Promotional material of the Steam Frame | |
| Codename | "Deckard" |
|---|---|
| Developer | Valve Corporation |
| Type | Virtual reality headset |
| Release date | Q1 2026 |
| Introductory price | TBA |
| Media | Digital distribution |
| Operating system | SteamOS |
| System on a chip | Qualcomm Snapdragon 8 Gen 3 |
| CPU | ARM64 |
| Memory | 16 GB unifiedLPDDR5X RAM |
| Storage |
|
| Removable storage | microSD card slot |
| Display | Dual 2160 × 2160LCD (per eye), 72–144Hz (144 Hz experimental) |
| Sound | Dual speaker drivers per ear, dual-microphone array |
| Connectivity |
|
| Power |
|
| Online services | Steam |
| Dimensions | 175 mm × 95 mm × 110 mm (6.9 in × 3.7 in × 4.3 in) (core module + facial interface) |
| Weight |
|
| Predecessor | Valve Index |
| Website | store |
Steam Frame is an upcoming standalonevirtual reality headset developed byValve Corporation. Announced in November 2025 as part of a new lineup ofSteamOS hardware, the Steam Frame is expected to be released in early 2026.
Serving as a successor to theValve Index, the Frame is a standalone device runningSteamOS;VR games andapps can be run natively on the headset (with access tox86-64,Proton, and Androidcompatibility layers), or streamed from a PC overWi-Fi.
The Steam Frame has avisor-like design; Valve stated that the base unit had a weight of 185 grams (0.408 lb), and 440 grams (0.97 lb) when the default facial interface and strap is installed. It uses LCD displays viewed throughpancake lenses, with a per-eye resolution of 2160×2160, and support for refresh rates of 72, 120 and 144 Hz, and physicalinterpupillary distance adjustment via a knob.[1][2][3] It will supporteye tracking, which can be used forfoveated rendering.[4]
The Frame will use aQualcomm Snapdragon 8 Gen 3 system-on-chip with 16 GB ofLPDDR5X memory, and be sold in models with 256 GB and 1 TB of internal storage, expandable viamicroSD cards; microSD cards can also be shared with otherSteamOS devices such asSteam Deck and the second-generationSteam Machine.[2][3]
Wi-Fi connectivity will be implemented with multipleWi-Fi 7 radios in order to split internet and VR streaming traffic across 5GHz and 6GHz bands respectively. AWi-Fi 6E USB adapter will be bundled with the Frame to provide a dedicated 6GHz connection between a PC and the headset, bypassinglocal area networks to reduce latency and congestion. Use of the adapter is optional, and users will be able to stream over existing local Wi-Fi networks.[1][2][3]
The front of the headset contains four monochrome passthrough cameras and an infrared emitter for inside-out tracking usingsimultaneous localization and mapping (SLAM). Its motion controllers are similar in design to theTouch Plus controllers used by theMeta Quest 3, but with a button layout similar to standardgamepads for improved compatibility with non-VR games, including aD-pad on the left controller and four face buttons on the right. The analog sticks will use tunneling magnetoresistance, making them less susceptible tostick drift.[3]
Valve will release CAD files and specifications to allow for the development of third-party accessories and attachments. The device includes an expansion port with a lane ofPCI Express gen 4 connectivity and a MIPI camera interface; Valve suggested that the port could be used for accessories such asface tracking, depth sensors, and color passthrough cameras.[3]
The Frame will run a version of Valve'sArch Linux-basedSteamOS, supporting both VR and non-VR games from Steam. It will include variouscompatibility layers for OS and processor support, includingProton forMicrosoft Windows games,FEX-Emu for emulating x86 software onARM, and anAndroid Open Source Project (AOSP)-based runtime environment withsideloading support. The Android runtime is intended primarily for games targeting standalone headsets such asMeta Quest, and the Steam store will also add support for publishingAPK files.[5][3] Similarly toSteam Deck, the Steam storefront will mark games tested for compatibility with the headset as being "Steam Frame Certified".[3]
VR software can also be wirelessly streamed to the Frame from agaming PC usingSteam Link, with Valve emphasizing this functionality by promoting the device as a "streaming-first" headset.[1][2][3] Streaming will leverage an encoding technique Valve refers to as "foveated streaming", a variation of foveated rendering where eye tracking data is used to selectively increase thebitrate of the stream based on where the user is looking. Unlike foveated rendering, this technique is applied at the encoder level and does not require any further implementation by game developers.[3][4]
The second-generation Steam Machine will offer integration with Frame, including the ability towake the device over the network to launch a game for streaming.[3]
In 2021,Ars Technica reported from internal sources that Valve had multiple prototypes for a new VR headset in development, including a PC-based headset that would directly succeed theValve Index, as well as a standalone headset similar toOculus Quest.[6] Over the course of the year, updates to theSteamVR runtimes later began to add references to a device codenamed "Deckard", as well as functionality of relevance to standalone VR headsets (especially on the ARM Linux builds).[6] In September 2025, it was reported that Valve had filed for trademarks on the name "Steam Frame" in reference to gaming hardware.[7]
On November 12, 2025, Valve officially announced Steam Frame as part of a new family ofSteamOS products, including the second-generationSteam Machine. It is expected to be released in early 2026.[8] Pricing details were not announced, but Valve stated that it expected Steam Frame to be cheaper than the Index.[2]
SteamOS developer Pierre-Loup Griffais believed that the device's use of ARM processors was a first step by Valve towards other devices utilizing them, including future handhelds.[5]