❌

Normal view

There are new articles available, click to refresh the page.
Yesterday β€” 17 September 2026Main stream

"We're trying to make it easier": Valve confirm the Steam Frame is just the start of plans to get Steam games working on compatibility-challenged ARM PCs

16 September 2026 at 13:01

The Steam Frame, unfortunately RAM shortage-ravaged as it is, is unique among virtual reality headsets for its ability to run Steam games – VR or 'flat' alike – entirely on its own, internal compute hardware. It is, in effect, a SteamOS PC for your face. Yet as I waxed about in our review, this feature’s impact could extend far beyond the Frame itself, as it’s based on new compatibility tech that Valve now hope to bring to a broader range of PCs and laptops. Potentially, according to staff speaking with RPS, making bonafide gaming systems out of previously unfriendly computers.

Read more

Not just Proton: Getting to know Valve's new SteamOS compatibility layers

16 September 2026 at 20:23

Since the release of the Steam Deck, Valve fans have gotten very familiar with the idea of the Proton compatibility layer that allows games written for Windows to run capably on the Linux-based SteamOS (though Valve's efforts in this realm date back further than that). To get more games running on the SteamOS-powered Steam Frame, though, Valve is relying on two additional compatibility layers that are new to the Steam architecture.

The first, FEX, is Valve's port of fex-emu, an open source project that emulates x86 processor instructions on an Arm chipset. Since 2018, what started as a small cross-platform emulation project has grown to include "an advanced binary recompiler that supports all modern extensions of the x86(-64) instruction set," according to the Fex website. The emulator can also make calls to graphics libraries like OpenGL and Vulkan to reduce overhead and uses "code caching to minimize stuttering as much as possible," according to Steam's own developer documentation.

While Proton was based on the pre-existing Wine conversion tool, Valve engineer Pierre-Loup Griffais told The Verge last year that the company has been funding Fex lead developer Ryan Houdek since the project was just a prototype. Back then, Valve was already anticipating that "close to a decade of work [would be] needed before [Fex-emu] would be robust enough people could rely on it for their libraries."

Read full article

Comments

Β© Aurich Lawson

Before yesterdayMain stream

Valve considered making a new VR game for the Steam Frame, before tackling the "ludicrous" task of getting Half-Life: Alyx running standalone

15 September 2026 at 12:29

Valve have sometimes – if perhaps not often enough to call it a grand old tradition – massaged interest in their hardware by pairing the kit with a new game. For the Steam Deck it was Aperture Desk Job, and for 2019’s jammy sod of a VR headset, the Valve Index, it was Half-Life: Alyx, a full-length City 17 adventure that reviewer Graham (RPS in peace) called β€œa masterclass of first-person shooter design.”

Still, people rarely want to take the same class twice, hence why padding-compacted eyebrows have been raised by Alyx again being a tentpole of the new Steam Frame headset – this time, to showcase the game running in PC-less, standalone VR. Why not make something new, even a smaller tech demo like ADJ or the Index’s own The Lab collection of Portal-themed minigames?

According to Valve staff, several of whom I spoke to prior to the Frame’s Monday night launch, there were several reasons why a return to Alyx was considered more valuable – even though a brand new VR game was, at least briefly, on the table.

Read more

Valve decided that cutting the Steam Frame’s specs to avoid price rises wasn't "the right product choice" for the VR headset

14 September 2026 at 18:00

Surprising no-one, Valve’s Steam Frame VR headset is launching with higher-than-expected prices, following the Steam Machine in having its budget-friendly intentions foiled by the memory shortage misery of RAMnarΓΆk.

The lack of affordable PC parts - which as a fully standalone-capable VR kit, the Steam Frame is as vulnerable to as any laptop or desktop - continues to have wide-ranging, usually shitty impacts on hardware manufacturing and even game development. Besides simply raising prices, some kit makers are reverting to lower-RAM models to keep costs down, or going DRAMless altogether. Valve, however, have told RPS that there was never a question of cutting the Frame’s specs, even as the worldwide component crisis took hold.

Read more

Steam Frame review: Another best-in-class VR headset by Valve, though virtual realities clash with economic ones

14 September 2026 at 17:00

It’s a strange time to be selling a new VR headset, and maybe an even stranger time to be buying one. The supply of original virtual reality games has slowed to a dribble, and just as with Valve’s last hardware launch, the Steam Frame arrives covered in bumps and scrapes from a fight with the worst components shortage in memory. A fight which, judging by how it’ll cost ya Β£889 / $1,059 at minimum, it lost.

However, something else the Frame has in common with the revamped Steam Machine is that as a piece of hardware per se, it’s really quite likeable. Charismatic, even. It’s a happy marriage of core VR capability and genuinely new engineering ideas: some simple practicality boons, some with the potential to change PC games as we know them. And not just the ones you’d play with sweaty goggles on your face.

Read more

Steam Frame: The Ars Technica review

14 September 2026 at 17:00

In the 2010s, Valve was at the forefront of a virtual reality revolution that looked to some like it would upend the gaming industry. The Valve of six to ten years ago seemed committed to being a major player in the world of PC-connected VR headsets, first through its β€œstrategic partnership” with HTC on the impressive-for-the-time Vive headset (plus the SteamVR platform standard that powered it) and then years later with its own Index headset (and proof-of-concept adventure Half-Life: Alyx).

Then came the Meta (previously Oculus) Quest, a low-powered, low-cost headset that proved the vast majority of VR-curious gamers didn’t want to bother with being literally tethered to a bulky, expensive gaming PC. As the Quest line carved out a modest niche through the 2020s, Valve seemed more or less satisfied to let its earlier VR hardware and software ambitions wither on the vine.

Those years of Valve’s benign neglect of VR make the imminent release of the $1,059 Steam Frameβ€”which starts taking reservations todayβ€”more than a little surprising. Now that virtual reality’s hype-fueled, revolutionary promises have decidedly not played out, Valve is somehow ready and willing to limp headfirst into the world of standalone VR headsetsβ€”today, in 2026. And after spending a week or so with Valve’s latest foray into gaming hardware, the Frame somehow feels simultaneously overengineered and underbaked, depending on how you look at it.

Read full article

Comments

Β© Kyle Orland

The Steam Frame needs to be more than a cool device if Valve want to reshape the VR market

By: Rick Lane
12 August 2026 at 16:44

Hi! I'm Rick Lane, and you might remember me from such columns as Reality Bytes, RPS' erstwhile monthly goggle at the world of virtual reality. I've spent the last couple of years trapped between the second and third dimensions, my flattened body doomed to forever spin to face the camera. But RPS has whipped out its bicycle pump and popped me back into stereoscopic 3D, so I can seek revenge tell you all about the state of VR in 2026.

And boy, what a state! The headlines make for grim reading. VR headset shipments are in decline. Notable VR studios are either laying people off or being shut down outright. And VR's hitherto biggest champion is going all Distracted Boyfriend, ogling passing market trends in its ethically dubious smart glasses.

The all-in-one Steam Frame headset is on the way - very soon, if rumours are to be believed - but in short, things don't look great. Then again, things don't look great anywhere in the games industry, so why should VR, gaming's most niche market, be any different? To truly understand the state of the VR scene, we need to try to separate the generally bad from the specifically bad. When we do that, it becomes clear that VR broadly isn't faring any worse than the industry at large, and in some areas at least, is healthier than you might expect.

Read more

❌
❌