Valve Index vs Valve Steam Frame
Better figure, where one is clearly better
| ValveIndex | ValveSteam Frame | |
|---|---|---|
| Overview | ||
| Released | June 2019 | September 2026 |
| Display | ||
| Resolution per eye | 1440 × 1600 | 2160 × 2160 (better) |
| Panel | LCD | LCD |
| Refresh rate | 144 Hz | 144 Hz |
| Field of view | – | 110° horizontal |
| Display details | Dual 1440 × 1600 LCDs, full RGB per pixel; ultra-low persistence global backlight (0.330 ms at 144 Hz); 80, 90, 120 Hz and experimental 144 Hz | Two 2160 × 2160 LCD panels, one per eye; 72, 80, 90, 120 and 144 Hz (144 Hz experimental) |
| Lenses | Double-element, canted lenses; Valve says typical users see 20° more field of view than the HTC Vive, and doesn't give a figure | Custom 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) | 58–70 mm, physical adjustment; eye relief also adjustable | 60–70 mm target range, adjusted with a wheel on top of the headset |
| Tracking and input | ||
| Eye tracking | No | Yes |
| Hand tracking | No | No |
| Controllers in the box | – | Yes |
| Colour passthrough | Yes | No |
| Sensors | Outside-in; SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations | Inside-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) |
| Controllers | Valve Index Controllers with per-finger capacitive tracking; the headset also works with HTC Vive and Vive Pro controllers | Steam 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 |
| Passthrough | Stereo 960 × 960 global-shutter RGB (Bayer) cameras | 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 | ||
| Works | Needs a PC or console | Standalone or with a PC |
| Chip | – | Snapdragon 8 Gen 3 |
| Storage | – | 256 GB, 1 TB |
| Chip details | – | 4 nm Snapdragon 8 Gen 3, ARM64; runs SteamOS 3 (Arch-based) with KDE Plasma desktop |
| Memory | – | 16 GB unified LPDDR5X; 256 GB or 1 TB UFS storage; microSD card slot |
| Connections | 5 m tether with a 1 m breakaway trident connector; DisplayPort 1.2, USB 3.0 and 12 V power; USB 3 Type-A port in the front expansion slot | Streams 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 | ||
| Battery | None (powered by a PC or console) | Built in |
| Weight (headset) | 809 g | 440 g (better) |
| Battery details | – | 21.6 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 |
| Audio | 37.5 mm off-ear Balanced Mode Radiators (40 Hz–24 kHz, 6 ohm); 3.5 mm headphone out; dual microphone array | Dual speaker drivers per ear built into the headstrap; dual microphone array |
| Strap | Adjustable head size, face angle and speaker position; rear cradle adapter included; magnetic quick-swap face gasket | Modular 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 (sold alone, with controllers, or as the VR Kit with two SteamVR 2.0 base stations); Half-Life: Alyx included | 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 |
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