Posted on 09/15/2026 8:45:25 AM PDT by BenLurkin
When the Steam Frame was announced, the idea that a high-end VR showcase like Half-Life: Alyx would run natively on a modestly powerful, ARM-based headset seemed far-fetched - and Valve set expectations accordingly.. Yet, as Valve engineers used Alyx as a test-bed for standalone games on the headset, progress came surprisingly swiftly, and Alyx is shipping alongside Frame as a fully native game on the system.
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Alyx renders at 36fps on Frame and is re-projected upward, but the technique is more sophisticated than a simple timewarp. "We're running at 36fps, but we're using depth reprojection," Ashton says. Using a hand held in front of the face as an example, she describes the parallax problem: the hand and the background move at different rates as you shift, and a naive reprojection can't reconcile them. "If we provide a depth texture from Alyx, or any other game provides a depth texture, we can incorporate that information into reprojection, so that even if you're doing this, we can be completely smooth. You wouldn't be able to tell." Alyx doesn't supply motion vectors, and the implicit motion-smoothing path in SteamVR that handles that case remains in beta - but many third-party VR developers already had motion-vector pipelines feeding the compositor, so Valve brought that route up first and those titles benefit too.
Image quality rests on eye tracking, and Ashton is unequivocal about its necessity: "I don't think it would have been shippable without having eye tracking giving us the gaze information to feed into foveated rendering." SteamVR exposes a fragment density map that developers can either consume automatically via the injection layer or author themselves for tighter control, and dialling [sic] in Alyx's own map was hand-tuning rather than automation..
(Excerpt) Read more at digitalfoundry.net ...
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I just wish they would finish the game.
i understand only about half the nouns in that article ...
VR headsets — a product nobody wants. Apple pulled the plug.
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