Steam Frame · Guides
Steam Frame: PC VR vs Flat vs Native VR Explained
Summary
Steam Frame can run software on the headset or stream it from a PC, and either path can present a flat screen or an immersive VR experience.
Steam Frame does not have one performance profile. A game can render on the headset or on another computer, and it can appear on a virtual flat screen or as a full VR experience. Those choices determine which processor, compatibility layer, and network path matter.
Valve describes Frame as a streaming-first standalone headset that supports local VR and non-VR software. Thinking in two axes makes the product easier to understand.
The two questions
Where is the game rendered?
- Standalone: the game runs on Steam Frame's own ARM64 computer.
- Streamed: another computer renders the game, encodes video, and sends it to Frame.
What is the presentation?
- Flat: a conventional game appears on a virtual screen.
- VR: the game renders a tracked stereoscopic view and responds to head or controller movement.
Together they produce four conceptual combinations.
| Mode | Rendering device | Presentation |
|---|---|---|
| Standalone flat | Steam Frame | Conventional game on a virtual screen |
| Standalone VR | Steam Frame | Immersive VR |
| Streamed flat | Host computer | Conventional game on a virtual screen |
| Streamed VR | Host computer | Immersive VR |
The combinations are useful for explaining the hardware even when a service does not score all four. Our current Frame Run Scores separate standalone flat, standalone VR, and streamed VR. Streamed flat is not folded into one of those cohorts.
Standalone means the headset does the work
Steam Frame's local computer uses an ARM64 processor and SteamOS. Valve documents three main local execution paths: native Linux ARM64 software, Windows x86 software through Proton and FEX, and Android ARM64 software through Lepton.
Most PC games are Windows x86 builds. On Frame, Proton handles Windows compatibility while FEX translates x86 instructions for the ARM64 processor. A native ARM64 build can avoid that instruction translation, while an Android build follows the Lepton path.
That architecture is why Steam Deck results do not predict Frame results. Deck is x86-64; Frame is ARM64. Even before display resolution or VR rendering enters the picture, the local runtime stack is different.
Valve's standalone thresholds
Valve's compatibility review applies only to software running on the headset. Its published minimum performance criteria distinguish flat and VR experiences:
- A flat title must meet the documented 30 FPS floor at 1280 × 720.
- A VR title must meet the documented 72 FPS floor at 1728 × 1728 per eye.
- Valve treats a VR render resolution below 1440 × 1440 per eye as unsupported.
Those are review floors, not promises about every scene or recommendations for image quality. A badge also includes compatibility concerns beyond frame rate, such as controls, text, launch behavior, and the required runtime path.
Streaming means the host does most of the rendering
For streamed play, the host computer renders the game and encodes the result. Frame still has work to do—tracking, network transport, video decoding, reprojection, and display—but the host GPU sets the main rendering ceiling.
Valve's current setup documentation describes an included 6 GHz wireless adapter for a direct connection and also permits streaming over the home network. The adapter path is intended to reduce congestion and variability; retail testing still needs to show latency, range, and recovery behavior in ordinary homes.
Valve's product page does not list DisplayPort or HDMI input. Streaming is therefore the announced PC VR path, rather than an optional wireless mode beside a wired video fallback.
Compatibility badges do not rate streamed play
The Frame compatibility program explicitly reviews standalone execution. Valve cannot assign a host-independent performance result to streamed play because the host PC and network vary.
A Great on Frame badge therefore answers, “Can this run locally under Valve's criteria?” It does not answer, “Will this stream well from my PC?” The reverse is also true: a title without a standalone badge may still be a viable streamed VR game when the host and network are suitable.
Which mode should you examine
Use standalone flat results when you want a conventional game on a virtual screen without a host computer. Use standalone VR results for immersive software running entirely on the headset. Use streamed VR results when a PC renders the immersive experience.
For streamed flat play, assess the host's game performance and the stream separately. It is a valid product mode, but our current Run Scores do not merge it with standalone flat or streamed VR.
Any useful performance claim should name the mode. “Runs well on Steam Frame” is incomplete if it does not say where the game rendered and whether the experience was flat or VR.
What still needs retail verification
- Real-world performance and battery behavior in each mode.
- The range, latency, and interference tolerance of the included adapter.
- Consumer-facing switching and troubleshooting flows.
- Which games receive native ARM64 or Android depots at retail availability.
- The final set of contexts supported by public Frame Run Scores after launch evidence arrives.