Normale Ansicht

Received yesterday — 15. September 2026

Valve engineers discuss the duality of the Steam Frame and pricing — Valve's newest VR headset pivots SteamOS to Arm

I spoke with Valve software developers Pierre-Loup Griffais and Jeff Leinbaugh about the Steam Frame launch, why the company is taking a two-pronged strategy with streaming and standalone support, and how the global memory/storage crunch affected development. You can read our review of the Steam Frame here, and the full transcript of our interview at Tom's Hardware Premium.

Nearly a year after first revealing the Steam Frame VR headset, Valve is now ready to deliver the finished product to paying customers. Reservations for the headset have opened today, three months after the launch of the Steam Machine.

Like the Steam Machine, the Steam Frame is launching amid absolute chaos in the tech industry. We're seeing higher prices across a wide range of PC hardware, especially memory and storage. Valve isn't operating in a vacuum, so those realities are reflected in the Steam Frame's pricing, which starts at $1,059.

I began by asking about the headset's genesis and the team's goals for creating a next-generation VR headset. "Work started on Steam Frame basically as soon as we shipped the Index," explained Leinbaugh. “And so we did a lot of exploration into technologies and features and use cases to try to answer that question. And the goals that we aligned on for what became the Steam Frame was to make [it] much easier to use, which to us meant a lighter, more comfortable, easier to get into and out of VR headset."

He added that with the previous Index headset, Valve was so laser-focused on making the best VR headset possible at the time that they made a lot of compromises to achieve those goals. And in many ways, those compromises were worth it to achieve their end goal. However, that strategy shifted with the Steam Frame.

"But this time around we thought we could achieve something that was a lot more comfortable, a lot more accessible. And so streaming technology was a big part of that. So the headset can be wireless so that there's not a lot of complicated setup to get to the game, whether that's playing on the headset or streamed," Leinbaugh continued. "So what we want to be possible is for somebody to put on the headset, browse their Steam library, and then just pick something that they want to play and not worry about too much else."

Standalone gaming on the Steam Frame

One of the biggest changes with the Steam Frame is that it can work with a robust wireless link to your PC, or as a standalone device using the onboard Qualcomm Snapdragon 8 Gen 3 SoC. I asked about the challenges in developing such a lightweight headset that can easily switch between operating modes.

"Yeah, a lot of the engineering challenges were around making sure that we had the right kind of compute and enough compute on the headset to both support a really good streaming experience, but also to be able to run games on the headset," said Leinbaugh. "So we picked the Qualcomm 8650 chip. It had a lot of capability, but in order to make use of that, we had to solve a lot of engineering challenges around thermal management and power delivery. So really treating this like making a really capable PC that just happens to run this particular mobile hardware was how a lot of the engineers approached that problem."

He added that Valve has taken a lot of the know-how from the Steam Deck and Steam Machine to give users the same SteamOS, but this time leveraging the Arm hardware along with Proton for emulation.

However, the Steam Frame has limits when playing games directly on-device, given its mobile-centric SoC. “Sure, games that are trying to push the boundaries on the AAA stuff that's very graphically intensive," explained Griffais. "Most of those recent ones won't run very well because it's a smaller compute envelope, right?"

"But there's a ton of stuff that is coming out that is a great experience on the Steam Frame. For example, I think last week the Metal Gear Solid Collection Part 2 released. And, you know, MGS4 is a game that I haven't played in, I don't know, 20 years at this point, but it's great from there."

He added that many indie games will run just fine on the Steam Frame, along with older back-catalog AAA games (which are still enjoyable) that don't require the compute of more modern titles.

"So I think the point is that you're able to engage with your whole library, right?" said Griffais. "And then have kind of a similar thing as the Deck where you're going to try and figure out if some games are maybe a little bit below the bar in terms of what you would like for performance."

Half-Life Alyx has been the poster child for VR gaming in recent years, and Valve has taken steps to ensure that Steam Frame users can have a proper native gaming experience. “And we're doing the same for Half-Life Alyx, where we're doing a lot of work to support the Frame more natively and trying to remove performance barriers that are induced by some of the translation, the emulation there that you get on normal and modified PC games.,” said Griffais.

Streaming on the Steam Frame

While standalone gaming on the Steam Frame is possible, Valve designed the headset first and foremost as a streaming device. To that end, Valve has taken steps to optimize the networking stack and improve performance. One of those steps is implementing foveated streaming to reduce strain on network resources.

“So the Steam Frame has eye-tracking cameras on the inside of the headset that know where your eyes are looking. And when you have that, there's a lot of potential use cases, but the one that we're using most consistently is foveated streaming, which really means when you're streaming, especially VR content, there's a lot of video data that you have to send," Leinbaugh explained.

"But because we know with eye-tracking cameras what part of the image you're looking at at any time, we can refocus some of those resources to make sure that the important parts of the image are treated as like first-class bits. And then the rest gets kind of the last part of the resource pool, which is the part of the image that you can't see and you won't notice the image degradation."

By not treating every bit delivered to the headset the same, Valve can reap performance and image quality gains. "So it's the best analogy really is it's almost as if the part that you're looking at is using about 10 times as much bandwidth and encoding bit rate as it actually is for the entire image, because we just squished it all into that part that follows where you're looking."

Valve Steam Frame 3

(Image credit: Tom's Hardware)

The Steam Frame communicates with your PC wirelessly using a dedicated Wi-Fi 6E USB dongle. Data transfers between the two happen over the 6 GHz channel for optimal performance. I inquired about how any disruptions/interference with that wireless link would affect gameplay.

“So there's a fallback mechanism built into that, which, if you have two links active and one of them drops out because of interference, or you walked out of range, or all the many reasons that wireless interference can happen," said Leinbaugh. "If something happens to one of those links, the other one will immediately pick up and cover the gap. And it's just very unlikely that a lot of those sources of interference will hit both links at the exact same time."

Other strategies can also step in; for example, if you have a latency spike, a previous frame can be "reprojected and replayed" to cover small gaps. For extended dropouts, there's no recovery method; the stream will fail, and you'll be booted to the default environment.

There are also other strategies that can step in; for example, if you have a latency spike, a previous frame can be "reprojected and replayed" to cover small gaps. For extended dropouts, there's no recovery method; the stream will fail, and you'll be booted to the default environment.

Pricing and availability

Pricing, of course, will be a big sticking point with the Steam Frame. Consumers got a bit of sticker shock with the Steam Machine given its hardware specs, and the Steam Frame will likely be no different. The Steam Frame starts at $1,069 for the 256GB SKU and costs $1,299 for the 1TB SKU.

"I think as far as memory prices and those kinds of conditions, we're really in it like everyone else," Griffais explained. "We've been working hard on trying to get the parts that we can get at the best price possible."

While all of us would love for memory and storage prices to fall to sane levels again, it will be a while before we see any relief. "It's an unfortunate situation all around. We wish that gaming hardware was cheaper, but we're definitely trying to be on the cheapest side that we can get despite all those conditions," Griffais explained.

But price increases aren't just limited to the likes of memory, as Griffais added, “Even just things like motherboards, copper, anything, even shipping anything worldwide right now is way more expensive than it was last year and two years ago. So every part of the sticker price is affected there."

The Steam Frame will be available starting September 14, and it will use a reservation system similar to that of the Steam Machine to cut down on scalpers.

Valve Steam Frame interview — why it costs up to $1,300, Snapdragon power, and 10x foveated streaming

Prior to the official launch of the Steam Frame, Tom's Hardware Premium had a chance to talk with Valve software developers Jeff Leinbaugh and Pierre-Loup Griffais. We discussed the development process behind the Steam Frame, the standalone and streaming modes, networking strategy, and pricing, which you can read in its entirely here. You can read our review of the Steam Frame here.

Like previous Valve launches, you can also read transcripts of our interviews with the company on the Steam Machine and Steam Controller.

The transcript below has been lightly edited for clarity.

Brandon Hill, Tom's Hardware: What were your goals in creating the Steam Frame and providing the framework necessary to support it, compared to legacy hardware like the Index?

Jeff Leinbaugh, Software Developer, Valve: Yeah, so the work started on Steam Frame basically as soon as we shipped the Index. And so we did a lot of exploration into technologies and features and use cases to try to answer that question. And the goals that we aligned on for what became the Steam Frame was to make [it] much easier to use, which to us meant a lighter, more comfortable, easier to get into and out of VR headset.

That was a better way to interact with your whole Steam library than the goals we had for the Index. Where the Index was just: we wanted to make the best possible VR headset that we could make. And that came with a lot of compromises, which were worth it because they allowed us to have this really great VR headset and see what that was capable of.

But this time around we thought we could achieve something that was a lot more comfortable, a lot more accessible. And so streaming technology was a big part of that. So the headset can be wireless so that there's not a lot of complicated setup to get to the game, whether that's playing on the headset or streamed.

And then the other big part of that accomplishing that goal was making it possible to interact with Steam just like you would on a Steam Deck and to be able to play games that don't even support VR in a virtual display. So what we want to be possible is for somebody to put on the headset, browse their Steam library, and then just pick something that they want to play and not worry about too much else.

And that's kind of where all the user experience goals, at least, came from around this. And then there's a lot of other technical goals that support that we can get into if you're interested in any of those.

Hill: So, that leads into my next question: what were the engineering challenges in making the Steam Frame a standalone device and one that can also stream? And I know you've got the wireless dongle to help with the networking offload.

Leinbaugh: Yeah, a lot of the engineering challenges were around making sure that we had the right kind of compute, and enough compute on the headset to both support a really good streaming experience, but also to be able to run games on the headset.

So we picked the Qualcomm 8650 chip. It had a lot of capability, but in order to make use of that, we had to solve a lot of engineering challenges around thermal management and power delivery.

So really treating this like making a really capable PC that just happens to run this particular [...] mobile hardware was how a lot of the engineers approached that problem.

And then from there, we kind of tied that into a lot of the work that we did for Steam Deck and Steam Machine running Steam OS now on ARM, but it's the same Steam OS.

So at some point we got to kind of meet in the middle and leverage Proton and Steam OS and a lot of things there to start getting games running.

Valve Steam Frame 3

(Image credit: Tom's Hardware)

Standalone mode & software support

Hill: And what kind of performance levels are you targeting for games using the Steam Frame when it's in the standalone mode?

Pierre-Loup Griffais, Software Developer, Valve: I guess it's hard to pinpoint a specific segment there because there are so many games on Steam that keep coming out that are running great on there, right? Sure, games that are trying to push the boundaries on the AAA stuff that's very graphically intensive. Most of those recent ones won't run very well because it's a smaller compute envelope, right?

But there's a ton of stuff that is coming out that is a great experience on the Frame. For example, I think last week the Metal Gear Solid Collection Part 2 released. And, you know, MGS4 is a game that I haven't played in, I don't know, 20 years at this point, but it's great from there.

And even at the higher resolution, 60 FPS is locked. So it's really cool to see games that are coming out right now that are great experiences on there. I think there's a ton of indie games and things that run really well too. And if you go down the back catalog, there's a ton of stuff from a little bit ago, even AAA stuff that runs great as well.

So I think the point is that you're able to engage with your whole library, right? And then have kind of a similar thing as the deck where you're going to try and figure out if some games are maybe a little bit below the bar in terms of what you would like for performance. And then off to stream those from another PC instead, or the Steam machine.

Hill: And building on that, how's the reception been to the Steam Frame Verify program from developers for the standalone games?

Griffais: I mean, I think we have a lot of developers that are pretty eager to get their games working well. And so we've seen it approached from different ways. Some folks do tweaks to their existing PC version and then get to a very good point with that.

But just the same kind of tweaks as you would expect from Steam Deck, where some surface-level tweaks for the user experience, like changing controller bindings a little bit or changing default settings in a way that really makes the game better for everyone and not just for Steam Frame.

And we're doing the same for Half-Life Alyx, where we're doing a lot of work to support the Frame more natively and trying to remove performance barriers that are induced by some of the translation, the emulation there that you get on normal and modified PC games.

And that's yielding great results to get to the next level of performance there. And so we expect that some developers will be doing some of that work or maybe adapting some of that existing work that they've already done on an Android version of their game and then adapting that through Lepton as well. So I think everyone's kind of engaging with it at a different pace there. But overall, I think like we're talking to a bunch of VR devs that are excited to get their games to be labeled as verified or playable.

Foveated streaming and technical hurdles

Hill: Could you go into a little more detail on foveated streaming and how it enhances the gaming experience with Steam Frame?

Leinbaugh: Yeah, so the Steam Frame has eye-tracking cameras on the inside of the headset that know where your eyes are looking. And when you have that, there's a lot of potential use cases, but the one that we're using most consistently is foveated streaming, which really means when you're streaming, especially VR content, there's a lot of video data that you have to send.

And so you're therefore very sensitive to how much available bandwidth that you have available for not just transmitting it over a wireless link, or whatever kind of link, but also just encoding and decoding that data. All of that takes from a pool of finite resources and your network stack or your graphics card.

But because we know, with eye-tracking cameras, what part of the image you're looking at at any time, we can refocus some of those resources to make sure that the important parts of the image are treated as first-class bits. And then the rest gets the last part of the resource pool, which is the part of the image that you can't see, and you won't notice the image degradation.

So instead of kind of evenly focusing all of the encoding and network resources around this entire immersive, all-encompassing VR image where you're not seeing most of it, we make sure that the part that you're looking at is encoded differently in a way that's a much, much higher equivalent bit rate.

So the best analogy really is [that] it's almost as if the part that you're looking at is using about 10 times as much bandwidth and encoding bit rate as it actually is for the entire image, because we just squished it all into that part that follows where you're looking.

Valve Steam Frame 3

(Image credit: Tom's Hardware)

Hill: Switching gears slightly, how are you compensating for temporary losses in connection or signal strength when gaming wirelessly? Is there a fallback mechanism?

Leinbaugh: Yeah, there are a few different levels of what we'll do, and we've made sure to do something in response to all these things happening. So the first thing is if you're using the wireless adapter, if you also are connected to your home WiFi, for example, which a lot of people just naturally will be, then the streaming, VR streaming will take advantage of both of those connections.

And so you'll have the adapter and your WiFi both active at the same time; we call it multi-link streaming. And what that means is that those two connections are competing against each other constantly, every single packet.

So there's a fallback mechanism built into that, which, if you have two links active and one of them drops out because of interference, or you walked out of range, or all the many reasons that wireless interference can happen. If something happens to one of those links, the other one will immediately pick up and cover the gap. And it's just very unlikely that a lot of those sources of interference will hit both links at the exact same time. So that's kind of the first line of defense that we have.

If you still don't, if you still have an interruption or maybe you only have one link active, then the headset has strategies to fill in those gaps. So if you have a short interruption, just like a latency spike or something, then a previous frame will get reprojected and replayed. And that works pretty convincingly for covering small gaps like that.

A lot of people won't even notice that it's happened. If you have an extended dropout where the video is just not arriving at all for whatever reason, then at that point, the video stream is not going to recover.

If it's a very extended dropout, but the headset will fade you back into the construct environment so that you're at least not getting stuck with a really unexpected experience or something that might confuse you or disorient you.

So the worst-case scenario is you'll just kind of fall back to the default environment and have a chance to either wait for it to recover or do something. Maybe you unplugged your Wi-Fi router or something that you need to go do.

Pricing and market conditions

Hill: When the Steam Machine arrived, there was a little bit of sticker shock with the price when it launched. And the Steam Frame is also around $1,000, close to $1,300 bucks in top trim. Surely Valve is sensitive to the realities of the marketplace with RAM and storage prices. How do you appease the gamers out there that are begging for some relief in hardware pricing?

Griffais: Oh, yeah, I think as far as memory prices and those kinds of conditions, we're really in it like everyone else. Like, there's not really anything special that we can do.

We've been working hard on trying to get the parts that we can get at the best price possible. But I think everyone's affected. [...] The fact that our price was affected by that compared to what we were hoping for is definitely true. But I'd say that it's trending along the reality of the market. And there's not really any sort of the kind of distortion compared to just the price of the parts in there.

And it's an unfortunate situation all around. We wish that gaming hardware was cheaper, but we're definitely trying to be on the cheapest side that we can get despite all those conditions.

It's not just memory and all that too, right? Even just things like motherboards, copper, anything; even shipping anything worldwide right now is way more expensive than it was last year and two years ago. So every part of the sticker price is affected there.

Hill: Final question: Are you planning to implement the same reservation system that you used for the Steam Machine with Steam Frame?

Griffais: Yeah, I think that's the plan.

[Interview ends]

Received before yesterday

Valve Steam Frame Review: Competent as a standalone VR, but wireless streaming remains the focus

Valve has been ramping up its hardware releases during 2026, with the Steam Controller launching this past spring, followed by the Steam Machine earlier this summer. The 2026 hardware onslaught is now culminating in the Steam Frame, the company’s latest headset aimed at VR and non-VR gaming.

Rather than being a streaming-only platform, like the preceding Valve Index, the Steam Frame has a powerful onboard Qualcomm Snapdragon 8 Gen 3 and up to 1TB of internal storage to play standalone games without the need for a PC. It’s an ambitious headset, which comes with an equally ambitious $1,000+ price tag.

Design and Comfort of the Valve Steam Frame

At first glance, the Steam Frame reminds me of oversized ski goggles, compared to the Daft Punk style of the preceding Valve Index headset. The overall design feels very organic, with soft curves and thin plastic to keep weight down. The thinner plastic drastically reduces weight compared to the Index (440 grams with the headstrap versus 809 grams for the Index).

Two forward-facing cameras (which provide a monochrome passthrough of your environment) sit near the bottom of the front cover, while two additional cameras sit on the side of the Steam Frame, facing sideways and slightly upward. Together, the four cameras provide headset and controller tracking. The final two cameras are internal for eye-tracking purposes. The main unit also houses a cooling fan that helps remove warm air from the Snapdragon SoC and keeps your head from sweating during extended gaming sessions.

Valve Steam Frame
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An expansion port for future features sits at the bottom front of the Steam Frame, just ahead of where the headset rests on your nose. An interpupillary distance (IPD) adjustment knob sits at the top of the headset (ranging from 57.6 to 69.6 mm), while an IPD lock switch (to prevent accidentally hitting the dial when putting on or taking off the headset) is located inside the Steam Frame, directly above the proximity sensor. Although our review unit came with 1TB of internal storage, a microSD slot is available for further expansion behind the fabric-covered foam gasket that attaches magnetically.

On the right side of the Steam Frame, there are two buttons: Aux and Power. On the left side are volume up and volume down. The Steam Frame has four speakers, two on each side of the headset, positioned low just below the arm pivots for the adjustable strap. You can also use Bluetooth headphones/ear buds if you prefer.

Valve Steam Frame
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Valve Steam Frame
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Speaking of the strap, I found it to be comfortable and highly adjustable. The straps attach to a padded restraint (which houses the 21.6 Whr battery) that cradles the back of your head. The Stream Frame's lightweight design, combined with the pressure-relieving front gasket and rear cradle, helped reduce fatigue after extended sessions (particularly with Half-Life: Alyx). Speaking of the rear cradle, I appreciate that the USB-C port for charging the Steam Frame is located here instead of on the front of the headset. This leaves the dangling cord behind, out of the way (if you want to charge the device while wearing it).

Our review unit came with the Steam Frame, two wireless hand controllers, a USB-C to USB-C cable, and the headstrap. Our kit also included a USB-C power adapter ($29). We also received the Ergonomic Accessories Kit ($59), which contains a headstrap for the Steam Frame, two hand straps for the controllers, and an extended light blocker gasket that fits on the underside of the headset to further reject ambient light. I personally didn’t feel that any of the additional items in the Ergonomic Accessories Kit were necessary to enhance my experience with the Steam Frame.

Valve Steam Frame Specifications

Display

2160 x 2160 per eye

Display Type

LCD

Refresh Rate

72 Hz to 120 Hz, 144 Hz (experimental)

Processor

Qualcomm Snapdragon 8 Gen 3

RAM

16 GB LPDDR5X

Storage

256GB or 1TB, microSD slot

Operating System

SteamOS 3 (Arch-based), KDE Plasma

Field of View

110 degrees horizontal

IPS Range

57.6 to 69.6 mm

Degrees of Freedom

6 DoF

Audio

Dual drivers per ear

Wireless Connectivity

Wi-Fi 7, Bluetooth 5.4 (Steam Frame), Wi-Fi 6E (Dongle)

Battery Life

1 to 4 hours

Weight (Headset + Strap)

15.52 ounces (440 grams)

Price

$1,299 as tested ($1,059 base)

Valve Steam Frame Controllers

The Steam Frame comes with two wireless controllers that fit nicely in my hands. While the main body of the Steam Frame has a matte grey plastic finish, the controllers are made of shiny, textured black plastic. Each controller (which supports six degrees of freedom) features a dual-stage grip button, an analog trigger, a bumper, a Steam button, and a magnetic thumbstick with capacitive finger sensing. This is the same thumbstick that you’ll find on the Steam Controller used with the Steam Machine.

Valve Steam Frame
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The right controller also has AXBY and Menu buttons. The left controller adds a View button and a D-pad. Both controllers feature a haptic motor and capacitive finger tracking. The controllers communicate directly with the Steam Frame using a dedicated Bluetooth wireless link.

Each controller is powered by a single AA battery, which Valve says lasts roughly 40 hours (a pair of AA alkaline batteries are preinstalled).

Valve Steam Frame Hardware

Valve designed the Steam Frame as a dual-purpose VR headset. It can stream games directly from your high-powered gaming PC, or it can work as a standalone headset (think Meta Quest series), thanks to its Qualcomm Snapdragon 8 Gen 3 Arm SoC and 16GB of unified LPDDR5X RAM. Although our review unit came equipped with 1TB of UFS onboard storage (further augmented by a microSD slot), a cheaper SKU with just 256GB of internal storage is available.

In standalone mode, the Stream Frame uses FEX emulation along with Proton to run x86 Windows games on ARM64 hardware.

However, for the best performance, you’re going to want to leverage your desktop PC and wireless connectivity for streaming games from Steam. The Steam Frame includes an integrated 2x2 Wi-Fi 7 radio, plus a standalone Wi-Fi 6E dongle that plugs into a free USB 3.0 port on your desktop or laptop. The dongle provides a low-latency link between your PC and the Steam Frame. Instead of clogging your wireless router’s bandwidth or adding unwanted lag, the direct wireless connection improves performance and reduces latency.

So, in essence, the Steam Frame takes a multi-pronged approach. The 5 GHz band primarily connects to your home network for internet, firmware updates, and software updates. The 6 GHz link, however, connects only to the wireless dongle. With that link, Valve can implement technologies like foveated streaming, which is an interesting (and much-needed) way to optimize data streaming across the network.

In short, foveated streaming uses the internal eye-tracking cameras to determine what part of a scene you’re viewing at any given time. Whatever is in your direct field of view gets full-resolution, full-priority data to improve image quality. Whatever is in your periphery, or not seen at all, gets lower priority and therefore comes through at a lower resolution. This saves bandwidth and helps to preserve as much performance as possible when streaming.

Just as important as the processing and networking hardware underlying the Steam Frame is its optics system. In this case, the headset uses dual LCDs, offering 2160 x 2160 resolution per eye. Valve opted for LCDs over micro-OLEDs to meet its design, performance, and cost targets. From what I've seen after spending over two weeks with the Steam Frame, it was a wise decision. Micro-OLEDs would have no doubt pushed the starting price of the Steam Frame even higher, as we’re certain that many folks will likely already be wary of the $1,059 base price ($1,299 as tested).

The displays can run as low as 72 Hz and as high as 144 Hz, though the latter mode is experimental right now. All of the games that I played on the Steam Frame defaulted to 72 Hz. The headset uses pancake lenses designed specifically for this use case, and offers a horizontal field of view (FoV) of up ot 110 degrees (a slight improvement over the 108 degrees on the Index).

Setting up the Valve Steam Frame

Setting up the Steam Frame was honestly about as low-impact as you can get with a VR headset. I first plugged the headset into the included wall charger and let it charge for about an hour. Once that was done, I ran through the initial setup, which involved logging into the Steam app on my smartphone to identify the Steam Frame. With that step complete, the setup process commenced, culminating in me installing the latest SteamOS update on the headset from the Stable channel.

Valve Steam Frame

(Image credit: Tom's Hardware)

On the desktop side, I plugged the Wi-Fi 6E dongle into a free USB port on my Windows 11 desktop, and it was automatically recognized and ready to use.

Valve Steam Frame Streaming Mode

I tried several games, streaming them to the Steam Frame. The perennial favorite, Half-Life: Alyx, was my go-to game to experience the full power of VR immersion from the headset. The PC rig that I used features a Core Ultra 7 265K processor, 32GB of DDR5-5600 memory, and a GeForce RTX 4060 Ti GPU. I had no trouble maintaining consistently high frame rates without dropping frames, which would be a serious hindrance in VR gaming.

Gunman Contracts “Stand Alone” was another game I tried; it offers quick, furious gunplay and sharp graphics. The game's concept reminded me of old-school arcade shooters from the 80s and 90s, where you used physical gun models to shoot at a display. However, Gunman Contracts “Stand Alone” advances that genre with total immersion and true hand/finger manipulation of objects. My only issue with the game is that the default smooth controls to move your character in the virtual environment physically made me feel sick. My body had a hard time adjusting to the movement because my physical body wasn’t moving forward or backward to match.

I also streamed non-VR games like Batman: Legacy of the Dark Knight, which played fine in Theater Mode. The game played on what vaguely resembled a movie theater screen, with a calming background filling the rest of the dead space around it. However, I couldn’t use the included Steam Frame controllers with a non-VR game, so I grabbed my trusty Xbox Series X wireless controller.

Other non-VR games I tried included BeamNG and Forza Horizon 6. Both games played without issue. The experience wasn’t nearly as all-encompassing as being dropped into a full VR environment, but it was preferable to sitting in front of a smaller physical monitor on my desk.

Valve Steam Frame Standalone Mode

Since the Steam Frame offers a standalone mode without needing a wireless “tether” to a PC, I tried three games promoted to work with the handset. The first game was a repeat of one I tried in streaming mode: Half-Life: Alyx. The game runs great on-device using ARM64 emulation, though I did notice some stutters and slight performance lags compared to streaming. Valve admits that there is a performance hit with x86-to-Arm translation, but it will vary depending on the game.

Two other standalone games tested were Stellar Café and Dungeons of Eternity. The former is a cartoonish game set in a cafe, where you can use your voice to interact with the in-game robots/characters who serve you beverages. The back-and-forth conversational flow is fun and engaging. In fact, the conversations almost seemed a little too real, with human-like responses and realistic commentary.

Valve Steam Frame Battery Life

The Steam Frame's battery life varies greatly depending on whether you’re streaming from your PC or playing games natively on the headset. For example, when I played Half-Life: Alyx directly on the Steam Frame at 72 Hz, I got about an hour of runtime before it died. However, when streaming, I could easily get more than double that amount at the same refresh rate, since the Arm processor isn’t taxed nearly as heavily.

I also saw a little over an hour of runtime with Gunman Contracts “Stand Alone” when running natively. Non-3D games like Forza Horizon 6 lasted for well over two hours when streaming from a PC.

However, even with the shorter runtimes with standalone play, battery life wasn’t an issue for me. I like to take a break from VR games at least every hour or so to have a reality “reset” and to give my brain a rest.

Bottom Line

I found the Steam Frame to be a versatile, enjoyable headset during my time with it. Weighing in at less than a pound, the headset is low-impact and comfortable to wear for hours on end. The foam padding around the headset provides a good seal against your forehead, and the weight is well balanced, partly because the battery sits at the back of your head.

Performance while streaming from a PC was excellent, while standalone gaming takes a hit due to the emulation required for the Snapdragon 8 Gen 3 Arm SoC. However, Valve is billing the Steam Frame as a streaming-first platform, so that shouldn't surprise you. Consider standalone gaming an added bonus if you want to have a quick VR gaming session when you’re away from your PC.

Valve also made some smart design choices, including wireless links between the Steam Frame and your PC via the Wi-Fi 6E dongle, monochrome passthrough to help you orient yourself when wearing the headset, and adjustable IPD to accommodate a wide range of faces.

However, what will make or break the Steam Frame is its price, which starts at $1,059. That’s a tall order in this economic climate, when gamers are already being assaulted from multiple fronts with rising memory, storage, and GPU prices. The $1,059 price gets you only 256GB of internal storage, and opting for 1TB costs $1,299. You could always get the cheaper model and add your own microSD card, but you also have to contend with the inflated costs of portable storage.

But if you’re willing to ignore the price and have your mind set on a lightweight VR gaming experience, and you have the PC hardware to fuel it, you can’t go wrong with the Steam Frame.

Asus routers gain FCC's 'Conditional Approval' for sale in the US as TP-Link remains locked out — Asus's Wi-Fi 8 ambitions remain intact

2026 has been a trying year for router manufacturers, as the Federal Communications Commission (FCC) has subjected leading companies to strict oversight and outright bans. As an olive branch of sorts, the FCC has handed out "conditional approvals" to be included on the Covered List to companies that have jumped through all the necessary hoops to satisfy the commission's concerns. Asus is the latest company to secure that approval, which was confirmed in an FCC notice issued this week.

According to the FCC, the following Asus networking products have been granted conditional approval:

  • RT Series
  • ROG GT Series
  • OG Strix GS Series
  • TUF Gaming Series
  • ExpertWiFi Series
  • ZenWiFi Mesh Series
  • 5G MiFi Series
  • Wireless repeaters
  • Wireless access points

In other words, Asus' entire wireless networking portfolio is cleared for sale in the U.S., with the conditional approval granted until March 6, 2028 (18 months from the date of issuance). The FCC explains, "We find that each of the Conditional Approvals constitutes 'a specific determination' by [Department of War] that such devices do not pose risks to U.S. national security."

This latest move by the FCC is a welcome sigh of relief for Asus, a Taiwanese company with an extensive networking portfolio and some of the best Wi-Fi routers. More importantly, Asus is ready to unleash a whole new generation of Wi-Fi 8 products over the next year. Wi-Fi 8 promises significant reliability and quality-of-life improvements across a wide range of wireless devices, so having a front-row seat to the transition from Wi-Fi 7 to Wi-Fi 8 is pivotal for Asus.

We've already seen a concept ROG NeoCore Wi-Fi 8 router from Asus at CES this year, and the company announced its first consumer Wi-Fi 8 router, the ROG Rapture GT-BN98 Pro, in June. The ROG Rapture GT-BN98 Pro is promising a 2x uplift in real-world throughput compared to its current-generation Wi-Fi 7 products.

Asus joins Netgear and Amazon Eero/Leo on the conditional approval list. The largest player in the U.S. wireless router market is TP-Link, and it still hasn't gained FCC approval. The U.S. government has been reluctant to give its blessing, and a war of words has been brewing over alleged Chinese ties despite TP-Link Systems Inc. being headquartered in California. As a result, the company has not confirmed a release date for its newly announced Wi-Fi 8 "Ultra" routers in the U.S.

HyperX Omen 15 review: Strong gaming performance and colorful OLED display, with obvious cost-cutting measures

In today’s AI-dominated tech space, gamers have been bombarded with rising prices for storage, memory, and even GPUs. So gamers are increasingly looking for value when purchasing a new system. To that end, HP is attempting to deliver solid gaming performance at an accessible price with the HyperX Omen 15. It’s worth noting that the Omen now takes the place of the Victus 15 in HP’s mainstream gaming laptop range, with the Omen Max occupying the top spot.

The Omen 15 has a strong foundation with a Core Ultra 9 processor, 32GB of RAM, a 15.3-inch 1800p OLED display, and a sleek design. HP delivers all this for just over $2,000, and it has strong gaming performance, but there are compromises in chassis construction and features you’d expect at this price point.

Design of the HyperX Omen 15

The Omen 15 shares its design language with the slightly larger Omen Max 16 that I previously reviewed. It’s an unassuming design, finished in Shadow Black, with just a hint of shimmering flakes if you look closely under light. There aren’t any garish design flourishes or additional RGB effects (other than the keyboard).

Like the Omen Max 16, the Omen 15 identifies itself with an “O15” script on the right side of the deck. Given that the Omen 15 is less than half the price of its larger sibling, you only get an aluminum lid. Everything else, including the upper and lower chassis, is constructed of a much cheaper (and more pliable) plastic.

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The desk easily deforms when pressing on it, and the whole laptop flexes with minimal effort, twisting it from corner to corner. The overall feel of the laptop doesn’t quite seem up to par with what I’d expect from a gaming laptop priced over $2,000.

There’s also another interesting omission when looking around the chassis. Despite its price tag, there are no Thunderbolt ports. And you only get one USB-C 3.2 Gen 1 port on the back, beside an HDMI 2.1 port. There’s a GbE Ethernet port and a USB-A 3.2 Gen 1 port on the right side of the chassis, while a proprietary barrel-style power port, another USB-A port, and a 3.5 mm combo audio jack are on the left.

Our Omen 15 review unit measures 13.5 x 9.96 x 0.93 inches and weighs 4.89 pounds. For comparison, the Gigabyte Aero X16 is 14 x 9.9 x 0.78 inches and 4.2 pounds, while the Framework Laptop 16 measures 14.03 x 11.43 x 0.82 inches and 5.29 pounds. Finally, the Predator Triton 14 AI is 12.68 x 8.84 x 0.71 inches and 3.5 pounds (due to its smaller 14.5-inch display).

HyperX Omen 15 Specifications

CPU

Intel Core Ultra 9 386H

Graphics

Nvidia GeForce RTX 5070 Laptop GPU (8GB GDDR7, 1,642 MHz Boost Clock, 85 W Max TGP)

Memory

32GB DDR5-5600 (2x 16GB)

Storage

1TB PCIe 4.0 NVMe M.2 SSD

Display

15.3-inch, 2880x1800, 120 Hz, 16:10, OLED

Networking

MediaTek Wi-Fi 7, Bluetooth 6.0

Ports

1x USB-C (10 Gbps), 2x USB-A (10 Gbps), 1x HDMI 2.1, 3.5 mm combo audio jack, GbE

Camera

1080p IR webcam

Battery

70 Whr

Power Adapter

200 W

Operating System

Windows 11 Home

Dimensions (WxDxH)

13.5 x 9.96 x 0.93 inches

Weight

4.89 pounds

Price (as configured)

$2,099.99

Gaming and Graphics on the HyperX Omen 15

Our Omen 15 review unit came configured with an Intel Core Ultra 9 386H processor, 32GB of DDR5-5600 memory, and a GeForce RTX 5070 GPU (85W TGP).

As for the assembled competitors, we have the Aero X16 (Ryzen AI 7 350, 32GB, RTX 5070 85W), Predator Triton 14 AI (Core Ultra 9 288V, RTX 5070 110W), and Framework Laptop 16 (Ryzen AI 7 350, RTX 5070 100W).

I’ve been playing a lot of Battlefield 6 recently, and I tend to run at native resolution in Overkill detail mode, with DLSS Quality and frame generation enabled. However, I dialed it back to High detail mode instead of Overkill to accommodate just 8GB of memory on the RTX 5070. Using these settings, I was able to average between 70 and 85 frames per second.

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We start off our gaming benchmarks with Shadow of the Tomb Raider (Highest settings), where the Omen 15 started off on the right foot with 126 FPS at 1080p resolution and 60 FPS at 1800p. The Framework Laptop 16 eked out 6 additional FPS at 1080p and another 17 at its native resolution. However, we still consider it a good showing, given that the RTX 5070 in the Omen 15 operates at a 85W TGP (versus 100W for the Framework) and at a higher native resolution (1800p versus 1600p).

Cyberpunk 2077 (Ray Tracing Ultra settings) again saw the Omen 15 in second place to the Laptop 16. This time, it hit 35 FPS at 1080p resolution compared to 38 FPS for the Laptop 16. Performance at 1800p was in the single digits for the Omen 15, while the Laptop 16 managed 18 FPS. Both are slideshow-worthy numbers that are nothing to brag about.

Far Cry 6 (Ultra settings) was a high point for the Omen 15, which bested all competitors with 107 FPS at 1080p resolution. Cranking the dial to 1800p, that figure dropped to 69 FPS, compared to 70 FPS for the Aero X16 running at 1600p. The Laptop 16 forged ahead with 83 FPS at 1600p.

Red Dead Redemption 2 (Medium settings) was something of a sore spot for the Omen 15 (59 FPS at 1080p), which fell well below the Aero X16 (78 FPS) and the Laptop 16 (91 FPS). Boosting the resolution to 1800p also saw the Omen 15 in third place, with 35 FPS, well off the pace set by the Laptop 16 (57 FPS).

Forza Horizon 6 (Ultra settings) is a more recent benchmark in our testing suite, and so far, the Omen 15 is the only entry in this class of gaming laptops. With that said, the Omen 15 achieved 80 FPS at 1080p and 51 FPS at 1800p.

On our Metro Exodus stress test, the Omen 15 review unit averaged 141.62 FPS at 1080p across 15 loops using the RTX preset. The CPU performance cores averaged 3.52 GHz, the efficiency cores averaged 2.82 GHz, and the low-power efficiency cores ran at 1.9 GHz. The RTX 5070 GPU averaged 2.0 GHz.

Productivity Performance on the HyperX Omen 15

With a Core Ultra 9 386H processor, 32GB of DDR5-5600 memory, and a 1TB PCIe 4.0 SSD onboard, we expected solid performance from the Omen 15. Those expectations were met in terms of CPU performance, while storage performance lagged a bit behind the competition.

The Omen 15 performed well in Geekbench 6, hitting 2,857 in the single-core benchmark, keeping it right in the mix with the other competitors. However, it sprinted out ahead of the pack in multi-core, delivering 15,916 compared to 14,074 on the second-place Aero X16.

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The Omen 15 was at the back of the pack on our file transfer test, coming in at 999 MBps from the Samsung MZVMX1T0HCLD-00BH1 SSD versus an average of around just under 1,500 MBps for the other three competitors.

Moving on to our HandBrake test, where we transcode a 4K video file to 1080p, the Omen 15 took the top spot, finishing the task in 3 minutes and 39 seconds. That was about 15 seconds faster than the second-place Aero X16.

Display on the HyperX Omen 15

Our review unit came equipped with a 15.3-inch 2880 x 1800 OLED display. Interestingly, the refresh rate is limited to just 120 Hz, compared to the faster 144 Hz to 165 Hz that we see in competitors like the Aero X16 and Laptop 16.

The Omen 15’s OLED panel performed roughly on par with the rest of the laptops in this segment, as it covered 132.3 percent of the DCI-P3 color space and 186.8 percent of sRGB. It even managed to take the top spot in the brightness category, hitting 460.2 nits compared to 444 nits for the Laptop 16.

HyperX Omen 15

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I love OLED panels, and the 1800p unit on the Omen 15 just proves that that love shows no sign of abating. Colors looked rich, blacks were jet black, and brightness levels in my home office setting (with an abundance of overhead lighting) were more than adequate.

I played quite a bit of Forza Horizon 6 using the Omen 15, and marveled at the bright, colorful, and reflective car bodies as I competed in various events.

Keyboard and Touchpad on the HyperX Omen 15

There have been noticeable improvements made to the Omen 15’s keyboard, at least compared to the previous Victus 15. The biggest change is the move from half-height arrow keys to full-size. The tiny, half-height function keys have also been enlarged.

HP also boasts of an 8K polling rate for the Omen 15’s keyboard (equating to a response time of 0.125 ms). I wouldn’t consider myself to be a highly competitive gamer, so any upgrades in this area are lost on me. The keyboard also features 4-zone RGB backlighting.

HyperX Omen 15

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Using the Keyhero.com typing test, I averaged around 87 words per minute with 95% accuracy, which is on par with my typical typing speed. I found the keyboard comfortable for typing and gaming.

There’s nothing particularly noteworthy about the touchpad, which features a top-hinged design. Its surface allowed my finger to glide smoothly, although it is a bit loud and clanky when clicked.

Audio on the HyperX Omen 15

The Omen 15 features stereo speakers supporting DTS:X Ultra and HyperX Audio Control. I was pleasantly surprised by the sound emanating from the speaker, which was rich in volume and clarity. While lacking any real semblance of bass, the underlying output was clean.

I took the opportunity to fire up “Mujahadin and Opium,” which is a horn- and string-filled track by John Barry from The Living Daylights soundtrack. There is just something very chilling about the interplay of the strings and horns; the former of which starts the track, while the latter beautifully fills in classic James Bond tradition.

The speakers also did well to mimic engine sounds as I went corner carving in Forza Horizon 6, be it a high-strung flat-6 or a burbling V8.

Upgradeability of the HyperX Omen 15

Flipping the Omen 15 over to reveal its bottom panel, you’ll find five screws holding it in place. Three of the screws are exposed, while the two corner screws at the back are hidden beneath tiny rubber plugs. I needed to use a safety pin to pry them out, which was annoying.

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With the panel removed, you’ll find easy access to the battery, both M.2 SSD bays, the Wi-Fi card, and the two SO-DIMM slots (which are covered by a flexible I/O shield).

Battery Life on the HyperX Omen 15

The Omen 15 is powered by a 70 WHr battery, and it performed well against its peers. Our battery test leverages web browsing, video streaming over Wi-Fi, and OpenGL testing with the screen brightness set at 150 nits.

HyperX Omen 15

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The HyperX laptop endured for 8 hours and 30 minutes, which was 10 minutes longer than the Laptop 16 and 14 minutes longer than the Predator Triton 14 AI. However, it was no match for the Aero X16, which lasted 9 hours and 13 minutes.

Heat on the HyperX Omen 15

During the Metro Exodus stress test, we measured the Omen 15's keyboard at 95.4 degrees Fahrenheit (F) between the G and H keys, while the touchpad was 85.1 F.

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The hottest part of the laptop was near the bottom-rear of the chassis, measuring 110 F.

While running the Metro Exodus stress test, the CPU measured 63.4 degrees Celsius (C). Meanwhile, the RTX 5070 came in at 63.2 C.

Webcam on the HyperX Omen 15

The Omen 15 uses a standard 1080p webcam with IR capabilities, meaning it can be used with Windows Hello biometric authentication in Windows 11.

The camera is fine, and by no means a standout in any particular area. It covers the basics, offering decent color reproduction, and did a passable job of picking out my facial hair. However, I did notice a fair amount of noise in the image. However, if you mainly use the camera to hop on a few Zoom calls here and there, it’s more than adequate.

HyperX Omen 15 Software and Warranty

HP has no qualms about loading up its systems with a copious amount of apps, as you'll find a variety of software including HP, HP Documentation, HP PC Hardware Diagnostics, HP Smart, HP Privacy Settings, and HP TV+ (and that's not even all of them).

However, the HP utility that you'll probably interact with the most is the Omen Gaming Hub. Here you'll find controls for tweaking nearly every aspect of the system, from power modes to RGB lighting for the keyboard.

The Omen 15 comes with a one-year manufacturer warranty.

HyperX Omen 15 Configurations

Our Omen 15 review unit came configured with an Intel Core Ultra 9 386H processor, 32GB of DDR5-5600 memory, a 1TB PCIe 4.0 SSD, GeForce RTX 5070 GPU, and a 2880 x 1800 OLED 120 Hz display. It’s listed on HP’s website with an MSRP of $2,799, but is currently available for $2,099 with a 25% off coupon.

There are various configurations available with slightly different specs, but the 15-ga0762nr SKU features a Core i7-14650HX processor, 16GB of DDR5-5600 RAM, a 1TB PCIe 4.0 SSD, an RTX 5060 GPU, and a 2560 x 1600 OLED with a 180 Hz refresh rate. This system is priced at $1,999, or just a $100 discount compared to our review unit’s sale price. However, the price disparity makes more sense when you consider our review unit’s MSRP.

Bottom Line

On the one hand, the HyperX Omen 15 has solid gaming performance across the board, and its CPU performance in productivity tasks is top-of-the-class. In addition, the 15.3-inch OLED display looks great and offers an expansive 2880 x 1800 resolution.

On the other hand, the chassis is constructed of cheap and flexy plastic, while SSD performance lags behind its competitors. In addition, the display is limited to a 120 Hz refresh rate, and you don’t get any Thunderbolt ports (if that’s something that’s important to you at this price point).

Where things get even more complicated is with pricing. Our review unit carries an MSRP of $2,799, but HP is currently selling it for $2,099 after discounts. At MSRP, our review unit is an absolute non-starter, while the sale price makes it a much more palatable option. But even at its sale price, we feel that the Gigabyte Aero X16 makes a far more compelling buy at just $1,799.

Acer launches seven new gaming monitors across Nitro and Predator families — tri-mode panels, QD-OLEDs, Mini LEDs, 1,000 Hz, and more

IFA 2026 is upon us, and Acer has unleashed a whole onslaught of new products across various categories. One specific category is monitors, where Acer announced no less than seven new Nitro- and Predator-branded products to satisfy nearly every price point and gaming niche. With prices ranging from $299 to $1,199, there’s something for everyone with today’s announcements.

We’ll start our coverage with the Nitro family, which has four new members, the cheapest of which is the Nitro XV270U Z3 at $299. The XV270U Z3 is a tri-mode monitor, offering three distinct resolution/refresh rate presets. This is a 27-inch monitor with an IPS panel, QHD resolution, and a 275 Hz refresh rate. However, you can switch to two additional modes: 1080p at 360 Hz or 720p at 520 Hz. I haven’t gamed at 720p since the turn of the century, but the resolution is here for folks who crave frame rates over everything else.

The Nitro XV275U Z2 is another 27-inch tri-mode monitor with an IPS panel, but it is upgraded with 1,152-zone Mini LED backlighting. The available resolutions and refresh rates mirror those of the XV270U Z3, but there are a few additional perks. The XV275U Z2 offers a typical brightness of 500 nits (twice that of the XV270U Z3) and reaches 1,000 nits in HDR mode. Despite the pretty substantial upgrades, the Nitro XV275U Z2 is only $30 more expensive at $329.

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The next two Nitro monitors also offer 5K resolution, and we'll start with the $699 Nitro XZ340CKR P. It features a 34-inch IPS panel with 5120 x 2160 resolution (21:9 aspect ratio) and a maximum refresh rate of 180 Hz. However, Acer also infuses the Nitro XZ340CKR P with a dual-mode switch, allowing it to operate at WFHD (2560 x 1880) at 360 Hz.

Rounding out the new additions to the family is the Nitro XV275X P, which squeezes a 5120 x 2880 resolution (16:9 aspect ratio) in a 27-inch IPS panel. For those who crave the ultimate in pixel density, the Nitro XV275X P should tick all the right boxes. The panel tops out at 165 Hz at native resolution, but if you're willing to drop down to 2560 x 1440, you can bump the max refresh rate to 330 Hz. The monitor has a typical brightness of 450 nits, but can jump up to 1,400 nits in HDR mode. However, you'll pay for that density and performance with a price tag of $1,199.

Shifting gears to the Predator family, we start at the lower end of the price spectrum with the $449 XB273K V7. The XB273K V7 natively runs at 4K resolution with a 160 Hz refresh rate. However, thanks to Dynamic Frequency and Resolution, you can switch to 1080p resolution and more than triple the maximum refresh rate to 500 Hz.

Stepping up the price ladder, we come to the $899 Predator X32 V3, the first of Acer's monitors announced today that use Penta Tandem QD-OLED panel technology. The 31.5-inch panel has a native 4K (3840 x 2160) resolution and a 180 Hz maximum refresh rate. Unlike the other multi-mode monitors that are launching, you're stuck with 180 Hz no matter which resolution you choose.

Finally, we come to the Predator XB253Q U1, which is the smallest of the announced monitors, with a 24.5-inch diagonal. But don't let its small size fool you, the Predator XB253Q U1 is the most performant of the bunch, and is aimed squarely at the elite eSports gamers. The monitor has a native 1080p resolution with a maximum refresh rate of 1,000 Hz from its IPS panel.

You'll find the usual support for AMD FreeSync Premium and Nvidia G-Sync, along with a 0.3 ms response time. Acer quotes typical brightness of 400 nits, while HDR mode squeezes out just a bit more at 450 nits. The added performance of the Predator XB253Q U1 doesn't come cheap, as you're looking at a suggested retail price of $1,099 when it launches.

Most of the monitors announced today will launch in Q4 2026, with a few stragglers extending the launch window to Q1 2027.

Alienware's new QD-OLED gaming monitors boast 4K 165 Hz, 1080p 560 Hz panels — Dell’s new OLEDs target gamers who prioritize speed or crave pixel density

While gamers are definitely feeling the pricing pinch when it comes to memory and storage, some segments of the consumer tech sector are seeing more favorable trends. Advances in screen technology for gaming monitors are accelerating, while OLED prices are steadily falling. Dell is part of this trend with a pair of new Alienware monitors, the AW3226Q and AW2527HX, that take differing approaches to appeasing gamers.

We start with the AW3226Q, which is aimed at gamers who crave higher-resolution 4K gaming over outright speed. At its heart is a 32-inch panel that uses an RGB Stripe Tandem OLED technology (previously seen on the AW3926QW that we recently reviewed). The use of a four-stack tandem layer within the panel addresses one of the few criticisms leveled against traditional QD-OLED panels: slightly blurry/soft text upon close inspection. Another added benefit is that brightness levels are higher than on previous-generation QD-OLED monitors (1,000-nit peak brightness).

Blazing-fast refresh rates aren't the goal here, since the AW3226Q tops out at 165 Hz. With that said, you do get a 0.03 ms response time, AMD FreeSync Premium Pro and Nvidia G-Sync support, VESA DisplayHDR True Black 400 and Dolby Vision compliance, and a built-in USB-C/USB-A hub.

AW2527HX

Alienware AW2527HX (Image credit: Dell)

For the most discerning speed freaks, there's the AW2527HX. Instead of the larger 32-inch 4K panel's 165 Hz refresh rate, the AW2527HX uses a 24.5-inch panel with a 560 Hz refresh rate. While many of the higher-refresh-rate monitors we've seen can reach upwards of 1,000 Hz with IPS or TN panels, the AW2527HX offers the color performance and black-level improvements afforded by a QD-OLED panel. However, what you gain in speed, you lose in pixel density — the AW2527HX makes do with 1920 x 1080 resolution. With that said, you do get VESA DisplayHDR True Black 600 support, a matte panel finish, and DisplayPort 2.1 connectivity.

Alienware worked together with the folks at Team Liquid to develop the monitor, ensuring that it ticks all the major boxes for eSports gamers. There's a graphene sheet integrated into the display that helps distribute heat more evenly to mitigate pixel burn-in. An integrated stand is there to hang your headset, and there's a dedicated button that lets you switch between 4:3 and 3:2 aspect ratios depending on how you want to game. The base of the AW2527HX has even been minimized to ensure there's enough space under the monitor for your keyboard.

Both the AW3226Q and AW2527HX launch with a three-year OLED pixel burn-in warranty. Although pricing hasn't been announced yet, the former will launch this fall, while the latter is promised in Q1 2027.

TP-Link announces its first consumer Wi-Fi 8 routers — Archer 8 Ultra preorder commences September 30, in select regions

Earlier this year, TP-Link announced its intentions to launch the first members of its Wi-Fi 8 (802.11bn) networking family. At the time, the company revealed that it would first launch a standalone Archer 8 consumer router this fall, followed by a Deco 8 mesh router. And right on cue, TP-Link stated today that the Archer 8 Ultra BN19000 tri-band router will launch on September 30.

TP-Link is going light on the details at this time, but this is what we know so far. The Archer 8 Ultra BN19000 will come equipped with 18 internal antennas and deliver up to 19 Gbps aggregate wireless speeds. In addition, it will have 10 Gbps wired connectivity, though we don’t know whether that includes WAN and LAN ports or just the latter.

For users who require broader coverage in larger homes or offices, the Deco 8 Ultra BN22000 tri-band mesh router offers aggregate speeds of up to 22 Gbps and includes 10 Gbps wired connectivity. TP-Link typically sells its mesh systems in two- or three-pack configurations, and the Deco 8 Ultra BN22000 3-pack covers up to 9,800 square feet. Unfortunately, the Wi-Fi 8 mesh system won’t be available until Q1 2027, according to TP-Link.

TP-Link plans to expand its Wi-Fi 8 portfolio by Q2 2027 with a new Roam 8 travel router, along with range extenders and PCIe/USB client adapters. Although we don’t know which specific chipsets will power Archer 8 Ultra, Deco 8 Ultra, and other unannounced Wi-Fi 8 devices, the company says its products will use hardware from Broadcom, MediaTek, and Qualcomm.

Wi-Fi 8 is shaping up to be more of a quality-of-life improvement over Wi-Fi 7 than a substantial theoretical speed improvement. Put simply, Wi-Fi 8 hardware devices should be able to come closer to fulfilling the real-world performance metrics that Wi-Fi 7 devices originally promised.

To this end, TP-Link says that its so-called StabilityEngine leverages core Wi-Fi technologies including Enhanced Long Range (ELR) and Distributed Resource Units (DRU). These features together help improve wireless connectivity, primarily for low-power IoT devices that are typically positioned at the edge of your home’s wireless coverage. There are also additional technologies at play, such as Unequal Modulation (UEQM) and Modulation and Coding Schemes (MCS), to ensure uninterrupted wireless traffic in high-interference situations.

A new design language is also being ushered in with the Archer 8 and Deco 8 products, which was teased during TP-Link’s May 2026 announcement. “We stopped building a piece of networking equipment and started designing for the home,” explained TP-Link industrial design chief Gary Chang. “When a router’s design becomes something people want to display, it ends up exactly where it performs best.”

What remains unclear is how or when these new Wi-Fi 8 products will launch in the U.S. As of today, TP-Link has yet to obtain FCC approval to release all-new products in the country. Unlike competitors Amazon and Netgear, which received conditional approval from the FCC Covered List, the U.S. government is still playing hardball with TP-Link. For its part, TP-Link only says that preorders for the Archer 8 Ultra will open in “select regions” on September 30.

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