F5F Stay Refreshed Software PC Gaming New Steam Frame gameplay clips are launching soon!

New Steam Frame gameplay clips are launching soon!

New Steam Frame gameplay clips are launching soon!

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Bessily
Junior Member
43
03-23-2023, 12:13 PM
#1
A new Steam Frame gameplay video was posted by a developer on YouTube. It highlights live finger tracking, microphone clarity, controller movement, and in-game performance using the Steam Frame kit. While it might not capture the final product exactly, it still offers an interesting glimpse for those interested in Valve's upcoming hardware.
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Bessily
03-23-2023, 12:13 PM #1

A new Steam Frame gameplay video was posted by a developer on YouTube. It highlights live finger tracking, microphone clarity, controller movement, and in-game performance using the Steam Frame kit. While it might not capture the final product exactly, it still offers an interesting glimpse for those interested in Valve's upcoming hardware.

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Whistling
Member
71
03-30-2023, 01:00 AM
#2
VR isn't close to being common yet. The technology isn't fully developed, and there are still many improvements needed for hardware, games, and user input.
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Whistling
03-30-2023, 01:00 AM #2

VR isn't close to being common yet. The technology isn't fully developed, and there are still many improvements needed for hardware, games, and user input.

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AlexOMontoya
Member
65
03-30-2023, 08:57 PM
#3
I think the problem isn't hardware—it's more about motivation, imagination, and technical know-how. Back in the 90s there were some great VR experiences, but they faded because the technology wasn’t strong enough. Nowadays, no one seems to be pushing VR forward, or creating content that makes use of it. There are some interesting ideas like Dino Crisis (1+2) or rhythm games, but nothing that really stands out. AR development is also lagging, which makes it hard to see a clear path forward. It feels like creators aren’t grasping the potential, so the opportunities remain untapped.
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AlexOMontoya
03-30-2023, 08:57 PM #3

I think the problem isn't hardware—it's more about motivation, imagination, and technical know-how. Back in the 90s there were some great VR experiences, but they faded because the technology wasn’t strong enough. Nowadays, no one seems to be pushing VR forward, or creating content that makes use of it. There are some interesting ideas like Dino Crisis (1+2) or rhythm games, but nothing that really stands out. AR development is also lagging, which makes it hard to see a clear path forward. It feels like creators aren’t grasping the potential, so the opportunities remain untapped.

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EnzoVargas619
Member
120
03-30-2023, 09:16 PM
#4
I understand. You were aiming for something widely available, similar to PCs themselves. I was focusing on mainstream PC titles and high-quality visuals with solid performance, using power cables for extra juice. Wireless options might come later. The VR headset itself still needs impressive specs—great lenses, wide field of view, high refresh rates. Right now, I’m not convinced yet. These features should become standard, and there need to be solid games designed for them, but good input handling is also crucial for me.
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EnzoVargas619
03-30-2023, 09:16 PM #4

I understand. You were aiming for something widely available, similar to PCs themselves. I was focusing on mainstream PC titles and high-quality visuals with solid performance, using power cables for extra juice. Wireless options might come later. The VR headset itself still needs impressive specs—great lenses, wide field of view, high refresh rates. Right now, I’m not convinced yet. These features should become standard, and there need to be solid games designed for them, but good input handling is also crucial for me.

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Koollojoe
Posting Freak
830
03-30-2023, 11:10 PM
#5
Absolutely, I agree tech generally works well enough. The games should aim to attract more players, and while I don’t think they need flawless graphics, poor visuals can actually hurt immersion. Pursuing the AAA market isn’t the best path—people usually avoid that kind of experience (like with COD VR). A gritty, realistic game like Lawnmower Man, packed with cinematic elements, would be ideal. Something intense but not overly fast-paced is key; speed can make players disengage and might not suit everyone. I’ve seen Beatsaber be the only real example of that, though it’s not universally successful. You’d want something like Disaster Report VR—puzzles, natural disasters, varied activities—but always with a strong story and gameplay focus.
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Koollojoe
03-30-2023, 11:10 PM #5

Absolutely, I agree tech generally works well enough. The games should aim to attract more players, and while I don’t think they need flawless graphics, poor visuals can actually hurt immersion. Pursuing the AAA market isn’t the best path—people usually avoid that kind of experience (like with COD VR). A gritty, realistic game like Lawnmower Man, packed with cinematic elements, would be ideal. Something intense but not overly fast-paced is key; speed can make players disengage and might not suit everyone. I’ve seen Beatsaber be the only real example of that, though it’s not universally successful. You’d want something like Disaster Report VR—puzzles, natural disasters, varied activities—but always with a strong story and gameplay focus.

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LeCrafteur974
Member
174
03-30-2023, 11:20 PM
#6
It's understandable, can work well enough for everyday desktop use with virtual displays and windows around. However, if the experience isn't as smooth, it might deter me from using it. Probably just occasional use at most. Not everything has to be a high-fidelity realism, though I also don't want outdated aesthetics. A more general realistic style would help the immersion in VR environments. It doesn't have to be cutting-edge like PCs often push; just a basic, realistic feel is enough for gameplay. Personally, I'm selective about this. One of my concerns is VR's lack of smooth movement or character speed—current tech struggles with that, and it can cause discomfort. Another challenge is making fast-paced games feel responsive when you're controlling them manually, so actions don<|pad|>, not tedious. Beatsaber, you're just stationary. Movement speed feels similar to Hatsune Miku—everything stays still. You're not moving through the camera or with your character, which is what I'd like to see. Some of these ideas are interesting and distinct, but playing intense genres like FPS, RPGs or RTS would be really difficult.
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LeCrafteur974
03-30-2023, 11:20 PM #6

It's understandable, can work well enough for everyday desktop use with virtual displays and windows around. However, if the experience isn't as smooth, it might deter me from using it. Probably just occasional use at most. Not everything has to be a high-fidelity realism, though I also don't want outdated aesthetics. A more general realistic style would help the immersion in VR environments. It doesn't have to be cutting-edge like PCs often push; just a basic, realistic feel is enough for gameplay. Personally, I'm selective about this. One of my concerns is VR's lack of smooth movement or character speed—current tech struggles with that, and it can cause discomfort. Another challenge is making fast-paced games feel responsive when you're controlling them manually, so actions don<|pad|>, not tedious. Beatsaber, you're just stationary. Movement speed feels similar to Hatsune Miku—everything stays still. You're not moving through the camera or with your character, which is what I'd like to see. Some of these ideas are interesting and distinct, but playing intense genres like FPS, RPGs or RTS would be really difficult.

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sandorvdl
Junior Member
17
03-31-2023, 07:29 AM
#7
VR will remain a niche market, many misunderstand its future. It’s not meant to replace traditional gaming; it serves a distinct purpose. Just like the Wii once faded, VR experiences that demand physical movement require more room than most users can comfortably handle. They’re also tiring, making them unsuitable for long sessions. For me, pinball has been the most engaging VR experience so far. In two dimensions it falls short because players constantly shift their heads to track the ball, missing details from a single camera view. That’s why I’m eager for the haptics kit release—it brings the real feel closer. While physical games are exciting, I lack the space and stamina for them. I own Fallout 4 and Skyrim VR, but motion sickness sets them back too soon, turning them into quick distractions rather than immersive adventures.
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sandorvdl
03-31-2023, 07:29 AM #7

VR will remain a niche market, many misunderstand its future. It’s not meant to replace traditional gaming; it serves a distinct purpose. Just like the Wii once faded, VR experiences that demand physical movement require more room than most users can comfortably handle. They’re also tiring, making them unsuitable for long sessions. For me, pinball has been the most engaging VR experience so far. In two dimensions it falls short because players constantly shift their heads to track the ball, missing details from a single camera view. That’s why I’m eager for the haptics kit release—it brings the real feel closer. While physical games are exciting, I lack the space and stamina for them. I own Fallout 4 and Skyrim VR, but motion sickness sets them back too soon, turning them into quick distractions rather than immersive adventures.

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Da_Shui_Bi
Member
52
04-06-2023, 09:15 PM
#8
I completely agree with everything you mentioned. VR and traditional gaming seem quite different, almost like opposites. I really enjoy gaming in VR—it's my top choice, though I wouldn't expect it to be the main way to play. I don’t get motion sickness, have a comfortable headset, and can play for long periods. Still, I don’t always feel like doing it. I’ve often wished for more first-person games with VR mods or modes, but only through the headset. I’d prefer to stay seated and use keyboard, mouse, or a controller instead of motion controls. Sometimes standing and moving my arms isn’t comfortable for me. Others have told me VR takes away from the experience, but that’s just my perspective. Personally, I found Subnautica to be an amazing VR adventure—3D and headset, using a keyboard and mouse. That was one of the best gaming moments I’ve ever had. Even then, I know it isn’t perfect for everyone. Motion sickness and other issues are real concerns for some, but that’s okay. It’s still a niche, and that’s fine. I’d really like it to improve a bit more, but we need to stay realistic.
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Da_Shui_Bi
04-06-2023, 09:15 PM #8

I completely agree with everything you mentioned. VR and traditional gaming seem quite different, almost like opposites. I really enjoy gaming in VR—it's my top choice, though I wouldn't expect it to be the main way to play. I don’t get motion sickness, have a comfortable headset, and can play for long periods. Still, I don’t always feel like doing it. I’ve often wished for more first-person games with VR mods or modes, but only through the headset. I’d prefer to stay seated and use keyboard, mouse, or a controller instead of motion controls. Sometimes standing and moving my arms isn’t comfortable for me. Others have told me VR takes away from the experience, but that’s just my perspective. Personally, I found Subnautica to be an amazing VR adventure—3D and headset, using a keyboard and mouse. That was one of the best gaming moments I’ve ever had. Even then, I know it isn’t perfect for everyone. Motion sickness and other issues are real concerns for some, but that’s okay. It’s still a niche, and that’s fine. I’d really like it to improve a bit more, but we need to stay realistic.