's been on Steam Deck and other
things that has helps with game
compatibility and kind of like magically
automatically converts stuff to work
better. And they have something on this
called Leptton that um is supposed to be
like a VR conversion tool. And I'm just
like just go with it. So I I'm kind of
It sounds like over time they may start
having things find tools to help convert
stuff more. They claim that um Android
APKs and apps will work on this too,
which I haven't tried. But like part of
the cool part of this is and why I get
excited is that there's a very open feel
to it in terms of it's just like all the
other Steam devices. It's Steam OS, but
it's also Linux. So like you could just
open the Linux desktop part and start
downloading random Linux apps and you
know
>> download you really want to do inside of
VR. I guess you can
>> if you want to do that
>> sync up like a Bluetooth keyboard so you
could get some productivity
>> Bluetooth keyboard on hack [laughter]
your stuff around. I mean, for those
people, it's like a Reddit dream where
like you could just uh you could Yeah,
you could go hog wild down any road.
>> And um that's where I was kind of like,
okay, like I don't know. I'm playing
around with this a bit. I'm not going to
do that all the time, but I appreciate
it. Um
>> yeah, you appreciate that that's there.
The MetaQuest is is a little bit more
controlled. I mean, you you kind of had
to hack away, I think, at that to get it
to do, you know, certain other things,
but
>> um Okay.
>> But it's but it's rougher. And so that's
the VR answer. And it's kind of like,
yeah, would it be the VR headset? No.
For PC people, could it could it be a
really good replace? I mean, for the old
index, yeah, it would be a really good
replacement. And it's kind of like the
same price, $100 more. So, in that
sense, um, what you get for your money
over time is actually a lot more
exciting now, even though the price
seems so high. It's like a thing. I I
kind of look back and I was like, "Oh,
yeah, the Valve Index was $1,000 and it
needed a PC."
Okay. you know, it was like that's and
then I forgot that the Quest Pro was
like $1,500. So, it as expensive as it
is, like you said,
>> VR headsets are actually pretty
expensive across the board, especially
now like Vision Pro, I mean, Galaxy XR
is $1899 and the Vision Pro is
ridiculous. 3600. Um, the Quest is
artificially low because Meta, I think,
keeps it that way. and and so it's like
an it's kind of an impossible price like
and why nobody else has ever released
headsets in that price range. Um so it's
it is it is cheaper but I don't even
think anyone I I think the price this
would have been would have been like 700
if I were to guess and that's probably
what things like that cost. Um,
>> so okay. So then touching touching on
that that's really interesting because
like Meta doing what it apparently and
obviously has the resources to do price
that incredibly low become, you know,
makes it much more of a a main staple
for the majority of of like entry level
or mainstream VR users, let's say. But
then you have to really like being that
it's artificially lower price a headset
like this that's you know two to three
times more expensive it's really got to
prove itself then for those users. So
who is the audience for this and does it
do enough to separate itself from what
you can get for like a third of the
price.
>> Yeah. No it doesn't do enough to
separate itself right now and who it's
for? I think and I was talking to Sean
Hollister at the Verge about this. We
did a Verge cast and it was it was a lot
of fun. It was like you know he really
honed in on this too. It's for the
tinkerers. It's for the early adopters.
We've heard this before, but I really
think for this one, it's like if you
want to go for the ride and you are ex I
mean, I've seen a lot of people on
social and people I know in XR spaces,
people geek out on this and are like,
"Oh my god, I got to test this out. I
want to do this." And there are very few
products that can try to develop some of
these tools that are compatible and
allow that type of openness. Mhm.
>> That's like your That's kind of like,
you know, it's like it's like the cyber
deck trend, you know, of like people
going like, I want to have something I
can, you know, hack up. This is that
product like, you know, have fun, go for
the ride. Valve's usually pretty good at
they're promising a lot of support for
this. That's a huge I don't like going
on promises for uh potential. That is
like that is always a trap. I would say
historically Valve has proved it out but
it is unknown of course what will happen
with that. So that's what I feel
exactly. It is a leap of faith. And um
and then we didn't even get to the Steam
Deck part, which is
>> Yes, please.
>> Equally interesting in that this like we
have this whole trend in VR headsets
lately or ones that don't call
themselves VR headsets um but still are.
Um Vision Pro, Samsung Galaxy XR, they
and then it influenced Meta where
everything became these 2D apps running
2D apps in these in this interface. And
this kind of takes that same approach.
And so they're trying to make it like a
yes and device. Like the they're very
intentionally making this a sure it's
VR. It's also not VR. It's it can run
whatever you want. Like the whole Steam
library. Um run run 2D games on this and
put them on big screens much like what
you can do on a Vision Pro or Galaxy XR
and other other things like that.
>> Um at a at a lower price. So I felt like
oh that's kind of
>> in that lens. The pricing makes a lot
more sense. Yeah, for sure.
>> Yeah. Yeah. And but more expensive than
a Steam Deck, although the Steam Deck's
gone up in price. PC handhels have gone
up in price. Um, as a handheld, it's not
quite a handheld. You're wearing on your
face. And and so it's a different
experience. In some sense, it's great
and luxurious because you can put stuff
on a big screen. The games you can run
on it are also a subset of the games
that run on a Steam Deck. This is where
it got this is where it's like, what is
the proposition here? And the question
of how that'll change over time. And to
the bigger thing of what I think is
really going on with Valve is [snorts]
this is running on an ARM chip.
And I think this is one of the most
important initiatives of what Valve's
doing with this headset, which is that
uh I wrote about this in November. It's
like machine was pushing the hardware
experiments up but but still below PCs
and this is going down. And that's
interesting to me because if it runs on
a phone type chip, my mind races in all
these directions outside of VR where
it's like, could this mean Steam OS
running on a phone? Could mean running
on a tablet? Could it run and with um
Ramageddon and stuff like that? you
start getting PC gaming handhelds that
are running uh more affordable chipsets,
things that are smaller that can
basically run what you need and maybe be
a little less power like the like the
Switch Light, but they actually have the
same chipset, but you know, it's like
something where you're like a little
little lighter, less expensive. I I I it
feels like Valve's kicking the tires on
that for the whole Steam library. I kind
of feel like there's more I would
imagine there's more uh developer
support for that initiative too because
VR is a little bit floaty right now. But
but you know for 2D games to get them
running on ARM chips I feel like uh
there makes a lot of sense like there's
a lot of things you could potentially
optimize for that for all sorts of
things. So,
>> the [clears throat] games that work for
that are again like there's stuff like
Cuphead, Hollow Night, um,
>> uh, what are the types of games I played
on this? Um, Dave the Diver, uh,
Bellatro. These are things are not
pushing any sort of intense thing.
Portal 2 is the one that Valve put on
it. Really old game, but great game, but
like, you know, a little more 3D. Um, I
tried other games to test out. Some of
them worked kind of like the Steam Deck
surprisingly well, like Sector, which is
a great Twitch arcade shooter. Uh, Baby
Steps, which is a really fun bizarre
indie game, played pretty well. Um, you
know, Crazy Taxi, I have this old, you
know, in my library, I was like, "Oh,
this old version of Crazy Taxi plays
cool." Uh, Elder Ring was a mess and
Ratchet and Clank was a was a was a
mess. Those were like unplayable. um
some games like the didn't even like
authorize properly. So it is you know
experimental but they do sound ambitious
about um getting more games to work with
it. And then it's that same thing of
like I remember Steam Deck I I was
really late to review Steam Deck. I
didn't review it. Dan Arian reviewed the
first Steam Deck at CNET. Then I saw
people talk about how it was a mess and
then all of a sudden it became great.
When I reviewed Steam Deck OLED I came
aboard and I was like this is fantastic.
like I was like this is probably the
most exciting handheld next to the
Switch. And I found that there were a
lot of games that worked at that point.
So I kind of hope that like could Elden
Ring ever work on this thing? Like I
don't know. But um I think more games
will start optimizing. But that goes
back to short battery life. Kind of
weird to take with you,
>> more expensive and less game support
equals no, I would not call this a Steam
Deck replacement. But
>> but I could see um yeah, it's like
they're trying to bring all these pieces
together in this junction. Yeah. And and
then you play with um
>> you play with glasses now, too. One
thing I didn't bring up with this is
something you can already do on on a
Steam Deck, which is plug in a pair of
display glasses,
>> which is not VR.
>> Okay.
>> Right. And then you think like, wait a
second. So, I got a Steam Deck. I'm
putting a virtual screen up like XRail
or Vure. Isn't that kind of the same
thing as what I'm doing with the Steam
Frame?
>> And it is,
>> but I wonder if Valve is also thinking
about like the pieces where it's like
Steam Deck 2 in the future. Could there
be like and that XR aura that is a a
more advanced VR like pair of glasses
coming?
>> Super interested in that. Yeah,
>> I'm like
wouldn't Valve poss, this is all
speculative. Wouldn't Valve possibly
make a Steam Deck 2 where you plug in
more advanced glasses and suddenly it's
kind of VR like and then that's kind of
where frame like I'm like that's where
frame should go. Um, so it kind of feels
like an oldfashioned form. Like if for
all we talk about future tech, it's an
oldfashioned form for a boundary
breaking. We're in a season where I'm
looking at devices including Snap Specs
>> and Exreal Aura where all these things
feel like they're kind of melting the
forms.
>> They are.
>> And um that's the thing that excites me
most about Steam Frame. Yeah. It's But
you know,
>> I think the direction
Yeah. Yeah. Right. Right. It it does
sound like maybe this device is a
stepping stone device of some sort, a
testing ground. And um yeah. Okay. I
think the seven out of 10 sounds uh
pretty valid. Um kind of uh rounding
things out here, like you know, as we
look forward to the next couple of years
in in VR, I think you've kind of
actually already answered what I was
going to end with for the most part,
which is how these things are blurring
together. What do you Yeah. What most
excites you about like what's what's
coming up? How they are kind of
converging these different form factors?
[snorts]
>> It is converging in a in a numbing a
messy way now that is colliding with AI
in in a in a kind of helpful and
distracting way. Um reminds me of like
the metaverse uh overblow, you know,
where it was like
>> suddenly train wrecked everything. In my
opinion, still going back, it's like
people go the metaverse was, you know,
But it's like I thought the
concept of the metaverse was real, but
it got inshitified by the hype cycle and
by, you know, NF2 crypto and and
everybody just trying to turn everything
into everything. And then you [snorts]
don't know what's legit, what's not, and
everything's being overly forced. AI now
feels like a a clear tool that's going
to start, especially on smart glasses
and AR, yeah, is already going to become
a key factor. But it's such a cart and
horse thing where it feels like, you
know, everybody's dropping things and
running to the AI that I don't know if
the focus is being kept on like I like
to believe that it's all going to work
together, but there's a lot of stuff
just being like shoehorned in and thrown
in there.
>> And so that gets into like form because
the whole XR space is like kind of
having a midlife crisis. And then
glasses were supposed to be this
evolution or transformation or companion
to VR. But then as people started
backing out of VR, including Meta,
although they're they're probably coming
back with a a new type of uh smaller
more glasses like headset that they may
be talking about next week according to
reports. Um and they still have the
Quest, but they they de I mean they they
basically stripped so much stuff out of
it in the past year.
>> Yeah. Yeah,
>> game teams and support for things and
they they they admitted it's not doing
the levels that they had thought. But,
you know, I think that glasses have not
stepped up to help replace that. And so
it feels premature to power that down.
And for stuff like like something like
Snapspecs, just talking about them
because we already know they exist. Um
are like one of the only AR glasses
attempts that's out there that's real at
this moment. They're all kind of saying
they're coming, but
>> yes,
>> we're we're seeing these like
hodgepodge. Yeah, we're seeing all this
like
>> bits and pieces being glom that aren't
aren't really that and can't do anything
like it. So that's like the the long
answer. Like you said, the melt is and
where we're going. I've seen VR headsets
that are getting more compact and
glasses like and I would even call the
frame a tiny step in that direction.
Doesn't I mean it's still VR headsets.
>> I mean it's still big but it's man it's
so light like it's it's really kind of
>> it's lighter
>> and it doesn't feel gigant even like
just holding it and I was like this is
not gigantic. It's like this is a year
of tiny valve devices. I was like
machine is delightfully small. this is
like really not that big. Um,
and
the, you know, the Metaphenix thing,
which already, I mean, it looks like a
pretty good leak of what they're going
to have, is a
>> very thin thing. Um, it's like
everybody's striving to get to that next
thing and glom it or find a bridge.
>> So, I think we're going to start seeing
more of that. That XR or I was talking
about, it's like VR but in a glasses
form. And I think it's
>> Yeah, it's fantastic.
>> I think it's really cool.
>> Yeah. And and then I hope Google keeps
up development for it with Android XR.
You know, there's all these that's where
again Steam's position in this I I
really love because they're actually one
of the more stable pieces. Um Steam is a
massive library of stuff. It's the main
go-to for for indie developers. It's not
perfect, but they tend to keep stuff
around too. So like all the libraries
and support and like
>> you know Steam VR meta is flexing and
Google is
>> like unknown. Apple's unknown like there
I think there's too many like um floaty
pieces. So like when we talk about that
path of where things are going
I'm like Valve may be one of the most
stable pillars in
>> this is interesting
>> in the space. Yeah. So, go Valve, go.
But yeah, it's like I I think it's it
feels like um
>> Yeah, it feels like walking on uh moving
pieces of ice right now.
>> Yeah. Yeah. Which would be a great game
uh inside of VR. [laughter]
Uh Scott Stein, uh thank you so much for
carving out a half hour to talk about uh
your review and the future of VR and
smart glasses and all the things. you do
excellent coverage at CNET of all of
these this this whole side of the
industry. I'm always, you know, when I
see that you've got something new out,
I'm always super interested because I'm
very fascinated by the glasses as well.
So, if uh people want to find more of
you online, I mean, clearly your
coverage is on CNET. If they want to
find you, like what do you want to point
people to?
>> Definitely look for my if you Google
Google up my CNET profile, Scott Stein,
it lists all my stories that are coming.
So, it's helpful. It's not like
prominent on CNET's main page, but you
can look there. CNET's YouTube channel
has a lot of our breaking stuff. I am on
Blue Sky a whole ton. And I also have my
own little newsletter called the
Interwix that is on uh Beehive. I don't
always post things there, but it's kind
of my extended after hours thoughts on
the melting space. So, um look for that.
Sign up and it's free. So, I don't know.
Just I'll
have more there. And I'm I'm working on
a continuing podcast thing. So, I'll
tell you more about that when I'm when
it's all together, but it's great
talking about all this with you.
>> Yeah.
>> Yeah, absolutely. Scott, thank you for
carving out time again. Have good uh
have a good time with the rest of uh of
your time in LA for Snap.
>> Thank you. Yeah, we'll talk from that,
too.
>> There's a lot coming. Snap, Meta,
Google, uh XREL, we have a lot of
dominoes left this year.
>> Yeah. Yeah, indeed. Indeed. You'll be
following it all. Thank you again,
Scott. Uh, and of course, thanks to all
the people who support uh this show,
especially those of you on the Patreon,
patreon.com/dtns.
[music] Uh, we are, it's right down
there. We'll be back on Monday with a
whole lot of news to talk about on the
show. Appreciate you. We'll see you next
time. Talk to you later.
>> The DTNS family of podcasts,
helping each other understand. Diamond
Club hopes you have enjoyed this broker.
[laughter]