ExplorXR

XR Daily: An OLED Steam Frame Hides in Valve's Kernel

By Toni Tan · · 9 min read

Valve’s Kernel Code Spills an OLED Steam Frame

Steam Frame has barely shipped, and data mining has already turned up a second version. As reported by Steam Frame Hub and covered by Road to VR, the codename “Plano” appears in Valve’s publicly released Steam Frame kernel source code, describing the headset under its “Deckard” codename with a 3,552 x 3,840 per eye OLED panel, 90Hz refresh, and a 120Hz experimental mode.

That is a real jump. The retail Steam Frame runs a 2,160 x 2,160 per eye LCD at 72 to 120Hz, with 144Hz experimental. Plano’s native pixel count lands near Samsung Galaxy XR territory, but the default rendering resolution in the same source appears to be half of native, at 1,776 x 1,920, and the chip is still a Snapdragon 8 Gen 3. Read that as a frame budget decision: the extra pixels get earned by rendering lower and reconstructing, the pattern behind why XR compute moved off your face. OLED also trades peak luminance and burn-in risk for the black levels that matter in a headset with bright passthrough.

Treat it as a leak, not a roadmap. Repository activity runs through October 2, weeks after pre-orders opened on September 14, which proves the work was live but not that it ships. Valve ran the same playbook on Steam Deck (LCD in 2022, OLED in 2023), and Deckard surfaced the same way back in 2021. With backorders already stretching into 2027, do not expect a fast follow.

→ Road to VR


Valve Is Fixing Steam Frame’s Two Weakest Points at Once

Valve confirmed to PC Gamer that it is building a new headstrap with hot-swappable batteries and Balanced Mode Radiator drivers, the same speaker technology that made the Index the audio reference for VR headsets since 2019. The upgrade is described as “swap-in,” which likely exploits the fact that Steam Frame’s display portion detaches from its headstrap and facial interface.

That targets the two complaints early reviews landed on: battery life of roughly one to one and a half hours of mixed use, and built-in audio with no bass because the drivers sit inside the headset body. There is also no 3.5mm jack, so wired headphones need a USB-C DAC adapter or Bluetooth. The serviceable enclosure is what makes the upgrade feasible, the same design instinct behind Valve’s Steam Frame comfort priorities. No date, no price.

→ Road to VR


Godot 4.8 Hits Beta With VRAM Streaming and visionOS Hand Tracking

Godot 4.8 beta 1 is out, which puts the engine in feature freeze. The release post counts 340 contributors and 1,523 fixes since 4.7-stable, and one rendering item matters most for headsets: mip-level texture streaming. Godot now loads only the mip levels a camera needs, cutting texture VRAM hard on large 3D scenes. On a standalone headset that budget is the binding constraint, which is why Godot’s steady release cadence keeps mattering to XR teams.

The rest of the pipeline moved too. Multi-bounce ambient occlusion approximation accounts for interreflections so scenes stop over-darkening, based on a method from a 2016 SIGGRAPH talk that other engines already adopted. Directional lightmaps now bake specular information into LightmapGI, screen space contact shadows blend an R8 shadow texture per directional light, alpha-preserving mipmaps stop alpha scissor materials dissolving at distance, and the visual shader gains node groups.

Three XR items stand out: visionOS becomes an engine module, laying groundwork for tvOS later; visionOS gains hand tracking and PSVR2 controller support on Apple Vision Pro; and a multi-layer projection camera lands. Multi-layer projection is the primitive under foveated compositing, the same idea as how VR eye tracking works. Builds are downloadable now, including the Web, XR, and Android editors.

→ Godot Engine


XREAL’s 1 Pro+ Buys 500 Nits and Doubles Its 2D-to-3D Rate

XREAL refreshed its flagship AR glasses at the same $599, on sale today. The 1 Pro+ keeps most of the One Pro’s silicon: Sony 0.55 inch micro-OLEDs at 1,920 x 1,080 per eye, the X1 spatial computing chip, 57 degree field of view, up to 120Hz, electrochromic dimming, Bose audio, 3DOF with 6DOF through the Eye accessory, and two IPD variants.

Three things changed. Peak brightness climbs from 700 to 1,200 nits, the number that decides whether glasses hold up in a lit room or on a train. AI HDR arrives with Standard, Movie, and Reading modes. And automatic 2D-to-3D conversion doubles from 30 to 60fps, which is a compute claim rather than a display one: the X1 estimates depth and synthesizes a second view per frame, so doubling the rate halves its budget per frame. Redesigned nose pad geometry rounds it out.

One thing did not change. Despite marketing imagery showing the glasses cable-free, this is not a standalone device: it tethers over USB-C with DP Alt Mode to a laptop, phone, or console, placing it in the display-first camp that the compute offload argument keeps drawing around a tethered puck.

→ Road to VR


Epic Rebuilds Easy Anti-Cheat to Put Fortnite on Linux

Epic shipped its new EGS launcher on Linux for the first time, and it says Fortnite will follow once Easy Anti-Cheat is reworked. That is the bluntest admission yet that anti-cheat, not the graphics stack, keeps big multiplayer catalogues off Linux and therefore off SteamOS. EAC has run native Linux clients since 2014 and Windows builds under Proton, but the protection never matched Windows, the argument EA used to pull Apex Legends from Steam Deck access two years ago.

The plan is unusually specific: a signed kernel with signed kernel modules, secure boot with attestation, TPM 2.0, measured boot, an IOMMU, kernel lockdown integrity mode, kexec disabled, and LSM BPF. Epic says it will hand the improvements to other developers and co-host a panel with Fedora’s Jef Spaleta on competitive gaming on Linux, framing the goal as isolation so player data stays out of reach of both the game and the anti-cheat vendor.

This matters for XR because Steam Frame runs Valve’s Linux stack in standalone mode, so every title that clears Proton plus EAC is another game the headset can run without a PC attached. The catch is kernel-level anti-cheat itself: signed modules and disabled kexec shift control away from the user, and no timeline has been given.

→ 80 Level


Dean Hall Open-Sources the Framework Behind RimWorld’s New Engine

Dean Hall, the creator of DayZ, released BRUTAL, an open-source framework RocketWerkz has been building for about four years, free for commercial use with credit. It is a framework and not an engine: teams can ship a game directly on it or use it as the foundation for a separate engine. At the core sits a custom interop layer giving C# access to native APIs, surrounded by libraries for math, memory management, strings, job scheduling, logging, and localization, targeting Windows and Linux on recent C# and Vulkan.

The link to this week’s biggest engine story is direct: Ludeon used BRUTAL as the foundation for Waylith, the in-house engine RimWorld 1.7 moved to, a switch that delivered 2 to 4x performance gains and cut a 1,500 mod load from 14 minutes to 6, as covered in yesterday’s roundup. RocketWerkz’s own Kitten Space Agency runs on it too.

Hall’s framing is the argument: “You are only as independent as your tools are,” paired with the position that Unity and Unreal are not accountable enough to developers, though he adds that both remain the right call for plenty of projects. The practical effect is that leaving a general-purpose engine gets cheaper, and a C# plus Vulkan stack with your own job scheduling is the shape of a standalone VR renderer, where the frame budget and render thread are yours to defend.

→ 80 Level


Quick Bites

  • Apple Immersive gets its first horror film: Remnants, from director Ti West (Pearl, MaXXXine), runs about 24 minutes as 180-degree live action in the Apple TV app, and UploadVR notes that the constrained field of view is what makes it unnerving. → UploadVR
  • Steam Next Fest PC VR demos are landing early: Rustmourne (over 20,000 wishlists, early 2027 launch), The Rifted Skies, RAID VR, and Stuffed: Two Foot Hero, ahead of the event on October 19. → UploadVR
  • Knights of Fiona wraps its story: version 1.1 arrives October 20 with Chapter 6, up to 80% faster loading, skippable intros, and a level cap that moves from 40 to 45. → UploadVR
  • BattleGroupVR2 is in Early Access on Quest and Steam at $24.99, with a shared online Conquest galaxy and power management between a ship’s weapons, shields, and engines. AI-synthesized voice acting is the weak spot. → UploadVR
  • GTA 6’s launch trailer is live over a month early, an unusual marketing beat for a title that already slipped over how many simulated NPCs it carries. → 80 Level

Background reading

The explainers behind today's stories, if you want the fundamentals first.

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