The Steam Frame launches during one of the slowest periods for VR on Steam, but Valve hopes to ‘rekindle the excitement’ for PCVR

  • By: Kenny
  • Date: September 14, 2026
  • Time to read: 7 min.


There was a time when VR was pretty much exclusive to the PC. I’m talking about when the HTC Vive and Oculus Rift were the pinnacle of technology, circa 2016. I have very fond memories of those two headsets, often borrowing them from friends and colleagues, then ferrying them around to various spots to evangelise the new and exciting world of VR; VR that was then entirely tethered to a gaming PC. Then came the Oculus Go, later the Oculus Quest, and all of a sudden, VR was mobile.

There’s a lot of unique VR content that can only be accessed with the capabilities and power of the PC and the experimentation that comes on it.

Jeremy Selan, Valve

It took a while before standalone VR headsets really took off. It wasn’t until the Quest 2, and later Quest 3/Quest 3S, that these headsets started to dominate the conversation around virtual reality. Nowadays, these three dominate the Steam Hardware Survey for August 2026, accounting for over 60% of headsets plugged into a PC by those surveyed. The Valve Index, which launched in 2019, remains in fourth place. Few new arrivals in PCVR get anywhere close: the Bigscreen Beyond has just 1.25% of the share, which is less than the original Vive.



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