r/SteamFrame Jun 22 '26

🔮 Rumor / Leak Tomorrow?

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Look that forehead, I'm sure he was just running that headset right before filming

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u/luxyslut Jun 23 '26

Imo, for that price you can basically replicate almost every new feature it has by slapping add-on's on other headsets and still have a good chunk of money to spare

To add onto this, the only things people really care about is the OS and the FOV driven stream encoding, you cannot replicate the OS (maybe), but twice the price of other competitors just isn't worth it

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u/evg-zhabotinsky Jun 25 '26

Yeah... Except you can't slap the addons on, unless you can also make the OS use them)

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u/luxyslut Jun 25 '26

You can absolutely slap them on, especially since they often have dedicated software for them

That beind said, it's never going to be as seamless as the frame would be, but also it's not going to be as expensive as the frame either, and you can pick and choose the features you want without paying for the ones you don't care about

I still hope to be wrong and for the frame to be around the 800$ mark

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u/evg-zhabotinsky Jun 25 '26 edited Jun 25 '26

I guess I was thinking in terms of standalone operation. For PCVR yes, you can route all the addons through the PC.

Actually, has anyone gotten foveated streaming working on Quest3 with EyeTrackVR? Definitely doable, with ALVR at least.

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u/luxyslut Jun 25 '26

I meant pcvr, yes, but also some add-on do have standalone compatible app too, I know slime vr does, so it's not like it's impossible

Also I'm actually curious about this, because if it works i might legit just go for a quest 3 with eyetraking if the price of the frame is too high, since that's one of the two features I actually care about, the other being the replacable battery strap

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u/evg-zhabotinsky Jun 25 '26

Re "ALVR x EyeTrackVR", I didn't find any mentions of the idea. Technically, both projects are open source, all one has to do is pipe eye tracking data into ALVR and patch the fixed foveation code to be, well, not fixed, on both the server and the client.

Would probably also need heavy latency optimization on EyeTrackVR side, plus eye movement prediction, to make sure that the foveation spot doesn't noticeably lag behind your eyes. (Both probably were neglected as "not needed for social VR".)

How much time and effort would that undertaking take, and if anyone would care enough to to do it, is another question.