Steam Frame experience with Unreal

Now that the Steam Frame is available, I think it could be nice if people would share their experiences / issues / fixes using the Frame & UE.

My first impressions after testing the frame:

The visuals in the headset look nice to me.

Setup is easy:

  • charge battery of the Frame
  • install updates and Steam vr on the headset
  • on desktop, set Steam vr as default openXR app
  • start UE project and start in VR - works out of the box

Some issues I need to investigate / fix:

  • the steam controllers have a different orientation compared to the oculus (+ different 3d model of course). Need to change my vrPawnBP.
  • need to test which settings are relevant / possible to get FFRendering working (besides the always-on FFStreaming) @VictorLerp Maybe you can share some experiences? I guess Epic was able to test the Frame themselves to be able to support it?

Will update when I have tested more / had time to test

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Some more observations after a few days of using the SteamFrame (SF) in Unreal. Tested using a Ryzen 9 5950X + 64Gb + 4090 in a Lumen archviz project.

Using the current beta software for steam & SF. Nvidia driver 610.47

Performance (stat unit) only using the dedicated dongle (and not the wifi as second source/fallback) seems on par or even better compared to using the Quest3 & link cable when doing ‘vr preview’. Within a few meters of the desktop while using the headset. Still have to test what happens with a proper windows build of the project.

When moving your eyes to the side of the view in SF, there is some chromatic aberration. On Quest 3 I didn’t see that.

Battery really drains too fast to my liking. Will see to upgrade at some point (or attach a power bank).

Ordered a usb3 extension cable and put the dongle on the desk. No more occasional hiccups. After putting the cable into the fastest usb-A port (3.1) of the system, ping is 4 to 5ms. Line of sight is really important though - can easily drop above 10 ms.

On one system the framerate was strangely low. Turned out it had its video settings on ‘auto’ and that used a 50% higher resolution per eye compared to the native 2160x2160. After putting the SteamVR-video settings on ‘custom’, it switched to native 2160x2160 and the framerate was 40% better again.