Samsung Galaxy XR vs Valve Steam Frame

Every spec side by side, from each maker's published figures.

Better figure, where one is clearly better

Galaxy XR compared with Steam Frame
SamsungGalaxy XRValveSteam Frame
Overview
ReleasedOctober 2025September 2026
Display
Resolution per eye3552 × 3840 (better)2160 × 2160
PanelMicro-OLEDLCD
Refresh rate90 Hz144 Hz (better)
Field of view109° horizontal110° horizontal (better)
Display detailsMicro-OLED, 3552 × 3840 per eye, 27 million pixels in total, 6.3-micron pixel pitch, 95% DCI-P3; 60 Hz, 72 Hz (default) and up to 90 Hz on requestTwo 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental)
Lenses109° horizontal and 100° vertical field of view; vision correction with optical inserts sold separatelyCustom pancake lenses with glass and non-glass elements; field of view up to 110° (Valve gives 110° horizontal and vertical to UploadVR); eyeglasses up to 140 mm wide
Lens spacing (IPD)54–70 mm60–70 mm target range, adjusted with a wheel on top of the headset
Tracking and input
Eye trackingYesYes
Hand trackingYesNo
Controllers in the boxNoYes
Colour passthroughYesNo
SensorsSix world-facing tracking cameras, four eye-tracking cameras, depth sensor, five IMUs, flicker sensor; input by voice, eyes and hand gesturesInside-out; 4 outward-facing monochrome cameras for headset and controller tracking with IR illuminators for low light; 2 interior cameras for eye tracking and foveated streaming; no controller-free hand tracking (UploadVR)
ControllersNone included; Galaxy XR Controller sold separatelySteam Frame Controllers with 6-DoF tracking, ABXY buttons (right), D-pad (left), full-size magnetic TMR thumbsticks with capacitive touch, analogue triggers, bumpers, dual-stage grip buttons, capacitive finger tracking and a haptic motor; one AA battery each, about 40 hours; 130 g each with battery
PassthroughTwo passthrough cameras; video passthrough mode; camera for 3D photos and video (6.5 MP, ƒ/2.0)Monochrome passthrough from the outward-facing cameras; front expansion port (dual MIPI camera interface or PCIe Gen 4 x1) takes accessories such as the Arcturus Vision colour camera
Performance
WorksStandaloneStandalone or with a PC
ChipSnapdragon XR2+ Gen 2Snapdragon 8 Gen 3
Storage256 GB256 GB, 1 TB
Chip detailsSnapdragon XR2+ Gen 2; Android XR4 nm Snapdragon 8 Gen 3, ARM64; runs SteamOS 3 (Arch-based) with KDE Plasma desktop
Memory16 GB RAM; 256 GB storage16 GB unified LPDDR5X; 256 GB or 1 TB UFS storage; microSD card slot
ConnectionsWi-Fi 7 (802.11be, 2.4, 5 and 6 GHz); Bluetooth 5.4Streams from a PC, Steam Deck or Steam Machine over Wi-Fi; headset has Wi-Fi 7 2 × 2 with dual radios (5 GHz Wi-Fi and 6 GHz VR streaming at once); Wi-Fi 6E (6 GHz) USB wireless adapter included; Bluetooth 5.4; no DisplayPort cable connection
Design
BatterySeparate, on a cableBuilt in
Battery life (maker's claim)Up to 2 hours–
Weight (headset)545 g440 g (better)
Weight (separate battery)302 g–
Battery detailsSeparate battery (302 g) on a cable; up to 2 hours of general use, 2.5 hours of video; can be used while charging21.6 Wh Li-ion battery at the back of the headstrap; charges over USB-C 2.0 at up to 45 W (15 V, 3 A); Valve doesn't give a battery life
AudioTwo 2-way speakers (woofer and tweeter); six-microphone array with beamformingDual speaker drivers per ear built into the headstrap; dual microphone array
Strap545 g with forehead cushion; varies with whether the light shield is attachedModular headstrap (245 g) holding the speakers and battery; the 185 g core module detaches for other straps; core module and facial interface 175 × 95 × 110 mm
In the box–Headset, two Steam Frame Controllers, Wi-Fi 6E wireless adapter, standard light blocker, face gasket and head cushion; Half-Life: Alyx licence. No power supply; Valve sells a 45 W one separately

More comparisons