Steam Frame specs
Steam Frame's 256GB and 1TB kits cost $1,059 and $1,299 in the US. Both have a Snapdragon 8 Gen 3, 16GB RAM, 2160x2160-per-eye LCDs, controllers, and a wireless adapter. Half-Life: Alyx is included; a power supply is separate.
Steam Frame can display games streamed from a PC or run compatible games on its own Snapdragon chip. For PC streaming, the host does the rendering. For standalone play, the headset's processor, battery, and game compatibility set the limits.
Valve's launch prices are $1,059 for the US 256GB kit and $1,299 for the 1TB kit. Its October 9 reservation update gives reservation holders estimated order-email windows of by December 2026 or in 2027, with more detailed 2027 timing expected by January 2027. The waitlist remains open. These estimates concern purchase emails, not shipment or delivery; see Steam Frame Status for your next steps and regional details.
Follow community-reported reservations, purchase invites, shipping, and deliveries in the Steam Frame reservation tracker. Your own reservation and order status comes from Valve.
Current spec picture
| Area | Answer | What it means |
|---|---|---|
| Display | 2160x2160 LCD per eye | About twice Valve Index's pixels per eye |
| Optics | Pancake lenses | A thinner optical path than older Fresnel designs |
| Refresh rate | 72-144Hz, with 144Hz experimental | The game and streaming link must keep pace with the selected mode |
| Processor | Qualcomm Snapdragon 8 Gen 3 Arm chip | Runs local games and handles decoding for PC streams |
| Memory | 16GB unified LPDDR5X | Shared by the operating system, graphics, and local games |
| Storage | 256GB / 1TB UFS, plus microSD expansion | Streaming users may be fine with 256GB; local installs make 1TB more attractive |
| Wireless PC link | Wi-Fi 7 dual radios plus an included Wi-Fi 6E 6GHz adapter | The adapter creates a dedicated PC-to-headset connection |
More hardware details
| Area | Answer | What it means |
|---|---|---|
| Field of view | Up to 110 degrees | The visible area depends on fit and eye position |
| Operating system | SteamOS on Arm64 | Linux-based gaming software on a mobile Arm processor |
| Local compatibility | Windows via Proton, x86 via FEX, Android via Lepton | PC games may need an extra translation step to run on the Arm chip |
| Eye tracking | Two interior cameras | Directs streaming quality toward the area you look at |
| Tracking | Inside-out tracking with four outward monochrome cameras and IR support | No lighthouse base stations required |
| Passthrough | Monochrome passthrough | A black-and-white view of your surroundings |
| Battery | 21.6Wh battery | Runtime will depend heavily on streaming, local play, refresh rate, brightness, and game load |
| Weight | 185g core module; 440g complete headset | The rear battery/strap design matters as much as the headline weight |
| Connectivity | Bluetooth 5.4; rear USB-C 2.0 for data and up to 45W charging | The USB-C port is not a wired video input |
| Fit range | 60-70mm IPD range; glasses up to 140mm wide | Check lens spacing and glasses width before buying |
| Expansion | Front MIPI/PCIe expansion interface | Valve now lists an Arcturus Vision color-passthrough accessory separately |
| Controllers | Steam Frame Controllers with 6DOF tracking, haptics, capacitive sensing, TMR thumbsticks, and AA battery power | VR controls and a gamepad layout for non-VR Steam games |
| US kit prices | 256GB $1,059 / 1TB $1,299 | Both include controllers, wireless adapter, and Half-Life: Alyx; no power supply |
Both kits have the same listed core hardware apart from storage. PC Gamer's launch review scores Steam Frame 80/100 and praises its ease of use, tracking, wireless streaming, SteamOS, comfort, and upgradeability while flagging the price and monochrome passthrough. The other review links below cover how that hardware behaves in use.
Display and lenses
Valve lists Steam Frame with a 2160x2160 LCD display per eye. That is about 4.7 million pixels per eye, or about 9.3 million pixels total before accounting for lens distortion, panel use, and rendering strategy. On paper, it is a large jump over Valve Index’s 1440x1600-per-eye panels.
More pixels do not guarantee a clearer image. Lens clarity, binocular overlap, pixel persistence, brightness, contrast, streaming compression, and fit also affect what you see. Frame uses LCD panels, so do not expect OLED black levels.
Pancake optics allow a thinner design than older Fresnel lenses, at the cost of light efficiency. For a review of Frame's implementation, see Tested's optics and display chapter at 10:19.
Refresh-rate limits
The 72-144Hz range describes available display modes, not a frame-rate guarantee. Valve marks 144Hz as experimental.
For streamed PC VR, the host PC, encoder, wireless link, decoder, and headset display path all have to keep up. A high-end PC may make 90Hz or 120Hz realistic in many games. A weaker PC or a very demanding VR title may need lower settings, reprojection, or a lower refresh target.
Local games instead depend on the Snapdragon chip and its power budget. Their minimum targets are lower than the panel's maximum mode.
Frame Verified performance floors
Valve’s Steam Frame Standalone Compatibility Review criteria give the clearest official baseline for local performance expectations.
| Local game type | Verified performance floor | How to read it |
|---|---|---|
| Non-VR / 2D games | 30 fps at 1280x720 | A permissive floor for flat games running locally on the headset |
| VR games | 72 fps at 1728x1728 | A much higher floor because VR comfort depends on frame rate and motion stability |
| VR games below 1440x1440 | Marked Unsupported | Below Valve's minimum resolution for its local VR rating |
Frame Verified applies only to games running directly on Steam Frame. It does not judge a game rendered on a PC and streamed to the headset.
Steam Frame’s panels are 2160x2160 per eye, but the local VR Verified floor is 1728x1728. That is 80% of the panel’s linear resolution and about 64% of the panel’s pixel area. Valve’s lower Verified target indicates that local VR games may render below native panel resolution to hold frame rate.
Wireless PC streaming is the high-end path
Current reporting says the headset does not support DisplayPort or HDMI input. Valve is relying on compressed wireless streaming rather than a traditional tether.
The included 6GHz adapter creates a dedicated connection without relying solely on your home router. Room layout, interference, drivers, and the host PC still affect it.
Gamers Nexus's September 14 review includes its latency test setup at 20:21 and results at 23:40. Start with the setup: the host PC, connection, and measurement method matter when comparing wireless headsets.
Valve's product page also introduces Multi-Link Streaming: it routes data over available headset connections simultaneously and adapts when a connection weakens. This supplements the dedicated adapter, dual radios, and foveated streaming. It is a description of Valve's streaming system, not an independent latency or image-quality measurement.
What foveated streaming changes
Eye tracking lets Frame prioritize video quality where you look and reduce it in the periphery. This happens after the game renders a frame, so the game does not need its own eye-tracked foveated-rendering support.
The quality boost has to follow your eyes quickly enough to stay unobtrusive. Gaze tracking, encoding, transmission, decoding, and display all contribute to that delay. GN's chapter at 27:55 discusses this part of the streaming system.
Proton, FEX, and Lepton
Valve's Steamworks documentation describes four ways local software can run:
| Path | What it does | Practical role |
|---|---|---|
| Native Arm / SteamOS | Runs software built for Steam Frame’s native environment | Best-case local path when available |
| Windows via Proton | Runs Windows games on SteamOS | Carries forward the Steam Deck compatibility idea |
| x86 via FEX | Translates x86 instructions to Arm64 | Needed for many PC games on the Arm chip |
| Android via Lepton | Runs Android games on Linux through a container-style compatibility layer | Useful for mobile-optimized VR games and ports |
Windows x86 games may need both Proton and FEX. That adds instruction translation to the Windows-to-Linux compatibility work familiar from Steam Deck. LTT's September 14 review covers standalone functionality at 6:50 and game performance at 9:35. Check results for the games you want to install, rather than assuming the whole PC library runs locally.
Storage and local installs
For mostly streamed play, 256GB may be enough because the large game files stay on the host PC. Choose local storage capacity around the games you intend to install on the headset. The 1TB option and microSD expansion provide more space, though a card will not necessarily match internal UFS loading performance.
The US price difference is $240. Both kits list the same Snapdragon chip, 16GB memory, display, controllers, and wireless adapter, so the larger kit should be chosen for storage rather than an assumed processing upgrade.
Included hardware, power, and accessories
Both launch kits include Steam Frame Controllers, the wireless adapter, and Half-Life: Alyx. Neither includes a power supply. Valve says a Steam Deck charger or equivalent 45W-or-higher USB-C charger works.
Valve's launch accessory prices start at $29 in the US for a 45W supply with a 2.5m cable. The $59 Ergonomic Accessories Kit includes two controller hand straps/battery doors, a headset top strap, and an extended light blocker. The $49 Accessory Replacement Kit contains a face gasket, head cushion, and standard light blocker. The announcement describes these as checkout add-ons for customers receiving a purchase email.
The product page also lists compatible Arcturus Vision color-passthrough and Zenni prescription-lens accessories. They are separate from the standard kit; do not count their capabilities as built-in headset features.
Tracking, passthrough, and room setup
Four outward cameras track the headset and controllers without external base stations. IR support helps in darker rooms. Their monochrome passthrough view lets you find controllers or check your surroundings; color passthrough requires the separate Arcturus Vision accessory.
Tested examines tracking at 17:56, following its roomview discussion. Pay attention to dim-room behavior and controller occlusion if your usual play space is cramped or poorly lit.
Controllers
Steam Frame Controllers work with VR and non-VR games. They support 6DOF tracking, capacitive finger sensing, haptics, TMR thumbsticks, and a full gamepad layout. That layout provides familiar controls for non-VR Steam games alongside the tracked VR controls.
These are the headset's two tracked controllers, not the separate couch gamepad. Steam Controller Specs covers that other device and its charging Puck.
Valve lists an AA battery design and up to 40 hours of controller life. That is Valve's estimate. Replaceable cells let you swap batteries without opening a sealed rechargeable pack.
Battery and comfort
The 21.6Wh capacity alone cannot tell you how long a session will last. Streaming uses the radios and video decoder, while local play puts more work on the Snapdragon chip. Both keep the display, tracking, and audio running.
Gamers Nexus's battery tests begin at 30:04, followed by charging at 34:34. LTT covers battery life at 10:55. Compare the play mode, brightness, refresh rate, and workload before applying a review's runtime to your own use.
Valve's 185g figure is for the core module. The complete headset weighs 440g, including the rear battery and support hardware. Tested's comfort chapter at 2:40 is a useful companion to those figures: its review follows more than two weeks of use. Fit is personal, so compare its observations with your glasses, head shape, and usual session length.
How Steam Frame compares on specs
| Comparison | Where Steam Frame looks strong | Where specs still leave questions |
|---|---|---|
| Valve Index | Wireless use, standalone capability, higher resolution, no base stations required | Index still has proven PC VR behavior, lighthouse tracking strengths, and mature accessory ecosystem |
| Meta Quest-style standalone headset | Steam library focus, SteamOS, included PC adapter, foveated streaming, PC-first ecosystem | Compare your local game catalog and total accessory cost; base passthrough is monochrome |
| Wired PC VR headset | No cable, lower setup friction, PC streaming plus standalone options | No DisplayPort/HDMI input means compression and wireless latency must be excellent |
| Steam Deck | Same SteamOS/compatibility philosophy moved into a headset | Arm hardware and VR requirements make local compatibility harder than Deck’s handheld target |
| Steam Machine | Frame can be the headset endpoint for a living-room SteamOS PC | Streaming quality depends on the host device, wireless environment, and software path |
What still needs retail testing
Long-term battery wear and reliability remain unknown at launch. The September 14 reviews, including PC Gamer's 80/100 review, cover initial use, not months of ownership or every home network. Check for follow-up testing after software updates and for repair guides and replacement parts before relying on a particular repair.
The links on this page point to the reviewers' own tests, not measurements made by SteamGamer.com. Tested discloses a manufacturer-supplied review unit and an unsponsored review. Its video also contains a Valve interview; the chapter links above point to its separate review sections.