Valve has officially launched its Steam Frame VR headset, priced at $1,059 for the 256GB model and $1,299 for the 1TB version. The device is designed to run both flat and VR games locally and stream them from a PC. The release follows a delayed launch due to supply chain issues, including RAM shortages. The headset comes with Half-Life: Alyx, which has been adapted to run natively on the device as well as via streaming.

The Steam Frame is marketed as a versatile device, capable of functioning as a traditional screen for non-VR games. Valve has also introduced a waitlist system for buyers, with a lottery for the first batch of units. Those selected in the lottery can purchase the headset on September 18th, while others will be added to a waitlist. The company has also announced plans for an 'enthusiast kit' that allows users to upgrade the headset's battery and audio system.

The headset's design emphasizes comfort, with a lightweight build and a split internal structure that places the battery pack on the back of the head and the display at the front. This design aims to reduce front-heavy feelings common in other VR headsets. However, some critics argue that while the hardware is excellent, its price point may deter many potential users. The 1TB model costs £1,089, which has sparked debate about whether VR is becoming too expensive for the average consumer.

Valve's Jeremy Selan acknowledged the impact of rising component costs, including RAM prices, on the final price. He stated that the company aimed for a more affordable device but was constrained by market conditions. Meanwhile, some industry observers argue that VR remains a high-end niche, with Meta's Quest 3S offering a more affordable alternative. David Heaney of UploadVR suggested that VR's current price point is a misconception, comparing it to the early days of personal computing.

The Steam Frame also features advanced streaming technology, including 'foveated streaming,' which prioritizes visual clarity in the user's line of sight while reducing quality in peripheral areas. This technology allows for high-quality wireless streaming from a PC without the need for a cable. However, the requirement for a powerful PC to support this feature may further increase the overall cost of entry for users.

The company has, however, partnered with Arcturus to develop the Vision Camera, an accessory that provides color passthrough and spatial video recording. Arcturus has stated that it will delay shipping the camera to align with Steam Frame orders, ensuring customers can coordinate their purchases.

The release of the Steam Frame marks a significant step in Valve's efforts to redefine the VR experience. While the device offers innovative features and a comfortable design, its price may limit its accessibility. The long-term success of the Steam Frame will depend on whether it can attract a broader audience despite its high cost, and whether the VR market continues to evolve in a way that makes the technology more affordable for mainstream users.