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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
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Chapters

1. Setting The Stage: Valve’s Reveal (00:00:00)

2. Steam Machine History And Strategy (00:03:25)

3. Three New Devices At Once (00:05:15)

4. ARM Chip Choice And Performance (00:08:20)

5. Eye Tracking And Foveated Gains (00:11:15)

6. PC-Hybrid Focus Over Standalone (00:13:50)

7. Library Openness And Game Expectations (00:16:45)

8. Missing Features: Pass-Through And Hands (00:19:45)

9. Quality Of Life: Boundaries And Friction (00:24:20)

10. Gaze Input Questions And Roadmap (00:28:05)

11. Wireless Foveated Streaming Dongle (00:31:00)

12. Standalone Limits And Deck Parity (00:35:10)

13. Comfort And Weight Distribution (00:38:30)

14. Modular Front And Straps (00:41:45)

15. Resolution, Optics, And LCD Tradeoffs (00:44:30)

16. Dark Scenes And Contrast Limits (00:50:20)

17 episodes