Steam Frame is Valve’s wireless VR headset, launched on 14-09-2026 at €1,049 (256GB) or €1,279 (1TB). It is built first for streaming games from a PC, but it also runs a growing list of VR and flat games on its own, including Half-Life: Alyx, which is included. You cannot simply order one: Valve sells it through a reservation queue and waitlist, and the power supply is sold separately. [1, 2]
This guide covers price in every region, how to get one, the full specifications, what runs without a PC and what to check before you buy. It is based on Valve’s published specifications and documentation; VR Expert has not yet tested Steam Frame hands-on.

Steam Frame is a standalone VR headset designed primarily for low-latency streaming of your Steam library from a PC. It runs SteamOS on a Snapdragon 8 Gen 3 chip, so it can also play supported games on the headset itself. Valve describes it as “a PC”: you can install your own apps, open a browser and use a KDE Plasma desktop. [1, 3]
It handles both immersive VR and regular (non-VR) games, which appear on a large virtual screen. The controllers combine VR motion tracking with a full gamepad layout, so the same controllers work across your whole Steam library. [1]
Steam Frame starts at €1,049 for the 256GB kit and €1,279 for the 1TB kit in the EU, including VAT. Both kits include the headset, controllers, wireless adapter and Half-Life: Alyx, but not a power supply. [1, 2]
| Market | 256GB kit | 1TB kit |
|---|---|---|
| EU (euro) | €1,049 | €1,279 |
| United Kingdom | £889 | £1,089 |
| United States | $1,059 | $1,299 |
| Canada | CA$1,529 | CA$1,859 |
| Australia | AU$1,609 | AU$1,969 |
| Poland | 4,539 PLN | 5,549 PLN |
Valve launch prices, inclusive of VAT where applicable. Japan, Taiwan and Hong Kong are served by Valve’s distributor KOMODO; South Korea follows later. [2]
Valve also sells three first-party accessories. They can only be added to the cart at checkout, once you have received a purchase email. [2]
| Accessory | What is included | EUR | USD |
|---|---|---|---|
| Power supply (PSU) | 45W USB-C power supply with 2.5m cable | €39 | $29 |
| Ergonomic Accessories Kit | 2 controller hand straps/battery doors, headset top strap, extended light blocker | €69 | $59 |
| Accessory Replacement Kit | Face gasket, head cushion, standard light blocker | €59 | $49 |
You do not have to buy Valve’s PSU: Valve says a Steam Deck charger or any USB-C charger of 45W or more works. An EU buyer who adds the PSU and the ergonomic kit to the 256GB model pays €1,157 in total. [1, 2]

Steam Frame launched on 14-09-2026 with reservation sign-ups, not open orders. Sign-ups closed on 17-09-2026 at 10:00 Pacific (19:00 CEST), when Valve ran a one-time randomisation to set the reservation queue and waitlist. Purchase emails to the reservation queue began on 18-09-2026. [2]
Steam Frame ships directly via Steam in the US, Canada, UK, EU and Australia. The launch date therefore does not mean stock is freely available: delivery depends on your position in the queue. [1, 2]
The key figures: a Snapdragon 8 Gen 3 with 16GB of RAM, 2160 x 2160 LCD panels per eye at 72 to 144Hz, pancake lenses with up to a 110° field of view, and a weight of 440g including the headstrap. [1]
| Feature | Specification |
|---|---|
| Processor | 4nm Snapdragon 8 Gen 3 (ARM64) |
| Memory | 16GB unified LPDDR5X |
| Storage | 256GB or 1TB UFS, microSD card slot |
| Display | 2160 x 2160 LCD per eye, 72 to 144Hz (144Hz experimental) |
| Optics | Custom pancake lenses, up to 110° field of view |
| Fit | IPD target range 60 to 70mm; glasses up to 140mm wide |
| Tracking | Inside-out: 4 monochrome cameras plus IR illuminators; no base stations needed |
| Eye tracking | 2 interior cameras, used for foveated streaming |
| Passthrough | Monochrome |
| Connectivity | Wi-Fi 7 2×2 with dual radios, Bluetooth 5.4; Wi-Fi 6E (6GHz) wireless adapter included |
| Audio | Dual speaker drivers per ear in the headstrap, dual microphone array |
| Battery and charging | 21.6Wh Li-ion in the rear of the headstrap; USB-C 2.0, up to 45W |
| Expansion | Front expansion port (camera interface or PCIe Gen 4 x1) |
| Weight | 440g core module plus headstrap; 185g core module; 245g headstrap |
| Software | SteamOS 3 (Arch-based), KDE Plasma desktop |
| Controllers | 6DoF tracking, magnetic TMR thumbsticks, ABXY, D-pad, triggers, bumpers, capacitive finger tracking, haptics; one AA battery each (about 40 hours); 130g with battery |
Valve notes that some specifications may change ahead of availability. A 144Hz panel does not mean every game runs at 144 frames per second. [1]
No, but a PC is still its main use. Valve calls Steam Frame “streaming-first”: for demanding PC VR, the PC does the rendering and streams the picture to the headset. For supported titles, the headset can also run games itself. [1, 3]
The included plug-and-play 6GHz adapter creates a dedicated link between PC and headset, while the headset’s second radio stays connected to your normal Wi-Fi. Valve adds two technologies on top: Foveated Streaming, which uses eye tracking to send the sharpest pixels only where you are looking and which Valve says typically improves image quality and effective bandwidth more than tenfold, and Multi-Link Streaming, which routes data across all available connections at once. You can stream from a PC, a laptop, a Steam Deck or, once it launches, a Steam Machine. [1]
Your PC’s performance, the game’s requirements and your wireless environment still shape the result, so Steam Frame does not replace a capable gaming PC for high-end PC VR. If you are comparing it with streaming from a Meta Quest, our knowledge base explains how to connect a Meta Quest 3 to a Windows PC.
Steam Frame runs games locally through several routes: native ARM64 builds, Proton (Windows games on Linux), FEX (translating x86 games to ARM64) and Lepton (Android apps and APKs). These broaden compatibility, but they do not guarantee that every game in your library runs well. [4]
Valve’s Steam Frame Standalone Verified programme shows which games work without a PC, with more than 100 verified at launch. Games are rated Verified, Playable, Unsupported or Unknown. To be Verified, flat games need at least 30fps at 1280 x 720 and VR games at least 72fps at 1728 x 1728 during normal play. A Steam Deck Verified badge does not mean the same game is verified for Steam Frame. [2, 5]
Yes. Valve’s 14 September update ports Half-Life: Alyx to ARM64 and adds standalone support on Steam Frame, with rendering and performance optimisations, foveated rendering and depth reprojection. The game is included with every Steam Frame: you redeem it in Settings, once per device, and it cannot be redeemed if you already own it. [1, 6]
Yes, both standalone and streamed from a PC, with PC streaming recommended. VRChat notes that the PC version of VRChat is not supported standalone on Steam Frame because of hardware limitations, so standalone players use the Android version. It is a good example of why the version of an app matters as much as the headset. [8]

On paper, Steam Frame has more memory, a faster chip, a lighter build and deeper Steam integration; Meta Quest 3 has colour passthrough and a much lower price. [1, 11, 12]
| Steam Frame | Meta Quest 3 | |
|---|---|---|
| Processor and memory | Snapdragon 8 Gen 3, 16GB | Snapdragon XR2 Gen 2, 8GB |
| Display | LCD, 2160 x 2160 per eye, 72 to 144Hz | LCD, 2064 x 2208 per eye |
| Field of view | Up to 110° | 110° horizontal |
| Passthrough | Monochrome (colour via Arcturus add-on) | Colour stereoscopic with depth sensor |
| Eye tracking | Yes (foveated streaming) | No |
| Weight | 440g | 515g |
| PC streaming | 6GHz wireless adapter included | Via Wi-Fi or cable |
| Starting price (EU) | €1,049 plus PSU | See current price |
For committed Steam users who want the simplest wireless PC VR, Steam Frame is the more focused device. For mixed reality, training programmes or a first headset, Quest 3 remains the more practical and affordable choice; our Meta Quest 3 vs Meta Quest 3S comparison covers that decision.
Early hands-on coverage has broadly praised the comfort, tracking and wireless streaming, while battery life, the monochrome passthrough and rough edges in the software are the most common criticisms.
Steam Frame is a consumer product, and Valve has not announced an enterprise edition or device-management programme for it. Valve’s standard Steam Subscriber Agreement covers personal, non-commercial use only. Companies and government bodies need Valve’s royalty-free commercial/government SteamVR licence for internal use, and public installations such as VR arcades or schools are pointed to the Steam PC Café Program. [10]
For training, events or classroom fleets that need central management and business support, enterprise headsets such as the PICO 4 Ultra Enterprise or Meta Quest managed with ArborXR or ManageXR are the proven route; see our comparison of ArborXR, ManageXR and MHMS and our VR headset fleet guide. For high-end PC-based simulation, compare our PC VR headsets or contact our team for advice on your applications.
€1,049 (256GB) or €1,279 (1TB) in the EU, £889 or £1,089 in the UK, and $1,059 or $1,299 in the US, including VAT where applicable. The power supply is extra. [2]
Steam Frame launched on 14-09-2026 with reservation sign-ups. The first purchase emails went out from 18-09-2026; new sign-ups join the waitlist. [2]
Only via the waitlist on the Steam Frame store page. You are notified when a unit becomes available for your region and model. [1]
No. It runs Standalone Verified games on its own, but it is designed first for streaming, and demanding PC VR still needs a capable PC. [1, 3]
Any game can be streamed from a PC, but standalone play depends on each title’s Steam Frame compatibility rating. [1, 5]
No. Built-in passthrough is monochrome; the Arcturus Vision Camera add-on ($149) adds colour. [1, 9]
The headset, two controllers, the Wi-Fi 6E wireless adapter and a copy of Half-Life: Alyx. A power supply is not included. [1, 2]
Commercial or government use of SteamVR requires Valve’s commercial licence, as the standard Steam agreement covers personal use only. [10]
João Noronha is an XR and Immersive Content Specialist at VR Expert, with a strong interest in emerging technologies and their real-world applications. He focuses on turning complex developments in VR, AR, AI glasses, and immersive technology into clear, practical content for businesses and professionals exploring the XR industry.