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Can Steam Frame give the VR industry new momentum? We asked German VR developers what they think of the VR headset.
Valve's new VR headset.
(Image: Valve)
Steam Frame will be released early next year. The hybrid VR headset is optimized for streaming PC content, but like Meta Quest 3, it also runs without a computer, cables, and external tracking accessories. Steam Frame supports both VR games and classic screen titles, and the new controllers combine input schemes from both gaming worlds. In our analysis of the Steam Frame, you will find more information about what makes the VR headset special.
Valve's renewed push sparks cautious optimism among developers. Numerous VR headsets have been released in the past three years, including Playstation VR2, Meta Quest 3, and Apple Vision Pro, which have advanced VR in different directions. None of these devices have significantly expanded the market. German VR developers do not expect such an effect from the Steam Frame either.
"We are pleased that Valve continues to invest in VR and is re-entering headset development. Steam Frame will not change the market overnight, but it strengthens the ecosystem and offers real competition to the Quest 3. This is good for players and for the VR industry as a whole," says Yacine Salmi, founder of the Munich-based VR studio Salmi Games, which developed the shooter "Sweet Surrender"" and is currently working on a spiritual successor.
The Berlin-based studio Realities.io, which created the Quest hit "Puzzling Places," welcomes Valve's focus on gaming. This aligns the business model of third-party developers and the platform's orientation much more closely – unlike Meta, which has a different long-term goal than just being a gaming console.
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Studio founder Daniel Sproll calls the announcement of the Steam Frame a "happy coincidence," as the studio will release a Steam version of „Puzzling Places" early this year that can be played both in VR and as a flat version. "Despite all the enthusiasm for the long-awaited, gaming-focused alternative, we do not expect a massive upheaval or significant growth in the VR market. Meta Quest will remain the most widespread headset for now," says Sproll.
The Swiss studio Holonautic, which developed one of the 50 most successful VR games on the Quest platform with the hand-tracking sandbox "Hand Physics Lab," calls the price a major unknown. "The device looks promising, but ultimately the price will be crucial for whether it can truly revitalize the VR market," says studio representative Phil Küng. So far, it is only known that Valve is aiming for a price below 1,000ドル. For comparison, current Quest models cost between 300ドル and 500ドル and dominate the market along with the older Meta Quest 2.
Daniel Pohl, the developer of the VR media players "immerGallery," currently only offers his app for Meta Quest, but a Steam version is in development. Since Steam Frame also supports Android apps through ARM emulation, the porting effort is manageable, according to Pohl. This circumstance should facilitate the transfer of Quest apps to the Steam platform. "I am very excited about this additional VR platform, which will surely bring many gamers into VR who have not yet been reached with headsets from other manufacturers," says Pohl.
(Image: Valve)
While Meta Quest focuses on mixed reality, Valve does not support it at all and concentrates exclusively on VR. Whether this is an advantage or disadvantage is assessed differently by developers. What is certain is that some unique games like Laser Dance are likely to remain exclusive to Meta Quest for now. "We find it a shame that Steam Frame does not focus on mixed reality and hand tracking," says Fabian Knauer from the Hamburg-based studio Cosmorama. "The Quest platform will remain the primary platform for our game 'Table Troopers' due to these features." Even though Cosmorama wants to pursue projects with mixed reality components in the future, it has still ordered a devkit. "We will closely monitor the platform's development, as we believe that Valve, alongside Meta, has good chances of bringing VR gaming closer to the mainstream."
Not all developers are eagerly awaiting the Steam Frame. Kai Kramhöft and Claudia Bölling deliberately developed their sports simulation "„Boule Petanque"" for Meta Quest, as it is by far the largest VR platform and offers the only chance for many developers to make money with VR games. Revenues on Steam are significantly lower for most developers, and the Steam Frame is unlikely to change that for now. When asked, Kramhöft commented, "I haven't thought about the Steam Frame yet. Nothing will change for us, I think."
(mki)