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Today — 15 September 2026Main stream

Studio behind the Moss Duology ‘Polyarc’ is shutting down

14 September 2026 at 13:15

While VR might not be the next big step in gaming as some were expecting, the platform has spawned many excellent franchises. One such series was Moss – a VR puzzler which saw you interact with an isometric world in order to assist the mouse ‘Quill’ on her journey. Unfortunately, despite launching two VR entries and a flatscreen port of the duology, studio Polyarc has announced its closure.

Taking to LinkedIn to make the announcement, the official Polyarc page confirmed the unfortunate news, writing: “Today is the end of an era for Polyarc. After nearly 12 years riding the joyous rollercoaster of emotions that is making video games, our time together has come to an end. As we wind down active development, we are saying our farewells to each other.”

The message continues, “Working together over all of these years has been an honor. Bringing surprise and delight to those who played our games has been a privilege. Thank you to everyone at Polyarc, our work is now finished.”

Moss Polyarc

This news comes as a bit of a surprise, given the fact that Polyarc only just launched their latest game a couple months ago: a flatscreen reinterpretation of the Moss Duology which arrived to a ‘very positive’ reception on Steam.

While far from the first studio to shut down in 2026, the closure of Polyarc is yet another blow to the games industry. Hopefully the roughly 30 developers impacted are able to find new employment.

KitGuru says: Are you surprised by the announcement? Did you ever give Moss a chance? Will VR forever remain a niche in the industry? Let us know down below.

The post Studio behind the Moss Duology ‘Polyarc’ is shutting down first appeared on KitGuru.

Valve engineers discuss the duality of the Steam Frame and pricing — Valve's newest VR headset pivots SteamOS to Arm

I spoke with Valve software developers Pierre-Loup Griffais and Jeff Leinbaugh about the Steam Frame launch, why the company is taking a two-pronged strategy with streaming and standalone support, and how the global memory/storage crunch affected development. You can read our review of the Steam Frame here, and the full transcript of our interview at Tom's Hardware Premium.

Nearly a year after first revealing the Steam Frame VR headset, Valve is now ready to deliver the finished product to paying customers. Reservations for the headset have opened today, three months after the launch of the Steam Machine.

Like the Steam Machine, the Steam Frame is launching amid absolute chaos in the tech industry. We're seeing higher prices across a wide range of PC hardware, especially memory and storage. Valve isn't operating in a vacuum, so those realities are reflected in the Steam Frame's pricing, which starts at $1,059.

I began by asking about the headset's genesis and the team's goals for creating a next-generation VR headset. "Work started on Steam Frame basically as soon as we shipped the Index," explained Leinbaugh. “And so we did a lot of exploration into technologies and features and use cases to try to answer that question. And the goals that we aligned on for what became the Steam Frame was to make [it] much easier to use, which to us meant a lighter, more comfortable, easier to get into and out of VR headset."

He added that with the previous Index headset, Valve was so laser-focused on making the best VR headset possible at the time that they made a lot of compromises to achieve those goals. And in many ways, those compromises were worth it to achieve their end goal. However, that strategy shifted with the Steam Frame.

"But this time around we thought we could achieve something that was a lot more comfortable, a lot more accessible. And so streaming technology was a big part of that. So the headset can be wireless so that there's not a lot of complicated setup to get to the game, whether that's playing on the headset or streamed," Leinbaugh continued. "So what we want to be possible is for somebody to put on the headset, browse their Steam library, and then just pick something that they want to play and not worry about too much else."

Standalone gaming on the Steam Frame

One of the biggest changes with the Steam Frame is that it can work with a robust wireless link to your PC, or as a standalone device using the onboard Qualcomm Snapdragon 8 Gen 3 SoC. I asked about the challenges in developing such a lightweight headset that can easily switch between operating modes.

"Yeah, a lot of the engineering challenges were around making sure that we had the right kind of compute and enough compute on the headset to both support a really good streaming experience, but also to be able to run games on the headset," said Leinbaugh. "So we picked the Qualcomm 8650 chip. It had a lot of capability, but in order to make use of that, we had to solve a lot of engineering challenges around thermal management and power delivery. So really treating this like making a really capable PC that just happens to run this particular mobile hardware was how a lot of the engineers approached that problem."

He added that Valve has taken a lot of the know-how from the Steam Deck and Steam Machine to give users the same SteamOS, but this time leveraging the Arm hardware along with Proton for emulation.

However, the Steam Frame has limits when playing games directly on-device, given its mobile-centric SoC. “Sure, games that are trying to push the boundaries on the AAA stuff that's very graphically intensive," explained Griffais. "Most of those recent ones won't run very well because it's a smaller compute envelope, right?"

"But there's a ton of stuff that is coming out that is a great experience on the Steam Frame. For example, I think last week the Metal Gear Solid Collection Part 2 released. And, you know, MGS4 is a game that I haven't played in, I don't know, 20 years at this point, but it's great from there."

He added that many indie games will run just fine on the Steam Frame, along with older back-catalog AAA games (which are still enjoyable) that don't require the compute of more modern titles.

"So I think the point is that you're able to engage with your whole library, right?" said Griffais. "And then have kind of a similar thing as the Deck where you're going to try and figure out if some games are maybe a little bit below the bar in terms of what you would like for performance."

Half-Life Alyx has been the poster child for VR gaming in recent years, and Valve has taken steps to ensure that Steam Frame users can have a proper native gaming experience. “And we're doing the same for Half-Life Alyx, where we're doing a lot of work to support the Frame more natively and trying to remove performance barriers that are induced by some of the translation, the emulation there that you get on normal and modified PC games.,” said Griffais.

Streaming on the Steam Frame

While standalone gaming on the Steam Frame is possible, Valve designed the headset first and foremost as a streaming device. To that end, Valve has taken steps to optimize the networking stack and improve performance. One of those steps is implementing foveated streaming to reduce strain on network resources.

“So the Steam Frame has eye-tracking cameras on the inside of the headset that know where your eyes are looking. And when you have that, there's a lot of potential use cases, but the one that we're using most consistently is foveated streaming, which really means when you're streaming, especially VR content, there's a lot of video data that you have to send," Leinbaugh explained.

"But because we know with eye-tracking cameras what part of the image you're looking at at any time, we can refocus some of those resources to make sure that the important parts of the image are treated as like first-class bits. And then the rest gets kind of the last part of the resource pool, which is the part of the image that you can't see and you won't notice the image degradation."

By not treating every bit delivered to the headset the same, Valve can reap performance and image quality gains. "So it's the best analogy really is it's almost as if the part that you're looking at is using about 10 times as much bandwidth and encoding bit rate as it actually is for the entire image, because we just squished it all into that part that follows where you're looking."

Valve Steam Frame 3

(Image credit: Tom's Hardware)

The Steam Frame communicates with your PC wirelessly using a dedicated Wi-Fi 6E USB dongle. Data transfers between the two happen over the 6 GHz channel for optimal performance. I inquired about how any disruptions/interference with that wireless link would affect gameplay.

“So there's a fallback mechanism built into that, which, if you have two links active and one of them drops out because of interference, or you walked out of range, or all the many reasons that wireless interference can happen," said Leinbaugh. "If something happens to one of those links, the other one will immediately pick up and cover the gap. And it's just very unlikely that a lot of those sources of interference will hit both links at the exact same time."

Other strategies can also step in; for example, if you have a latency spike, a previous frame can be "reprojected and replayed" to cover small gaps. For extended dropouts, there's no recovery method; the stream will fail, and you'll be booted to the default environment.

There are also other strategies that can step in; for example, if you have a latency spike, a previous frame can be "reprojected and replayed" to cover small gaps. For extended dropouts, there's no recovery method; the stream will fail, and you'll be booted to the default environment.

Pricing and availability

Pricing, of course, will be a big sticking point with the Steam Frame. Consumers got a bit of sticker shock with the Steam Machine given its hardware specs, and the Steam Frame will likely be no different. The Steam Frame starts at $1,069 for the 256GB SKU and costs $1,299 for the 1TB SKU.

"I think as far as memory prices and those kinds of conditions, we're really in it like everyone else," Griffais explained. "We've been working hard on trying to get the parts that we can get at the best price possible."

While all of us would love for memory and storage prices to fall to sane levels again, it will be a while before we see any relief. "It's an unfortunate situation all around. We wish that gaming hardware was cheaper, but we're definitely trying to be on the cheapest side that we can get despite all those conditions," Griffais explained.

But price increases aren't just limited to the likes of memory, as Griffais added, “Even just things like motherboards, copper, anything, even shipping anything worldwide right now is way more expensive than it was last year and two years ago. So every part of the sticker price is affected there."

The Steam Frame will be available starting September 14, and it will use a reservation system similar to that of the Steam Machine to cut down on scalpers.

Valve Steam Frame interview — why it costs up to $1,300, Snapdragon power, and 10x foveated streaming

Prior to the official launch of the Steam Frame, Tom's Hardware Premium had a chance to talk with Valve software developers Jeff Leinbaugh and Pierre-Loup Griffais. We discussed the development process behind the Steam Frame, the standalone and streaming modes, networking strategy, and pricing, which you can read in its entirely here. You can read our review of the Steam Frame here.

Like previous Valve launches, you can also read transcripts of our interviews with the company on the Steam Machine and Steam Controller.

The transcript below has been lightly edited for clarity.

Brandon Hill, Tom's Hardware: What were your goals in creating the Steam Frame and providing the framework necessary to support it, compared to legacy hardware like the Index?

Jeff Leinbaugh, Software Developer, Valve: Yeah, so the work started on Steam Frame basically as soon as we shipped the Index. And so we did a lot of exploration into technologies and features and use cases to try to answer that question. And the goals that we aligned on for what became the Steam Frame was to make [it] much easier to use, which to us meant a lighter, more comfortable, easier to get into and out of VR headset.

That was a better way to interact with your whole Steam library than the goals we had for the Index. Where the Index was just: we wanted to make the best possible VR headset that we could make. And that came with a lot of compromises, which were worth it because they allowed us to have this really great VR headset and see what that was capable of.

But this time around we thought we could achieve something that was a lot more comfortable, a lot more accessible. And so streaming technology was a big part of that. So the headset can be wireless so that there's not a lot of complicated setup to get to the game, whether that's playing on the headset or streamed.

And then the other big part of that accomplishing that goal was making it possible to interact with Steam just like you would on a Steam Deck and to be able to play games that don't even support VR in a virtual display. So what we want to be possible is for somebody to put on the headset, browse their Steam library, and then just pick something that they want to play and not worry about too much else.

And that's kind of where all the user experience goals, at least, came from around this. And then there's a lot of other technical goals that support that we can get into if you're interested in any of those.

Hill: So, that leads into my next question: what were the engineering challenges in making the Steam Frame a standalone device and one that can also stream? And I know you've got the wireless dongle to help with the networking offload.

Leinbaugh: Yeah, a lot of the engineering challenges were around making sure that we had the right kind of compute, and enough compute on the headset to both support a really good streaming experience, but also to be able to run games on the headset.

So we picked the Qualcomm 8650 chip. It had a lot of capability, but in order to make use of that, we had to solve a lot of engineering challenges around thermal management and power delivery.

So really treating this like making a really capable PC that just happens to run this particular [...] mobile hardware was how a lot of the engineers approached that problem.

And then from there, we kind of tied that into a lot of the work that we did for Steam Deck and Steam Machine running Steam OS now on ARM, but it's the same Steam OS.

So at some point we got to kind of meet in the middle and leverage Proton and Steam OS and a lot of things there to start getting games running.

Valve Steam Frame 3

(Image credit: Tom's Hardware)

Standalone mode & software support

Hill: And what kind of performance levels are you targeting for games using the Steam Frame when it's in the standalone mode?

Pierre-Loup Griffais, Software Developer, Valve: I guess it's hard to pinpoint a specific segment there because there are so many games on Steam that keep coming out that are running great on there, right? Sure, games that are trying to push the boundaries on the AAA stuff that's very graphically intensive. Most of those recent ones won't run very well because it's a smaller compute envelope, right?

But there's a ton of stuff that is coming out that is a great experience on the Frame. For example, I think last week the Metal Gear Solid Collection Part 2 released. And, you know, MGS4 is a game that I haven't played in, I don't know, 20 years at this point, but it's great from there.

And even at the higher resolution, 60 FPS is locked. So it's really cool to see games that are coming out right now that are great experiences on there. I think there's a ton of indie games and things that run really well too. And if you go down the back catalog, there's a ton of stuff from a little bit ago, even AAA stuff that runs great as well.

So I think the point is that you're able to engage with your whole library, right? And then have kind of a similar thing as the deck where you're going to try and figure out if some games are maybe a little bit below the bar in terms of what you would like for performance. And then off to stream those from another PC instead, or the Steam machine.

Hill: And building on that, how's the reception been to the Steam Frame Verify program from developers for the standalone games?

Griffais: I mean, I think we have a lot of developers that are pretty eager to get their games working well. And so we've seen it approached from different ways. Some folks do tweaks to their existing PC version and then get to a very good point with that.

But just the same kind of tweaks as you would expect from Steam Deck, where some surface-level tweaks for the user experience, like changing controller bindings a little bit or changing default settings in a way that really makes the game better for everyone and not just for Steam Frame.

And we're doing the same for Half-Life Alyx, where we're doing a lot of work to support the Frame more natively and trying to remove performance barriers that are induced by some of the translation, the emulation there that you get on normal and modified PC games.

And that's yielding great results to get to the next level of performance there. And so we expect that some developers will be doing some of that work or maybe adapting some of that existing work that they've already done on an Android version of their game and then adapting that through Lepton as well. So I think everyone's kind of engaging with it at a different pace there. But overall, I think like we're talking to a bunch of VR devs that are excited to get their games to be labeled as verified or playable.

Foveated streaming and technical hurdles

Hill: Could you go into a little more detail on foveated streaming and how it enhances the gaming experience with Steam Frame?

Leinbaugh: Yeah, so the Steam Frame has eye-tracking cameras on the inside of the headset that know where your eyes are looking. And when you have that, there's a lot of potential use cases, but the one that we're using most consistently is foveated streaming, which really means when you're streaming, especially VR content, there's a lot of video data that you have to send.

And so you're therefore very sensitive to how much available bandwidth that you have available for not just transmitting it over a wireless link, or whatever kind of link, but also just encoding and decoding that data. All of that takes from a pool of finite resources and your network stack or your graphics card.

But because we know, with eye-tracking cameras, what part of the image you're looking at at any time, we can refocus some of those resources to make sure that the important parts of the image are treated as first-class bits. And then the rest gets the last part of the resource pool, which is the part of the image that you can't see, and you won't notice the image degradation.

So instead of kind of evenly focusing all of the encoding and network resources around this entire immersive, all-encompassing VR image where you're not seeing most of it, we make sure that the part that you're looking at is encoded differently in a way that's a much, much higher equivalent bit rate.

So the best analogy really is [that] it's almost as if the part that you're looking at is using about 10 times as much bandwidth and encoding bit rate as it actually is for the entire image, because we just squished it all into that part that follows where you're looking.

Valve Steam Frame 3

(Image credit: Tom's Hardware)

Hill: Switching gears slightly, how are you compensating for temporary losses in connection or signal strength when gaming wirelessly? Is there a fallback mechanism?

Leinbaugh: Yeah, there are a few different levels of what we'll do, and we've made sure to do something in response to all these things happening. So the first thing is if you're using the wireless adapter, if you also are connected to your home WiFi, for example, which a lot of people just naturally will be, then the streaming, VR streaming will take advantage of both of those connections.

And so you'll have the adapter and your WiFi both active at the same time; we call it multi-link streaming. And what that means is that those two connections are competing against each other constantly, every single packet.

So there's a fallback mechanism built into that, which, if you have two links active and one of them drops out because of interference, or you walked out of range, or all the many reasons that wireless interference can happen. If something happens to one of those links, the other one will immediately pick up and cover the gap. And it's just very unlikely that a lot of those sources of interference will hit both links at the exact same time. So that's kind of the first line of defense that we have.

If you still don't, if you still have an interruption or maybe you only have one link active, then the headset has strategies to fill in those gaps. So if you have a short interruption, just like a latency spike or something, then a previous frame will get reprojected and replayed. And that works pretty convincingly for covering small gaps like that.

A lot of people won't even notice that it's happened. If you have an extended dropout where the video is just not arriving at all for whatever reason, then at that point, the video stream is not going to recover.

If it's a very extended dropout, but the headset will fade you back into the construct environment so that you're at least not getting stuck with a really unexpected experience or something that might confuse you or disorient you.

So the worst-case scenario is you'll just kind of fall back to the default environment and have a chance to either wait for it to recover or do something. Maybe you unplugged your Wi-Fi router or something that you need to go do.

Pricing and market conditions

Hill: When the Steam Machine arrived, there was a little bit of sticker shock with the price when it launched. And the Steam Frame is also around $1,000, close to $1,300 bucks in top trim. Surely Valve is sensitive to the realities of the marketplace with RAM and storage prices. How do you appease the gamers out there that are begging for some relief in hardware pricing?

Griffais: Oh, yeah, I think as far as memory prices and those kinds of conditions, we're really in it like everyone else. Like, there's not really anything special that we can do.

We've been working hard on trying to get the parts that we can get at the best price possible. But I think everyone's affected. [...] The fact that our price was affected by that compared to what we were hoping for is definitely true. But I'd say that it's trending along the reality of the market. And there's not really any sort of the kind of distortion compared to just the price of the parts in there.

And it's an unfortunate situation all around. We wish that gaming hardware was cheaper, but we're definitely trying to be on the cheapest side that we can get despite all those conditions.

It's not just memory and all that too, right? Even just things like motherboards, copper, anything; even shipping anything worldwide right now is way more expensive than it was last year and two years ago. So every part of the sticker price is affected there.

Hill: Final question: Are you planning to implement the same reservation system that you used for the Steam Machine with Steam Frame?

Griffais: Yeah, I think that's the plan.

[Interview ends]

Valve Steam Frame Review: Competent as a standalone VR, but wireless streaming remains the focus

Valve has been ramping up its hardware releases during 2026, with the Steam Controller launching this past spring, followed by the Steam Machine earlier this summer. The 2026 hardware onslaught is now culminating in the Steam Frame, the company’s latest headset aimed at VR and non-VR gaming.

Rather than being a streaming-only platform, like the preceding Valve Index, the Steam Frame has a powerful onboard Qualcomm Snapdragon 8 Gen 3 and up to 1TB of internal storage to play standalone games without the need for a PC. It’s an ambitious headset, which comes with an equally ambitious $1,000+ price tag.

Design and Comfort of the Valve Steam Frame

At first glance, the Steam Frame reminds me of oversized ski goggles, compared to the Daft Punk style of the preceding Valve Index headset. The overall design feels very organic, with soft curves and thin plastic to keep weight down. The thinner plastic drastically reduces weight compared to the Index (440 grams with the headstrap versus 809 grams for the Index).

Two forward-facing cameras (which provide a monochrome passthrough of your environment) sit near the bottom of the front cover, while two additional cameras sit on the side of the Steam Frame, facing sideways and slightly upward. Together, the four cameras provide headset and controller tracking. The final two cameras are internal for eye-tracking purposes. The main unit also houses a cooling fan that helps remove warm air from the Snapdragon SoC and keeps your head from sweating during extended gaming sessions.

Valve Steam Frame
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Valve Steam Frame 3
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An expansion port for future features sits at the bottom front of the Steam Frame, just ahead of where the headset rests on your nose. An interpupillary distance (IPD) adjustment knob sits at the top of the headset (ranging from 57.6 to 69.6 mm), while an IPD lock switch (to prevent accidentally hitting the dial when putting on or taking off the headset) is located inside the Steam Frame, directly above the proximity sensor. Although our review unit came with 1TB of internal storage, a microSD slot is available for further expansion behind the fabric-covered foam gasket that attaches magnetically.

On the right side of the Steam Frame, there are two buttons: Aux and Power. On the left side are volume up and volume down. The Steam Frame has four speakers, two on each side of the headset, positioned low just below the arm pivots for the adjustable strap. You can also use Bluetooth headphones/ear buds if you prefer.

Valve Steam Frame
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Valve Steam Frame
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Valve Steam Frame
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Valve Steam Frame=
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Speaking of the strap, I found it to be comfortable and highly adjustable. The straps attach to a padded restraint (which houses the 21.6 Whr battery) that cradles the back of your head. The Stream Frame's lightweight design, combined with the pressure-relieving front gasket and rear cradle, helped reduce fatigue after extended sessions (particularly with Half-Life: Alyx). Speaking of the rear cradle, I appreciate that the USB-C port for charging the Steam Frame is located here instead of on the front of the headset. This leaves the dangling cord behind, out of the way (if you want to charge the device while wearing it).

Our review unit came with the Steam Frame, two wireless hand controllers, a USB-C to USB-C cable, and the headstrap. Our kit also included a USB-C power adapter ($29). We also received the Ergonomic Accessories Kit ($59), which contains a headstrap for the Steam Frame, two hand straps for the controllers, and an extended light blocker gasket that fits on the underside of the headset to further reject ambient light. I personally didn’t feel that any of the additional items in the Ergonomic Accessories Kit were necessary to enhance my experience with the Steam Frame.

Valve Steam Frame Specifications

Display

2160 x 2160 per eye

Display Type

LCD

Refresh Rate

72 Hz to 120 Hz, 144 Hz (experimental)

Processor

Qualcomm Snapdragon 8 Gen 3

RAM

16 GB LPDDR5X

Storage

256GB or 1TB, microSD slot

Operating System

SteamOS 3 (Arch-based), KDE Plasma

Field of View

110 degrees horizontal

IPS Range

57.6 to 69.6 mm

Degrees of Freedom

6 DoF

Audio

Dual drivers per ear

Wireless Connectivity

Wi-Fi 7, Bluetooth 5.4 (Steam Frame), Wi-Fi 6E (Dongle)

Battery Life

1 to 4 hours

Weight (Headset + Strap)

15.52 ounces (440 grams)

Price

$1,299 as tested ($1,059 base)

Valve Steam Frame Controllers

The Steam Frame comes with two wireless controllers that fit nicely in my hands. While the main body of the Steam Frame has a matte grey plastic finish, the controllers are made of shiny, textured black plastic. Each controller (which supports six degrees of freedom) features a dual-stage grip button, an analog trigger, a bumper, a Steam button, and a magnetic thumbstick with capacitive finger sensing. This is the same thumbstick that you’ll find on the Steam Controller used with the Steam Machine.

Valve Steam Frame
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Valve Steam Frame
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Valve Steam Frame
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Valve Steam Frame
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Valve Steam Frame
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The right controller also has AXBY and Menu buttons. The left controller adds a View button and a D-pad. Both controllers feature a haptic motor and capacitive finger tracking. The controllers communicate directly with the Steam Frame using a dedicated Bluetooth wireless link.

Each controller is powered by a single AA battery, which Valve says lasts roughly 40 hours (a pair of AA alkaline batteries are preinstalled).

Valve Steam Frame Hardware

Valve designed the Steam Frame as a dual-purpose VR headset. It can stream games directly from your high-powered gaming PC, or it can work as a standalone headset (think Meta Quest series), thanks to its Qualcomm Snapdragon 8 Gen 3 Arm SoC and 16GB of unified LPDDR5X RAM. Although our review unit came equipped with 1TB of UFS onboard storage (further augmented by a microSD slot), a cheaper SKU with just 256GB of internal storage is available.

In standalone mode, the Stream Frame uses FEX emulation along with Proton to run x86 Windows games on ARM64 hardware.

However, for the best performance, you’re going to want to leverage your desktop PC and wireless connectivity for streaming games from Steam. The Steam Frame includes an integrated 2x2 Wi-Fi 7 radio, plus a standalone Wi-Fi 6E dongle that plugs into a free USB 3.0 port on your desktop or laptop. The dongle provides a low-latency link between your PC and the Steam Frame. Instead of clogging your wireless router’s bandwidth or adding unwanted lag, the direct wireless connection improves performance and reduces latency.

So, in essence, the Steam Frame takes a multi-pronged approach. The 5 GHz band primarily connects to your home network for internet, firmware updates, and software updates. The 6 GHz link, however, connects only to the wireless dongle. With that link, Valve can implement technologies like foveated streaming, which is an interesting (and much-needed) way to optimize data streaming across the network.

In short, foveated streaming uses the internal eye-tracking cameras to determine what part of a scene you’re viewing at any given time. Whatever is in your direct field of view gets full-resolution, full-priority data to improve image quality. Whatever is in your periphery, or not seen at all, gets lower priority and therefore comes through at a lower resolution. This saves bandwidth and helps to preserve as much performance as possible when streaming.

Just as important as the processing and networking hardware underlying the Steam Frame is its optics system. In this case, the headset uses dual LCDs, offering 2160 x 2160 resolution per eye. Valve opted for LCDs over micro-OLEDs to meet its design, performance, and cost targets. From what I've seen after spending over two weeks with the Steam Frame, it was a wise decision. Micro-OLEDs would have no doubt pushed the starting price of the Steam Frame even higher, as we’re certain that many folks will likely already be wary of the $1,059 base price ($1,299 as tested).

The displays can run as low as 72 Hz and as high as 144 Hz, though the latter mode is experimental right now. All of the games that I played on the Steam Frame defaulted to 72 Hz. The headset uses pancake lenses designed specifically for this use case, and offers a horizontal field of view (FoV) of up ot 110 degrees (a slight improvement over the 108 degrees on the Index).

Setting up the Valve Steam Frame

Setting up the Steam Frame was honestly about as low-impact as you can get with a VR headset. I first plugged the headset into the included wall charger and let it charge for about an hour. Once that was done, I ran through the initial setup, which involved logging into the Steam app on my smartphone to identify the Steam Frame. With that step complete, the setup process commenced, culminating in me installing the latest SteamOS update on the headset from the Stable channel.

Valve Steam Frame

(Image credit: Tom's Hardware)

On the desktop side, I plugged the Wi-Fi 6E dongle into a free USB port on my Windows 11 desktop, and it was automatically recognized and ready to use.

Valve Steam Frame Streaming Mode

I tried several games, streaming them to the Steam Frame. The perennial favorite, Half-Life: Alyx, was my go-to game to experience the full power of VR immersion from the headset. The PC rig that I used features a Core Ultra 7 265K processor, 32GB of DDR5-5600 memory, and a GeForce RTX 4060 Ti GPU. I had no trouble maintaining consistently high frame rates without dropping frames, which would be a serious hindrance in VR gaming.

Gunman Contracts “Stand Alone” was another game I tried; it offers quick, furious gunplay and sharp graphics. The game's concept reminded me of old-school arcade shooters from the 80s and 90s, where you used physical gun models to shoot at a display. However, Gunman Contracts “Stand Alone” advances that genre with total immersion and true hand/finger manipulation of objects. My only issue with the game is that the default smooth controls to move your character in the virtual environment physically made me feel sick. My body had a hard time adjusting to the movement because my physical body wasn’t moving forward or backward to match.

I also streamed non-VR games like Batman: Legacy of the Dark Knight, which played fine in Theater Mode. The game played on what vaguely resembled a movie theater screen, with a calming background filling the rest of the dead space around it. However, I couldn’t use the included Steam Frame controllers with a non-VR game, so I grabbed my trusty Xbox Series X wireless controller.

Other non-VR games I tried included BeamNG and Forza Horizon 6. Both games played without issue. The experience wasn’t nearly as all-encompassing as being dropped into a full VR environment, but it was preferable to sitting in front of a smaller physical monitor on my desk.

Valve Steam Frame Standalone Mode

Since the Steam Frame offers a standalone mode without needing a wireless “tether” to a PC, I tried three games promoted to work with the handset. The first game was a repeat of one I tried in streaming mode: Half-Life: Alyx. The game runs great on-device using ARM64 emulation, though I did notice some stutters and slight performance lags compared to streaming. Valve admits that there is a performance hit with x86-to-Arm translation, but it will vary depending on the game.

Two other standalone games tested were Stellar Café and Dungeons of Eternity. The former is a cartoonish game set in a cafe, where you can use your voice to interact with the in-game robots/characters who serve you beverages. The back-and-forth conversational flow is fun and engaging. In fact, the conversations almost seemed a little too real, with human-like responses and realistic commentary.

Valve Steam Frame Battery Life

The Steam Frame's battery life varies greatly depending on whether you’re streaming from your PC or playing games natively on the headset. For example, when I played Half-Life: Alyx directly on the Steam Frame at 72 Hz, I got about an hour of runtime before it died. However, when streaming, I could easily get more than double that amount at the same refresh rate, since the Arm processor isn’t taxed nearly as heavily.

I also saw a little over an hour of runtime with Gunman Contracts “Stand Alone” when running natively. Non-3D games like Forza Horizon 6 lasted for well over two hours when streaming from a PC.

However, even with the shorter runtimes with standalone play, battery life wasn’t an issue for me. I like to take a break from VR games at least every hour or so to have a reality “reset” and to give my brain a rest.

Bottom Line

I found the Steam Frame to be a versatile, enjoyable headset during my time with it. Weighing in at less than a pound, the headset is low-impact and comfortable to wear for hours on end. The foam padding around the headset provides a good seal against your forehead, and the weight is well balanced, partly because the battery sits at the back of your head.

Performance while streaming from a PC was excellent, while standalone gaming takes a hit due to the emulation required for the Snapdragon 8 Gen 3 Arm SoC. However, Valve is billing the Steam Frame as a streaming-first platform, so that shouldn't surprise you. Consider standalone gaming an added bonus if you want to have a quick VR gaming session when you’re away from your PC.

Valve also made some smart design choices, including wireless links between the Steam Frame and your PC via the Wi-Fi 6E dongle, monochrome passthrough to help you orient yourself when wearing the headset, and adjustable IPD to accommodate a wide range of faces.

However, what will make or break the Steam Frame is its price, which starts at $1,059. That’s a tall order in this economic climate, when gamers are already being assaulted from multiple fronts with rising memory, storage, and GPU prices. The $1,059 price gets you only 256GB of internal storage, and opting for 1TB costs $1,299. You could always get the cheaper model and add your own microSD card, but you also have to contend with the inflated costs of portable storage.

But if you’re willing to ignore the price and have your mind set on a lightweight VR gaming experience, and you have the PC hardware to fuel it, you can’t go wrong with the Steam Frame.

Before yesterdayMain stream

Steam Frame appears set to launch this month as reservation system added

8 September 2026 at 16:30

Valve appears to be gearing up for the Steam Frame’s launch. After months of leaks pointing to final SteamOS updates and wireless‑linking features being prepared behind the scenes, Valve has now added a reservation system to the Steam Frame’s store page, though you can't reserve one just yet.

The reservation system is the same one previously used for the Steam Deck and the Steam Machine. It isn’t live yet, but the back‑end is already in place, as spotted by Valve‑focused dataminer Brad Lynch. Considering the timing, the reservation announcement should go live later this week, or next week, followed by reviews and the first unit shipments towards the end of September or early October.

Like the Steam Machine, Valve may once again run a lottery before opening general orders. Due to low supply for the Steam Machine, Valve first asked interested customers to sign up, then ran a one‑time randomisation process to determine who could place an order first. Valve then worked through the reservation list month‑by‑month as new stock arrived. We expect a similar process for the Steam Frame.

We still don’t know how much the Steam Frame will cost, but expectations remain high that it will be on the expensive side. It is a fully self‑contained headset with its own internal hardware capable of running games natively, so it isn't immune to the ongoing RAM and SSD price surge.

KitGuru Says: Are you planning to reserve a Steam Frame once the system goes live?

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Valve Steam Frame VR headset launch reportedly approaching

16 August 2026 at 10:30

Valve's long-rumored Steam Frame VR headset will be launching soon, according to a VR game developer. The studio and its publisher, 2080 Games, are reportedly waiting on Valve to officially release the headset before launching their title, with an announcement expected soon.

According to Notebookcheck, in the FAQ posted on Gunman Contracts' Discord server, the developer stated that Valve's VR headset release is “just around the corner”. However, as Valve hasn't announced the public date yet, the team can't do it themselves.

Image credit: Notebookcheck

The Steam Frame represents the final piece of Valve's latest three-part hardware initiative, following previous releases for the Steam Machine and Steam Controller. The specifications for the VR headset include a Qualcomm Snapdragon 8 Gen 3 processor, 16GB of unified LPDDR5X RAM, and up to 1TB of internal storage. Each of the LCDs (one per eye) has a resolution of 2160×2160 and a refresh rate up to 144Hz.

However, recent reports indicate component costs have risen. Main chip supplier Qualcomm is reportedly raiding its processor prices by over 10%, which could force an unexpected cost adjustment for the headset.

Discuss on our Facebook page, HERE.

KitGuru says: Much like the build-up to the Steam Machine, the biggest question mark around the Steam Frame is price. Hardware has only gotten more expensive in the months since the headset's announcement, and some now believe that the Frame will actually cost more than a Steam Machine. 

The post Valve Steam Frame VR headset launch reportedly approaching first appeared on KitGuru.

System Shock VR officially announced

14 August 2026 at 12:00

System Shock is a PC classic. Originally released back in 1994, this first-person immersive sim has been re-released on multiple occasions – publishing an enhanced edition in 2015 and a full on remake in 2023. Furthering the reach and scope of the series, System Shock’s remake is now set to be ported to VR.

Making the announcement as part of the latest VR Games Showcase, Nightdive Studios and Flat2VR revealed that the excellent System Shock remake will be getting a comprehensive VR port.

As of now, details on the project remain light, with the only confirmed facts being that it will arrive for SteamVR, Meta Quest and PSVR2 at some point in the future.

That said, based on the trailer released, it can be gleaned that the VR port will offer full movement alongside direct control of your character’s appendages – allowing for freeform aiming, crouching, peeking around corners and more.

For the uninitiated, Flat2VR have ported tons of different ‘flat’ games into VR, including but not limited to Roboquest and FlatOUT 4 – with many more on the way (such as Postal, I Am Your Beast, High on Life and the aforementioned System Shock).

System Shock is already a highly immersive, tense and atmospheric experience, and so it will be exciting to have all of these elements amplified tenfold while in VR.

KitGuru says: What did you think of the latest VR Games Showcase? Which announcement were you most excited by? Does System Shock in VR sound too tense for you? Let us know down below.

The post System Shock VR officially announced first appeared on KitGuru.

New SteamOS update improves Steam Frame support ahead of launch

11 August 2026 at 16:00

Valve’s long‑awaited Steam Frame VR headset appears to be getting closer to launch, as recent SteamOS Beta notes reference “preliminary support” for the device’s wireless adapter. It is the clearest sign yet that the headset is nearing release.

As reported by PCGamer, the latest SteamOS Beta and Preview updates now include early support for the Steam Frame Wireless Adapter, a key accessory designed to improve high fidelity PC to headset streaming. Valve first outlined its trio of upcoming hardware launches in late 2025, and the Steam Frame, a standalone VR headset capable of running games natively, is the final device yet to ship.

This is in addition to other recent movements behind the scenes at Valve, including rolling out the ‘Steam Frame Verified' programme. Fans have even gone as far as to track Valve's imports to get a clearer idea of when the Steam Frame may launch.

The Steam Frame is built to operate both as a standalone VR system and as a wireless PC VR headset. Internally, it uses a Qualcomm chip paired with a compatibility layer similar to Proton, allowing traditionally Windows only VR titles to run on ARM. When streaming from a PC, the dedicated wireless adapter aims to reduce interference from household WiFi devices, improving latency and stability for demanding VR games.

Valve had previously indicated a summer 2026 launch window, and growing evidence suggests the headset is now in the final stretch before release. However, we are also anticipating a higher-than-expected price tag when the Steam Frame does arrive, as recent reports indicate that it could cost more than the Steam Machine.

Discuss on our Facebook page, HERE.

KitGuru Says: The Steam Frame has been a long time coming. At this point, I would expect a late August or September launch window. There is still one big question that remains though – how much will it cost? 

The post New SteamOS update improves Steam Frame support ahead of launch first appeared on KitGuru.

Unannounced “ambitious” VR Tomb Raider game uncovered following its cancellation

10 July 2026 at 15:00

While the VR market has been home to plenty of interesting, fun, creative and transformative titles, the AAA space has struggled somewhat to find its footing in the scene. One franchise which was set to enter the VR market is Lara Croft’s Tomb Raider. Unfortunately, the previously-unannounced “ambitious” project has since been cancelled.

As reported by the publication MP1st, Vertigo Studios – the team behind the VR spin-off Metro Awakening – was working on “an ambitious, standalone Tomb Raider VR title” prior to its closure last month.

Though nothing was ever officially announced, the cancelled project appeared to be quite a good way into its development, with the publication reporting that work had begun on the project back in 2024.

Utilising Unreal Engine 5, this Quest 3 / PSVR2 / PC VR title looked to offer a rather compelling gameplay loop involving climbing; zip-lining and swimming all-the-while trying to solve environmental puzzles and engaging in combat. Enemies are said to have included skeletons with shields; bats; scorpions; hyenas and a giant guardian statue.

Tomb Raider
Cancelled

The report includes a bunch of additional materials, including concept art, footage and even 20 minutes of early development gameplay.

As mentioned, many different AAA franchises have struggled to adapt their work for the VR space. That said, this unannounced Tomb Raider title looked like it could have been a ton of fun. It is unfortunate that we’ll never get the chance to experience it.

KitGuru says: What do you think of the pre-release footage? Could a VR Tomb Raider game have worked well? Will VR ever hit the mainstream? Let us know down below.

The post Unannounced “ambitious” VR Tomb Raider game uncovered following its cancellation first appeared on KitGuru.

New VR Games announced including H3VR2, I Am Your Beast and more

25 June 2026 at 12:00

As a platform, Virtual Reality may not have taken the gaming world by storm, with ‘flat’ experiences remaining the primary way in which players consume video games. That said, new and excellent VR titles have continued to be released on a consistent basis. Celebrating everything VR, the Summer 2026 VR Games Showcase featured a ton of upcoming titles, including a sequel to the ever-popular Hot Dogs, Horseshoes & Hand Grenades and a VR port of I Am Your Beast.

The ‘Summer 2026 VR Games Showcase’ recently went live, giving fans of virtual reality a peek into some of the upcoming titles currently in development. Though it was already technically announced, one of the biggest titles at the showcase was Hot Dogs, Horseshoes & Hand Grenades 2 (H3VR2).

For the uninitiated, the first entry is regarded as one of the best VR shooting games, focusing heavily on depth, physics, customisation and variety. Its sequel appears to be taking all of the learnings from the first game while evolving the formula, with H3VR2 said to be a “tactical extraction roguelike” in which you “take on the role of the handiest 6-ft tall sentient hot dog and dive into a strange and enormous sci-fi megastructure in search of the answers to your existence.”

Sentient hotdogs aside, H3VR2 has the potential to be one of the best and most satisfying shooting games VR has to offer.

I Am Your Beast Virtual Reality

Of course, many other titles were also announced, with the excellent fast-paced Hotline Miami-esque FPS I Am Your Beast officially set to receive a full VR port. Other announcements include a VR update for the Motorbike racer Lanesplit; Attack on Titan DLC coming to the Orchestra Rhythm Game ‘Maestro’ – and perhaps most surprisingly a run-and-gun shooter in the form of Transformers: Beyond Reality.

VR is unlikely to take over gaming as the mainstream way to play. That said, it is exciting and encouraging nonetheless to see developers continuing to support the platform, with new, unique and experimental offerings. Full details on all the announcements can be found HERE.

KitGuru says: What do you think of all these announcements? Are you a fan of VR? Will it ever become the primary way to play games? Let us know your thoughts down below.

The post New VR Games announced including H3VR2, I Am Your Beast and more first appeared on KitGuru.

VR exclusive Moss is being reimagined for flat screens

15 May 2026 at 11:00

Over the years we’ve seen an increasing number of ‘flat-screen’ experiences being ported over to VR, be it through official releases or fan mods. Going in the other direction however, the team behind the cute VR duology Moss have announced that the games are being reworked into whole new “enhanced and reimagined” experiences specifically for flat screens.

Making the official announcement, the team at Polyarc unveiled ‘Moss: The Forgotten Relic’ – uniting “the beloved and critically-acclaimed Moss and Moss: Book II into a definitive singular adventure, beautifully enhanced and reimagined for its debut on PC [and consoles].”

Unlike most VR titles, Moss saw players control the world from an isometric perspective, seemingly making the transition from VR more seamless.

That said, the team have put a bunch of work into this reimagining, with some of the new features including:

  • Enhanced Visuals and Performance
  • New Handcrafted Cutscenes 
  • Smart Follow Camera
  • New accessibility options
  • Both games combined into one experience

Moss is a cute and unique VR title which was primarily limited by the relatively low user-base for virtual reality. As such, it will be interesting to see how players respond to this new reimagined version when it officially arrives sometime this Summer.

Discuss on our Facebook page HERE.

KitGuru says: Did you ever try out the original games on VR? Could the experience lend itself well to normal screens? What other VR titles would you like to see adapted? Let us know down below.

The post VR exclusive Moss is being reimagined for flat screens first appeared on KitGuru.

Meta is once again raising prices for its Quest VR headsets

17 April 2026 at 15:00

Meta is one of a number of companies chasing the AI dream, spending billions buying up the world memory supply for datacentres and creating major shortages and pricing issues in the consumer electronics segment. Now, Meta is using that very excuse to raise prices for its Quest VR headsets. 

The Meta Quest 3 and 3S VR headsets will be getting price hikes starting next week. The Quest 3 512GB, which launched at $499, will now cost $599, while the Quest 3S 128GB and 256GB models each get a $50 price bump.

Here in the UK, that equates to a £550 price tag for the Quest 3, a £410 price tag for the Quest 3S 256GB and a £320 price tag for the 128GB model.

Unfortunately, this isn't the first time we've seen Quest VR headsets increasing in price. Back in 2022, on the back of the COVID-19 pandemic, Meta also raised prices for the Quest 2 headsets by £100, blaming manufacturing and shipping costs.

KitGuru Says: Just over ten years ago, the Oculus Rift debuted with a £500 price tag, now a decade later, the technology has improved but prices are higher than ever and there is still a distinct lack of AAA developer interest in the VR space. 

The post Meta is once again raising prices for its Quest VR headsets first appeared on KitGuru.

Meta raising Quest headset prices due to AI-driven RAM shortage — Quest 3 to cost $600, Quest 3S $350 from April 19

Meta's Quest 3 lineup was known for offering an excellent value proposition, giving players a powerful, untethered VR experience without breaking the bank. Unfortunately, the AI boom is at the door, and Meta is now raising the price of the Quest 3 by $100, to $600, while the cheaper Quest 3S is getting hiked by $50.

Microsoft Flight Simulator’s free PSVR 2 update arrives next month

23 March 2026 at 13:30

As part of Microsoft’s ongoing push towards multi-platform releases the console maker has been bringing much of its back catalogue of Xbox exclusives to additional systems. One of the biggest in recent months was the addition of Microsoft Flight Simulator 2024, which arrived on PS5 last December. At the time it was promised that the game would be updated with PSVR 2 support post-launch. Sure enough, the free update will soon be upon us, with PSVR 2 support officially arriving next month alongside ‘Sim Update 5’.

Taking to the PlayStation Blog, Asobo Studios’ Jorg Neumann detailed some of the many alterations which were needed in order to get MSFS 2024 feeling correct on PSVR 2, stating:

“Cockpit interactions in Microsoft Flight Simulator 2024 are complex. There are so many different instruments, knobs, and switches to interact with. Every interaction model had to be redesigned to fit the PS VR2 Sense controllers to action them in a natural and intuitive manner.”

Flight Simulator PSVR

The full blog post detailing all of the various tweaks and changes made in order to translate the experience to PSVR 2 can be found HERE.

Of course, the most important question is when will the update be released? Though we have not gotten an exact date, Neumann confirmed during a recent appearance at FSWeekend 2026 that the PSVR 2 mode will arrive some time in April alongside Flight Simulator’s ‘Sim Update 5’. We don’t have too much longer to wait.

Discuss on our Facebook page HERE.

KitGuru says: Are you a flight sim fan? Have you been waiting for the PSVR 2 update? How do you think it will compare to the PCVR version? Let us know down below.

The post Microsoft Flight Simulator’s free PSVR 2 update arrives next month first appeared on KitGuru.

Tinkerer builds VR headset with CRTs repurposed from Sony Watchman — makeshift VR rig isn't the sharpest, but eliminates screen-door effect

A YouTuber has taken two old Sony Watchman devices, pulled out their 2.7-inch black-and-white CRT displays, and put them into a Google Cardboard contraption for the ages.

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