I’m looking forward to the Frame. I have no interest in giving any money to Meta and Valve has been great with Linux support. I’ve seen people complain about the specs, but if it’s a reasonable price it looks pretty good to me!
Also curious about the Frame. I’ve been thoroughly enjoying my HTC Vive Pro 2 but it was $$$$$. The inside out camera based tracking is the way to go as long as they did it well. Also hoping they have some upper-tier audio hardware so you can use your own wired headphones.
I’m afraid of the price… this looks much more capable and powerful than the Index, which was quite expensive, I suspect it might end up in a similar price range, if not higher. But let’s hope.
Interestingly, it seems to be using a snapdragon ARM-based unit. Which means it requires another layer of emulation/translation for running Steam games standalone. It’s said it uses FEX (fex-emu.com), probably combined/integrated with Proton.
For a long time, there were $1200 rumors.
Now we have the “less than index”, which I believe spawned the “under $1000” rumors.
but since index has a huge range, depending on the accessories you buy with it “less than index”, can mean anything from <$600 to <$1100.
But in reality this has to compete with Quest 3, and preferably also with Quest 4 when that releases.
So I think it really should be on the lower side. <$600 would be good, <$500 would be great, <$700 would be okay
Really disappointing to see that the Steam Frame is a standalone headset. On the other hand, I guess it’s safe to place my order for Bigscreen Beyond now.
It can’t use the same compute power for both simultaneously. Take the same hardware and remove the local gaming and suddenly you need much less power/have much more power. Not to mention you don’t need a battery.
The battery is on your head, with the rest of the headset. Weight is a concern of the power required, not the available compute. The bigger concern is cost.
Do you wear a counterweight with your sunglasses? No one complains about the lack of counterweight on a Bigscreen. In fact everyone seems to agree it’s the most comfortable headset ever.
Nonexistant because it doesn’t have inside-out tracking…
the cameras themselves are not the problem, it’s all the processing and cooling required to make that work along with the processing for passthrough and many other things. I doubt this headset would be much lighter if it was not standalone and still had inside out tracking.
Wow it’s actually a usb-a port, I don’t know how they’re sending that much data over it but it’s certainly close to its limits, there’s a reason most monitors aren’t usb and all usb webcams suck
Well I think you have a great conclusion that the bigscreen is probably a better fit for you since this headset might not fit your needs. I love my bigscreen v2 would definitely recommend (though I do hate the cable and the swimming goggles effect, and the eye tracking sucks right now) but other than that it is awesome
According to LTT, the section containing the computer just weights under 190 grams (that’s about the weight of an average medium-sized apple).
The battery is the counterweight… which is actually a good thing to have… I have a fist generation Quest and the main problem with that one was the weight distribution. Adding weight to the back actually made it more bearable. Just by looking at how thin the front part of this one is, I can tell this is gonna be so much more comfortable.
I don’t think you understand. Native rendering requires more powerful, more expensive processors than streaming does. Simple as. Doesn’t matter what the price point is, it’s going to be cheaper when streaming.
Look, I code websites and apps and I know nothing about game dev. I dabble. But I don’t see any reason why an informed indie dev or studio would choose Unity over Godot at this point after what they tried to pull a few years ago.
Unreal is a different beast, but the versatility of Godot has been proven at this point and is on full display in this showcase, and from my uneducated standpoint seems to hold its own vs Unity’s offerings.
Unity has a store with a ton of useful user made libraries, frameworks and utilities most of which are generally not worth the time spent implementing it yourself when you can get the thing for something like 20 bucks.
Also, for gamedev shops which already have a lot of Unity experience in-house, it’s probably worth it to stay with Unity, though Unity so frequently changes their engine is profound ways, that existing Unity experience is less valuable than otherwise.
Yee, I got to play Bloodthief’s demo at a Steam Next Fest this year. I also spotted Bombun there as well, which I didn’t know was Godot. Last year’s also had PVKK, which caught my eye.
That looks pretty versatile. I guess people are still wary of unity after they shit the bed a couple of years back? This seems like a plausible alternative.
I’ve been wanting to play a game with this concept (but taking it serious) for a while; breaking into vehicles / buildings that have had all sorts of disasters happen to them, and trying to repair them enough to delay their destruction and cut a safe passage out for survivors, while not dying in the process. Fighting wind and rain, fire and flood and rising seas as the environment does its best to kill you.
I’ll never get past the Dangerous Hunts games since some management somewhere at Cabela’s had to approve a hunting game with deep lore about a literal shapeshifting demon and chimpanzee supersoldiers.
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