Valve's Deckard VR Headset: Steam Frame Nears Launch

Valve's Deckard VR headset has entered mass production, with 400–600k units planned annually. Codenamed Steam Frame, it may arrive in 2025 with Roy motion-tracking controllers and a rumored $1,200 price tag.

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Valve's Deckard VR Headset: Steam Frame Nears Launch

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Valve's codenamed Deckard VR headset has reportedly entered mass production, suggesting the company is preparing to push deeper into the consumer VR market.

Mass production signals a near launch

According to recent reports, the Deckard headset—internally linked to the potential retail name "Steam Frame"—has moved into large-scale manufacturing. Production estimates range from 400,000 to 600,000 units per year, a volume that points to a launch window that could be very close.

Why does volume matter? High initial production usually signals confidence from both the manufacturer and supply partners. For Valve, which already saw the Steam Deck handheld approach roughly 5 million units sold this year, a robust headset rollout would reinforce its push into hardware beyond gaming PCs.

Two models, familiar controls, and a premium price

Insider details indicate Valve is developing two variants, codenamed DV1 and DV2—DV often marks devices in their late development stage. The headset's controllers appear in SteamVR code under the codename "Roy." Early descriptions say the controllers use motion-sensitive rings and share design cues with Oculus Touch, aiming for precise hand tracking and comfortable ergonomics.

  • Codename: Deckard (possible retail name: Steam Frame)
  • Development models: DV1 and DV2
  • Controllers: Roy (ring-based, Oculus Touch–like design)
  • Production target: 400,000–600,000 units per year
  • Reported price: around $1,200

The price point—about $1,200 according to leaks—positions Deckard/Steam Frame as a premium device competing with high-end PC-tethered headsets. That puts Valve in a delicate spot: deliver standout hardware and software integration, or risk limiting adoption to enthusiasts.

What this means for VR and Valve

Imagine Valve bundling its Steam ecosystem, native SteamVR compatibility, and a strong first-party or partner software lineup into a polished headset. That combination could shift headsets from niche enthusiast gear to a more mainstream option for gamers and creators.

Mass production doesn't guarantee an immediate retail launch, but it's one of the clearest indicators we've seen that Valve is serious about scaling VR hardware. Keep an eye on official announcements—reports currently point to a likely 2025 introduction, though timing could shift.

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