『Steam Frame, Explained』のカバーアート

Steam Frame, Explained

Steam Frame, Explained

無料で聴く

ポッドキャストの詳細を見る

このコンテンツについて

Send us a text

We dig into Valve’s Steam Frame headset, the revived Steam Machine concept, and the new Steam Controller 2.0, weighing smart tradeoffs against ambitious promises. Comfort, eye tracking, and foveated streaming headline a PC-first strategy that could challenge Quest on user experience.

• why Valve picked a mobile ARM chip over XR silicon
• eye tracking as the key to dynamic foveated rendering gains
• PC-hybrid focus with a low-latency wireless streaming puck
• openness of the Steam library and Linux-first SteamOS
• missing features: no hand tracking, monochrome pass-through
• LCD panels vs OLED hopes, and real-world contrast limits
• comfort-first design with balanced weight and modular front
• Steam Machine power, TDP, and tough pricing realities
• controller upgrades: dual trackpads, gyro, community profiles
• future possibilities: gaze input, hybrid compute, OpenXR ports

Tell us what you think. Don’t forget to subscribe, share, hit the like button, you know, all that stuff


Support the show

まだレビューはありません