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Half-Life Alyx standalone vs the PC VR version, side by side on Steam Frame. I still can't quite believe this is running on the headset with no PC. Valve made a native ARM port with foveated rendering and depth reprojection, and your saves sync between both versions through Steam...

63,959 görüntüleme • 4 gün önce •via X (Twitter)

19 Yorum

Ghwst profil fotoğrafı
Ghwst4 gün önce

Model detail and lighting seem slightly lower on standalone, but wow - it's really close.

Cas and Chary XR profil fotoğrafı
Cas and Chary XR4 gün önce

I know it's crazy! I would say there are some environments (like the beginning of the game) where you can see more clearly that it's a standalone headset, but I loaded this part up and was so impressed.

QuestWithMatt profil fotoğrafı
QuestWithMatt4 gün önce

Looks really good for a mobile chip !

The Cranky Critic profil fotoğrafı
The Cranky Critic4 gün önce

that's awesome but why didn't they just make a new game for their new headset ?

XYO profil fotoğrafı
XYO4 gün önce

Hard to say what it would be like with more assets in the frame, but I can only really tell the difference side-by-side. Incredible work from Steam.

Kayatt profil fotoğrafı
Kayatt4 gün önce

I wish all their improvements could be share with all games. Looks like this was a work done in drivers and emulation, more than actual porting to arm

Marcus profil fotoğrafı
Marcus4 gün önce

Honestly, I have to read everyone and bag it out. You gotta admit it’s quite impressive. It’s running a game that was made for PCVR. Originally, yes, you can tell it’s a bit low quality, but it’s quite impressive still.

Simulate-1984 profil fotoğrafı
Simulate-19844 gün önce

But the headset dpes not really do anything new from others .. 😕

Marco_G17 profil fotoğrafı
Marco_G174 gün önce

Why did valve not announce this???

Potatoman profil fotoğrafı
Potatoman4 gün önce

Video is 3 minutes because the steam frame ran out of battery

Lidoor L. Joseph profil fotoğrafı
Lidoor L. Joseph4 gün önce

in a word that’s how I feel about tethered displayed glasses, right… I bought I brought this clip on that turned into my Meta Ray-Ban since the sunglasses then I started thinking it’ll be decent if I can turn every Meta AI glasses into Meta Ray-Ban displays with a simple clip on. Check out Television by Lidoor Joseph on

who cares profil fotoğrafı
who cares4 gün önce

What framerate?

Freezorg教授 profil fotoğrafı
Freezorg教授4 gün önce

It's an impressive technical achievement for sure but qs someone who already has a VR game library on Steam and has no intentions of playing VR games outside my house I just don't see what the point of it is

The Virtual Resistance profil fotoğrafı
The Virtual Resistance4 gün önce

How long does the battery last tho? 💀

Martín profil fotoğrafı
Martín4 gün önce

The shadows are rendered one meter from the character 🤦🏻‍♂️

G_Boy profil fotoğrafı
G_Boy4 gün önce

This looks great. They did an amazing job with this port

Roderick Chan profil fotoğrafı
Roderick Chan4 gün önce

maybe in the VR it's less noticeable since it's foveated rendering?

Lincoln Klay profil fotoğrafı
Lincoln Klay4 gün önce

Looks pretty good for stand-alone

Jimbo profil fotoğrafı
Jimbo4 gün önce

So on your opinion, is it better quality when streamed via from PC?

Benzer Videolar

The sense of presence in VR is something amazing. And it is what convinces me that sooner or later, VR will succeed. VR is now in one of its down moments. That's why, in these harsh days, I wanted to get back to feeling what made me fall in love with this technology: presence and immersion. I took some very good-looking PCVR experiences, like Half-Life: Alyx, or AirCar, and tried them at the maximum resolution possible on my Dell Pro Max T2 Tower, featuring an #NVIDIA RTX 6000 graphics card. Until a few months ago, I was using my old laptop, which started to show throttling issues, so I was used to lowering the render resolution, while this time, I was moving the slider up and up. The results have been astonishing: even a demo like AirCar made me in awe again, and Half-Life: Alyx was as immersive as I have ever tried it. As much as I love standalone VR, because I think it helped a lot in democratizing the technology, the WOW sensation that you can try on PCVR today is still unbeatable. Probably a good compromise between the two can be cloud rendering, but we still have to wait for it to become a reality. The sense of being somewhere else is a wonderful sensation, and everyone I demoed VR to all these years has been amazed by it, too. And every day, something makes me feel "there" (like today), I remember why I love this technology and why one day it will have a higher adoption. Sure, there are a lot of problems to solve, but I'm convinced one day it will happen. When? Well, it is always 5 to 10 years, every year... #VirtualReality #VR #technology [Disclaimer: I mentioned the PC model because I'm a #DellProPrecision ambassador, and I have been given the PC to do tests and experiments and share my results. There is no monetary compensation or sales affiliation related to this post]

TonyVT SkarredGhost

28,948 görüntüleme • 5 ay önce

I went on an indefinite break from VRChat world creation back in May, with the intention to explore other platforms/options. I won't be returning to VRC as a world creator anymore, the break from it is now permanent. So what did I choose? Standalone games for platforms like Steam. I plan to keep making games for PC VR first (with desktop/non-VR support too), as I fall into the group that desperately want more PC VR games that aren't held back by untethered/mobile VR parity. Mobile VR support will be considered after the pc versions are complete, if doable. How can I? if I don't like the growing complexity of vrc world dev? I'm using a standalone version of Cyantrigger and with the help of my close friends at Studio CyFi, & the transition has been really smooth to standalone. I think this is a key part of my choice and it not being an empty promise, as I'm not working in the dark here. If I need help with something (which is a lot) I have my friends to help me through it. Plus, I have access to everything game devs have the freedom to use like plugins/scripts from asset store. So do I have a project in development? Not yet. I'm in the R&D phase, learning lots of new techniques & aspects of coding to help in future projects. I am already at the stage that I can recreate everything I've done from my past worlds, so anything I learn now is completely new stuff I lacked the skill to do before. A big focus of this R&D phase is learning how to make more advanced NPC/enemy logic, since I want to do more combat heavy projects. 2026, whats the plan? I want to be more open with what I'm working on, sharing stuff I'm happy with and also stuff that I've found difficult so far, so you can keep track of my journey to making my first standalone game for PC VR. So if you do choose to stick around, thank you.

Lakuza

37,752 görüntüleme • 9 ay önce