Valve opens Steam Frame reservations at $1,059 for its wireless VR return
The 1TB model costs $1,299, and Valve will randomize the first batch after sign-ups close September 17th.
By Ryan Merket · Published
Primary source: Valve on X
Why it matters
Steam Frame tests whether Valve can turn Steam's PC catalog into a premium VR advantage while Meta competes with headsets starting hundreds of dollars lower.

Valve opened reservations Monday for Steam Frame, its first new VR headset since the Valve Index, pricing the 256GB model at $1,059 and the 1TB version at $1,299.
https://x.com/valvesoftware/status/2099544354436370685
The September 14th launch is less immediate than Valve's "available now" post on X suggests. Buyers can register for either model through the Steam Frame product page, with Valve using a randomized reservation process rather than sending customers directly to checkout.
Sign-ups for the first allocation close September 17th at 10 a.m. Pacific. Valve plans to tell applicants later that day whether they received a reservation or landed on the waitlist, according to launch details reported by Road to VR. Valve expects to begin sending purchase emails on September 18th.
That system gives Valve a controlled way to allocate limited launch inventory while reducing the advantage held by bots and resellers. It also means Valve can call Steam Frame available without letting most customers buy one immediately.
Valve prices Steam Frame for enthusiasts
Steam Frame arrives seven years after the 2019 Valve Index and carries a slightly higher starting price than the Index's original $999 complete kit. The extra $240 between Steam Frame's two models buys additional internal storage, although both versions include a microSD slot.
The price places Steam Frame firmly at the enthusiast end of consumer VR. Meta currently lists the Quest 3 from $599.99 and the Quest 3S from $349.99 on its US headset comparison page. Valve is asking buyers to pay for tighter integration with Steam, stronger PC streaming and a less restricted software environment rather than competing for the lowest entry price.
Valve was founded in 1996 by Gabe Newell and Mike Harrington, initially to build Half-Life. The studio's hardware projects have since become a way to carry Steam beyond conventional Windows desktops, from the Index and Steam Controller to Steam Deck. Steam Frame extends that work to a self-contained SteamOS computer worn on the head.
Valve's developer documentation describes Steam Frame as a standalone headset designed primarily for low-latency streaming from a PC. It can also run VR and conventional games locally, including Windows and Linux titles as well as native Arm64 software and Android packages.
That hybrid design is the core of Valve's pitch. Owners can use the included Wi-Fi 6E adapter to establish a dedicated wireless connection to a gaming PC, avoiding a cable and reducing dependence on the household router. Away from a PC, the headset runs SteamOS on Qualcomm's Snapdragon 8 Gen 3 processor with 16GB of memory.
Steam Frame uses two 2,160-by-2,160 LCD displays, one for each eye, with eye tracking and foveated streaming. The latter concentrates the highest-quality portion of the video stream where the wearer is looking, reducing the bandwidth needed around the edges of the image.
The controllers also play ordinary PC games
Valve includes two tracked controllers with both storage configurations. The controllers combine six-degree-of-freedom motion tracking and capacitive finger sensing with the inputs found on a conventional gamepad, including a directional pad and ABXY buttons.
Valve's controller documentation says non-VR games can recognize the pair through Steam Input as a gamepad or keyboard-and-mouse setup. That decision broadens Steam Frame beyond the smaller catalog of native VR software: buyers can play standard Steam games on a virtual display without reaching for a separate controller.
The headset's software strategy carries the larger bet. Valve already owns the storefront and compatibility layer connecting PC developers with SteamOS users. Steam Frame gives Valve another device on which that catalog can run, while asking developers to support a single set of SteamVR, OpenXR and Steam Input interfaces.
At $1,059, Valve does not need Steam Frame to replace mass-market headsets immediately. It needs PC players with large Steam libraries to value wireless streaming, local game support and software openness enough to pay an enthusiast price. The reservation lottery will give Valve its first hard measure of how many do.