Valve today (12 November 2025) announced their new Steam Machine (x86 CPU, 6x more powerful than Steam Deck) and Steam Frame (self-contained and PCVR streaming VR headset with ARM CPU & “FEX” translation of x86 to ARM) to be released in early 2026. No prices yet.

I’m trying to speculate what effects this will have on the wider Linux ecosystem. Both devices will be running Steam OS and be open so you can run any OS.

First, I’ve read many people state that the Steam Deck considerably increased the number of devices running Linux, so it seems to me that these two new devices will accelerate that trend.

Second, it seems to me that the Steam Frame will significantly increase VR use and development for Linux.

Third, I wonder what the implications of Frame’s x86 to arm translation layer (based on FEX, an open source project that I only learned about today) as well as Android compatibility (they state it can sideload Android APKs) will be. Could this somehow help either Linux on Apple silicon or Linux phone efforts? I’m very unfamiliar with what’s going on with either of these efforts, so I may be way out on a limb here.

What do you think about all this?

Edit: this article may prompt some additional thoughts with its discussion of the openness of the Frame - https://www.uploadvr.com/valve-steam-frame-catalog-whole-compatible/

  • utopiah@lemmy.ml
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    1 day ago

    Yes but …

    • no hand tracking
    • no color passthrough
    • no hardware upgrade
    • no WebXR
    • no new VR proper content

    Still, it’s good obviously, not having to rely on BigTech. This was also possible before though as I pointed out in https://lemmy.ml/post/38899489/22202786 with e.g. Lynx XR1, as a rooted Android standalone HMD with no account required.

    Anyway IMHO the big questions for VR on Linux more broadly is what changes upstream on KDE in terms of immersive UX? Is KDE Plasma becoming a VR graphical shell? Does it have 3D widgets? Does it impact freedesktop in any way?

    Edit : I have a SteamDeck since its out, Lynx XR1, etc so I absolutely want Linux VR and FLOSS XR to succeed. In fact I even gave a talk at FOSSXR years ago about that, fact did it twice. Still it doesn’t mean I can’t be disappointed by those points. I like Valve, I want to give them money, that doesn’t mean I can’t be objective. You might have different requirements, that doesn’t mean you shouldn’t compare to alternatives which have existed for years.

    • Cricket [he/him]@lemmy.zipOP
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      17 hours ago

      I think your list is a bit too negative. Here are my comments:

      • No hand tracking - hand tracking was added to the original Oculus Quest with a software update, at first as an experimental feature. They have continued to improve it over time. I don’t see why Valve won’t be able to do the same (other than probably having a much smaller team than Meta)
      • No color passthrough - I was disappointed by this too. The color passthrough has led to some really interesting games on Quest, like for example, being able to fight characters superimposed over your own real environment, which to me is an amazing development. However, the Frame does have an interface that will allow for color cameras, so there is some small hope for that. Also, perhaps having monochrome passthrough wouldn’t actually impede those same games from working on Frame in the first place. Still, out of your entire list, this is the one that I agree is a serious shortcoming.
      • No hardware upgrade - what do you mean by this?
      • No WebXR - Where have you heard that? I haven’t seen any mention of this, but obviously there are endless sources of information about this thing. Even if so, would it be impossible to add later with a software update?
      • No new VR proper content - What do you mean by this?