Desperately trying to survive the IT warzone, stumbling through VR/AR/MR/XR... don't know what to call it anymore. (We're calling it 'spatial computing' now?)
Now presenting: StreamXR! 🥽
A Free, Open Source Chrome Extension that gives you the full YouTube Desktop Experience on #SteamFrame !
- Full 360°/180°/2D support
- Full Search, Channel, Comments, Description, Recommended, Home, and Subscriptions pages
- Easy VR UI/UX
Out NOW!
A Reddit user named AstroPC has transformed their PSVR2 into a standalone headset by combining adapters with a RedMagic smartphone that serves as a compute puck. Major improvements are in the works (Custom PCB). @SadlyItsBradley@GAMERTAGVR
https://t.co/dK0E4BqZLq
I have released “HoloPrinter” on TestFlight. For those who have a Bambu Labs 3D Printer
With this app, you can slice your models with a fully hand tracked focused UX
During prints, a virtual laser will draw out each layer your IRL printer is manifesting
https://t.co/PNKg8G1Xe0
In the near term, I'm far more bullish on the '3D portal' means of making flatscreen games work in VR than shoddy conversations which end up with a 'VR-compatible' version of the game that's more work and less fun (and for many people, uncomfortable) to play in a headset than on a flatscreen.
This is a matter of pragmatism. If every flatscreen game could get the amount of time and investment needed to be thoroughly redesigned to be *great* in VR, then I'd obviously prefer that. The reality is that that's a time consuming, expensive, and very challenging to do right for 95% of games, and the ROI simply isn't there for the developer.
We’ll be honest: our spatial video recorder & player launched with… basic controls.
That changes today. Our latest update brings a modern player with scaling, scrubbing, repositioning, a passthrough toggle, and more.
Same spatial videos. Much better controls.
i now have an on-device vibecoding setup to build openXR vr apps on my steam frame!
godot even has live editing, so i can make changes to the scene (and i think even code) while the game's running. killer!
the Steam Frame works in pitch black thanks to its IR blasters and IR sensitive SLAM cameras
with the default passthrough view, you can see some prettty cool things including:
1. Steam Frame's internals
2. Steam Frame's controller internals
3. Apple Vision Pro's LiDAR pattern
4. iPhone 13 Pro's LiDAR pattern
5. iPhone 13 Pro's FaceID pattern
6. My Asus monitor's proximity sensor
https://t.co/OcUNFlbTly
I INTERVIEWED BOZ AT META CONNECT! Let me tell you all the incredible story of how this happened, with all my emotional rollercoaster. It has been he craziest thing that has happened to me in my career as a blogger. I promise you’ll have fun reading this. And you will find the words @boztank said to me pretty insightful
https://t.co/ymwpMeEvrt
#VirtualReality #VR #Meta #MetaConnect #technology #blogging
Frame's core module is tiny. The issue with form-factor in VR headsets right now isn't so much volume, but weight. You need a large head mount of some sort to hold this little module in front of your eyes in a way that's comfortable.
Half-Life Alyx standalone vs the PC VR version, side by side on Steam Frame.
I still can't quite believe this is running on the headset with no PC. Valve made a native ARM port with foveated rendering and depth reprojection, and your saves sync between both versions through Steam Cloud.
It's not as smooth as PC VR, but it's a mobile chip running Alyx. That's some real magic.
https://t.co/FCIt8Dm32P
📡 Snake, the mission begins now. The first BETA of Metal Gear Solid VR Standalone is now available to download. From here on, you're on your own. Good luck. 🐍🥽
I've had Valve's Steam Frame for a week, and the full video is up!
Short version: it's trying to be four devices at once, and most of it already works. Half-Life Alyx runs on the headset with no PC. The streaming is the best I've used out of the box. Linux desktop and SteamOS freedom is amazing. Battery is about an hour. And it costs $1,059.
I tested as much as I could, and it's a lot. So if you're deciding whether to sign up for a reservation before the 17th, this should help.
Curious what you think: https://t.co/jiRwWjVoVD
Steam Frame is here! Our wireless VR headset + controllers, available now in the following models:
Steam Frame 256GB
Steam Frame 1TB
Sign up now and learn more on @Steam https://t.co/N9IvWskQRP
OpenXR 1.1.63 specification just released
And adds some major Spatial Computing functionality to supported platforms
XR_EXT_spatial_container and XR_EXT_spatial_container_self_rendering, the big ones, allows apps to be rendered as visionOS-esque volumes
https://t.co/3tbrYM09bW
Arcturus Industries, who built the Steam Frame’s camera tracking system, is launching an official Color Passthrough Module
Dual 32 megapixel sensors, 10 bit HDR capture, 64mm IPD
Realtime environment mapping
Spatial Video recording
Gaussian Splatting support with tools
Three of the most interesting headsets coming in the next few months.
Based on publicly available information and leaks:
PICO Space Pro (PICO Swan)
200g+ • 100°+ FOV • 4K-per-eye Micro-OLED • 40–45 PPD • PICO Silicon + flagship SoC • external compute and battery • eye tracking + face tracking + hand tracking • gaze-and-pinch interaction • MR
Steam Frame
~435g • up to 110° FOV • 2160×2160-per-eye LCD • Snapdragon 8 Gen 3 • SteamOS • Steam game ecosystem • dedicated 6GHz Wi-Fi 6E wireless streaming • eye tracking
Meta Phoenix
~100g • 70°+ FOV • 2560×2560-per-eye Micro-OLED • Snapdragon Reality Elite • external compute and battery • eye tracking + face tracking + hand tracking • gaze-and-pinch interaction • MR
Price aside, which one would you pick?