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The display part is 185g and headstrap adds 245g, which has headphones and battery at the back. Seems like it's well balanced, but might be too heavy. If it's comfortable it will be the first ever decent VR device. Assuming that they've implemented eye-tracking based UI like Vision Pro, and I don't have to shoot tiny targets to click, which is hilariously bad UI.
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"Assuming that they've implemented eye-tracking based UI like Vision Pro, and I don't have to shoot tiny targets to click, which is hilariously bad UI."

Assuming that the Steam Frame isn't accompanied by a complete change to the current SteamVR experience that hasn't been so much as hinted at, alas, no, SteamVR is full of tiny targets to shoot. I've only ever used the Meta Quest 3S' native UI but the smallest targets there are generally significantly bigger than the smallest targets in the SteamVR UI. On the plus side, once you activate some of those small targets you can do some cursor navigation like a conventional UI, and having that option is a breath of fresh air... but it's completely inconsistent. You experience it as a bonus when it's available because it's not even consistent enough to "miss it when it is gone", let alone for it to be a consistent navigation method.

We may get the obvious eye-tracking upgrade but the targets are still pretty small, it's going to need to be very accurate.


Just switching the input method from shooting to eye-control would be fine for me, if it's accurate enough. Clicks can be made from the controller.

I found the index to be a bit on the heavy side but comfortable. I certainly put in significant time in several different 'flight simulators' (elite dangerous, star wars squadrons, etc) with it. No battery of course.



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