Wednesday, February 26th 2025

Valve "Deckard" VR Headset Touted to Launch Around Late 2025, with Speculative $1200 Price Point

A Valve-designed next-gen VR headset is a compelling prospect, but not many details have emerged online since the company's (2022) teasing of new developments. Press outlets noticed a September 2023 registration of a mysterious device in South Korea; following this discovery, many anticipated a steady flow of leaks. Relative silence ensued; brewing speculation that Valve Corporation had shelved another top secret project. Fast-forward to the present day; Gabe Follower—a self-confessed Valve/Half Life 3 tipster—believes that all systems are go for a codenamed "Deckard" VR headset. The amusingly-named leaker (referencing Gabe Newell) claims to have an inside track: "several people have confirmed that Valve is aiming to release new standalone, wireless VR headset (codename Deckard) by the end of 2025. The current price for the full bundle is set to be $1200. Including some "in-house" games (or demos) that are already done. Valve want to give the user the best possible experience without cutting any costs."

The "Index" was Valve's first attempt at cornering the VR gaming market, but the buying public (back in 2019) largely favored rival models. A long-gestating follow-up would need to really "hit it out of the park," when placed against a new generation of competing hardware. Valve's alleged Blade Runner-themed device, was linked to a set of previously leaked VR controllers; codenamed "Roy." Additionally, Gabe Follower reckons that Valve is prepared to make financial sacrifices, in order to establish a foothold within an extremely competitive market: "even at the current price, it will be sold at a loss. A few months ago, we saw leaked models of controllers—Roy—in the SteamVR update. It will be using the same SteamOS from Steam Deck, but adapted for virtual reality. One of the core features is the ability to play flat-screen games that are already playable on Steam Deck, but in VR on a big screen without a PC. The first behind closed doors presentations could start soon."
Sources: Gabe Follower Tweet, Notebookcheck, Wccftech
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43 Comments on Valve "Deckard" VR Headset Touted to Launch Around Late 2025, with Speculative $1200 Price Point

#26
Clawedge
Visible NoiseYou’ll be waiting until 2035 for specs like that.
There are already higher res headsets out there
Posted on Reply
#27
razaron
If it's actually wireless, will be neat having a new mainstream wireless headset other than Meta. If not, I don't see the point.

It's like when you start wearing wireless headphones at home and realise you can go to the bog to take a dump without taking them off. Life is never the same after that.
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#28
N3utro
MindweaverThey only put the high end Pro model on hold. The word is we will see another Pro model from Meta 2026. Have you seen their Orion AR glass? The MR (VR/AR) landscape is about to get a lot of new players. Google and Samsung have a new HMD coming out this year. Check out the new Play for Dreams hmd. So far if Valve can release a new HMD that's standalone for 1200 bucks then it will be very interesting.
Apple discontinued their high end headset because people said "no point having something that cost this much to use it only occasionally".

I think that's the issue with VR, and midrange headsets like the psvr2 and the quest 3 both have flaws that makes people reluctant to get them (blurryness for the psvr2, faded colors for quest 3).

I wish that for the next gen we could get a $600 oled set with better lenses than what the psvr2 has
Posted on Reply
#29
Chrispy_
Valve needs a $500 headset. VR doesn't have enough market permeation for developers to really care about it, and shrinking the market to flagship models isn't going to help.

With the death of WMR, there is a shortage of affordable headsets to keep the market growing, and every sale of a Meta Quest is shoving Meta's own storefront and experience front and center - with users having to jump through a few extra hoops and additional software/accounts just to get SteamVR working.

Valve basically needs a simple, cheap, wired, modern, headset with inside-out tracking and passthrough, that is just plug and play with a Steam account and nothing else. Controllers can be optional, since many people will be using wheel+pedals, HOTAS, gamepad, keyboard+mouse etc. A super-basic, one-button wand with huge battery life for menus and UI would be a great optional controller too, but now I'm falling into the category of "wishful thinking"
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#30
bitsandboots
TheGeekn°72I'm genuinely surprised at the lack of mentions in here of Pico's HMDs, I got a Neo 3 Link last year, the damn thing fucking rocks, along with the Full Body Tracking ankle pucks (they are amazing ! thought they do lack game support since FBT isn't exactly wide spread) and I'm thinking about reselling to get a Pico 4 Ultra (better all around) which only costs 600€ so Valve possibly pricing the Deckard at 1200 ? yeah no, I'm sorry but fuck that.
I've heard of a few people with them that like them. It's just that they fill the same space as oculus and if I'm hesitant to use something owned by facebook, using something owned by the tiktok company doesn't improve things.
N3utroApple discontinued their high end headset because people said "no point having something that cost this much to use it only occasionally".

I think that's the issue with VR, and midrange headsets like the psvr2 and the quest 3 both have flaws that makes people reluctant to get them (blurryness for the psvr2, faded colors for quest 3).

I wish that for the next gen we could get a $600 oled set with better lenses than what the psvr2 has
I'm not convinced price is the adoption problem of VR.
I think it's that people have some expectations of VR that aren't being met.
I don't think VR is a good platform for most video games and never will be. But that's what a lot of this is marketed as, so its a marketing failure.
VR does better as a social experience, AR does interesting things as a productivity experience, and both have a fitness angle. I guess they're just having trouble getting this point across. But $1000 to meet new people and have a good time with them is a much better deal than $1000 to play like 2 games a few times a year. Yet it's the same hardware, same purchase.
Posted on Reply
#31
TheGeekn°72
razaronIf it's actually wireless, will be neat having a new mainstream wireless headset other than Meta. If not, I don't see the point.
There already is, I'm genuinely shocked at Pico's lack of popularity, the Neo 3 Link was a banger and so are the Pico 4 variants now (then again, I've almost never seen any marketing from them whereas I've seen Quest ads every other week...)
razaronIt's like when you start wearing wireless headphones at home and realise you can go to the bog to take a dump without taking them off. Life is never the same after that.
HAHAHAHAHAHAHA
N3utroApple discontinued their high end headset because people said "no point having something that cost this much to use it only occasionally".
Hah, who would have expected them to be bothered by such a thing to sell a 10k device !
N3utroI think that's the issue with VR, and midrange headsets like the psvr2 and the quest 3 both have flaws that makes people reluctant to get them (blurryness for the psvr2, faded colors for quest 3)
Sony really shot itself in the foot with a shotgun for the PSVR2, what the hell did they think with platform locking it ?? And then closing the studios making VR titles for the PS5 one after the other ?????
Took them over two years and accumulated stockpiles to actually get them to make a solution for PC and it's an 80$ adapter, blistering idiots...
HDR screens, eye tracking, capacitive controllers and haptics feedback, all gone to the trash because they couldn't let themselves think outside of their own platform...
bitsandbootsI've heard of a few people with them that like them. It's just that they fill the same space as oculus and if I'm hesitant to use something owned by facebook, using something owned by the tiktok company doesn't improve things.
Pico was owned by ByteDance after they made the Neo 3 Link, they launched the TikTok account locked Pico 4, it flopped hard, they resold it back to the guys they bought it from, the TT account lock has been patched out of the headsets with an OS update, then they released amazing stuff like the FBT pucks and the Pico 4 Ultra
TL;DR : ByteDance owning Pico is already old news !
Posted on Reply
#32
yfn_ratchet
TheGeekn°72Pico was owned by ByteDance after they made the Neo 3 Link, they launched the TikTok account locked Pico 4, it flopped hard, they resold it back to the guys they bought it from, the TT account lock has been patched out of the headsets with an OS update, then they released amazing stuff like the FBT pucks and the Pico 4 Ultra
TL;DR : ByteDance owning Pico is already old news !
Citation needed? I can't find anything about Bytedance selling off the PICO brand, let alone to the founders; only that there was a big wave of layoffs that mostly targeted restructuring (and likely centralizing) toward operations in Asia. By all means, they may have axed the TikTok account idea (because the achilles heel of the entire Quest brand is that damned Meta account contract you gotta sign in blood, why would you replicate that) in favor of the usual fare of 'make an account with us so you can update the headset and buy games off our super-special store' schlock the rest of the industry's bought into, but that doesn't indicate that rights changed hands there.
Posted on Reply
#33
TheGeekn°72
yfn_ratchetCitation needed? I can't find anything about Bytedance selling off the PICO brand, let alone to the founders; only that there was a big wave of layoffs that mostly targeted restructuring (and likely centralizing) toward operations in Asia. By all means, they may have axed the TikTok account idea (because the achilles heel of the entire Quest brand is that damned Meta account contract you gotta sign in blood, why would you replicate that) in favor of the usual fare of 'make an account with us so you can update the headset and buy games off our super-special store' schlock the rest of the industry's bought into, but that doesn't indicate that rights changed hands there.
So I looked it up again and while it's not exactly written black on white, the gist of it is, ByteDance became a minority shareholder (they couldn't fully sell it due to Chinese law shenanigans ??) and at the bottom of Pico's website it states Pico Entertainment Inc again, whereas it used to state ByteDance when they were the full owners.
Posted on Reply
#34
Mindweaver
Moderato®™
N3utroApple discontinued their high end headset because people said "no point having something that cost this much to use it only occasionally".

I think that's the issue with VR, and midrange headsets like the psvr2 and the quest 3 both have flaws that makes people reluctant to get them (blurryness for the psvr2, faded colors for quest 3).

I wish that for the next gen we could get a $600 oled set with better lenses than what the psvr2 has
Discontinued? They have reduced production but only because of the display shortage. Apple is still 100% in the game. Honestly they are probably the ones that has kick started every other new player coming in right now. I don't think its' a problem getting a 600 oled hmd. The big problem is size, weight, battery life, compute power, eye tracking, etc.. in a small enough form factor. The Quest 3 looks huge compared to the Vision pro but it's actually similar in size. I feel like if it was black then it would look half the size.
TheGeekn°72I'm genuinely surprised at the lack of mentions in here of Pico's HMDs, I got a Neo 3 Link last year, the damn thing fucking rocks, along with the Full Body Tracking ankle pucks (they are amazing ! thought they do lack game support since FBT isn't exactly wide spread) and I'm thinking about reselling to get a Pico 4 Ultra (better all around) which only costs 600€ so Valve possibly pricing the Deckard at 1200 ? yeah no, I'm sorry but fuck that.
I would have bought a Pico HMD. I think Pico would really give meta a run for their money if they sold in the US.
Posted on Reply
#35
theglaze
GodisanAtheist-Problem is there just aren't enough adults in the room for VR to hit critical mass, just keeps limping along in this perpetual state of limbo...
What do you want from VR? What is "critical mass" to you? I've already got what I want: Racing, Flight, and Space simulation.

Let's say VR is food, and we're talking delicious burgers. I've already got my favourite, niche, hand-made AAA beef paddy with double cheese and all the fixins I like. I'm looking at Deckard and I'm thinking 'Whoa...is that a double paddy??'

You want VR to be McDonalds or something? Cheapen the experience (to lower the price) and obtain the "mainstream" designation? So people who don't usually burger, can now burger?

I'm happy that people enjoy Nintendo Switch or Meta Quest 3S. But those lower-quality platforms only degrade my experience.
Posted on Reply
#36
GodisanAtheist
theglazeWhat do you want from VR? What is "critical mass" to you? I've already got what I want: Racing, Flight, and Space simulation.

Let's say VR is food, and we're talking delicious burgers. I've already got my favourite, niche, hand-made AAA beef paddy with double cheese and all the fixins I like. I'm looking at Deckard and I'm thinking 'Whoa...is that a double paddy??'

You want VR to be McDonalds or something? Cheapen the experience (to lower the price) and obtain the "mainstream" designation? So people who don't usually burger, can now burger?

I'm happy that people enjoy Nintendo Switch or Meta Quest 3S. But those lower-quality platforms only degrade my experience.
- Regular new releases across a multitude of genres, with reasonably good experiences across the price spectrum, and no/limited walled gardens.

It's good that VR works for you, but if it doesn't start working for more people it might go back into the dustbin and even you won't get your double bacon cheeseburger anymore if its just not profitable to build and sell a very low volume of units...
Posted on Reply
#37
theglaze
GodisanAtheist- Regular new releases across a multitude of genres, with reasonably good experiences across the price spectrum, and no/limited walled gardens.

It's good that VR works for you, but if it doesn't start working for more people it might go back into the dustbin and even you won't get your double bacon cheeseburger anymore if its just not profitable to build and sell a very low volume of units...
Mainstream gamers want the experience of a juicy, handmade burger... but they won't pay for it. Especially because it's bring-your-own side dishes and beer (high-end gaming PC).

Meanwhile, VR is the forefront of hardware innovation. Seems like all other PC peripherals and accessories are stagnant. Just a rat race to integrate the most RGB.

The VR enthusiasts and unique industry applications are driving the development of future headsets:

Big Screen Beyond = $1,000
Deckard = $1,200
Pimax Crystal Super = $1,700
MeganeX superlight 8K = $1,900
Pimax Dream Air = $2,000
Somnium VR1 = $3,800
Posted on Reply
#38
Rover4444
If it has good passthrough, I'd love to get it at some point. The Quest 3 looks really good at the moment, something better would be awesome but I would miss the Quest's selection of games on the headset.
Posted on Reply
#39
Mindweaver
Moderato®™
Rover4444If it has good passthrough, I'd love to get it at some point. The Quest 3 looks really good at the moment, something better would be awesome but I would miss the Quest's selection of games on the headset.
I really enjoy the Quest 3's passthrough and how much I use it. The biggest thing for me about the Deckard is what all it will bring. Valve doesn't want to close out other HMD's. I'm 100% most excited for HLX. I will probably buy a Deckard but no body knows what the supplies look like and quickly someone can order one and how long it will take to get it.

So, far everything we know about the Deckard we can already do with a Quest 3 since they released Steam link on the official meta quest store. I've seen some people in this thread say they don't want passthrough. I can 100% say it will have passthrough just from the code name Deckard = (steam)-Deck-(AR)-(device).
Posted on Reply
#40
ZeDestructor
GodisanAtheist- Regular new releases across a multitude of genres, with reasonably good experiences across the price spectrum, and no/limited walled gardens.

It's good that VR works for you, but if it doesn't start working for more people it might go back into the dustbin and even you won't get your double bacon cheeseburger anymore if its just not profitable to build and sell a very low volume of units...
Does it have to be "very profitable" though? For now the whole industry and ecosystem is still in it's infancy and (clearly) firmly in the "definitely doing better than breaking even" class of businesses.

Ultimately, I don't think VR will be a common thing for a long time - too many standards (SteamVR, Oculus, others), too much variation in headset specs.
Posted on Reply
#41
bitsandboots
theglazeWhat do you want from VR? What is "critical mass" to you? I've already got what I want: Racing, Flight, and Space simulation.
Obviously not them, but I've done all the sims and thats fine. VR seems to have cornered that subject well.
But what I really want from VR is a continued push towards immersive and easy social purposes.
You can use VR to play VRChat, and VRChat in theory is a one of a kind social prospect.
BUT - the solutions for immersion mostly suck.

To represent full body tracking, you have to do all sorts of half-working nonsense.
And that's only the first step. Few headsets do eye tracking and even fewer do mouth tracking.
You can find all sorts of frankenstein setups where people have a whole USB hub of nonsense on their face because they had to make their own solution for lack of good headsets that do it all natively.
Genuinely the only headset that handles eye+mouth tracking elegantly is the Quest Pro and not only is it discontinued, getting that technology to even work required a series of software hoops to jump through.

People are getting incredibly anti-social these days, and increasingly comfy staying at home.
Bringing the social world to your house, at your convenience, is an important part of modern mental health that people have not yet realized they need.
So I'm waiting for this to be realized. People thought the Quest Pro was overpriced junk rather than being the only headset that tried to solve these issues. So we're still not there yet.
theglazeMainstream gamers want the experience of a juicy, handmade burger... but they won't pay for it. Especially because it's bring-your-own side dishes and beer (high-end gaming PC).

Meanwhile, VR is the forefront of hardware innovation. Seems like all other PC peripherals and accessories are stagnant. Just a rat race to integrate the most RGB.

The VR enthusiasts and unique industry applications are driving the development of future headsets:

Big Screen Beyond = $1,000
Deckard = $1,200
Pimax Crystal Super = $1,700
MeganeX superlight 8K = $1,900
Pimax Dream Air = $2,000
Somnium VR1 = $3,800
Recently I got a Varjo Aero used.
Its not perfect - particularly pathetic FOV, but it's otherwise quite sleek and easy to use, without even mentioning the high resolution.
I'd put that and Varjo as a company right up there with the others in that as an "industry", the rest of the headsets Varjo makes seem to be marketed towards governments and militaries where although $4000+ is a lot for a consumer, $4000 is probably cheaper than whatever non-virtual application they were trying to do.
So, I hope that Varjo and other "enterprise" headsets are successful in that I would expect the technologies they create will eventually be brought down to consumer devices.
Posted on Reply
#42
GodisanAtheist
ZeDestructorDoes it have to be "very profitable" though? For now the whole industry and ecosystem is still in it's infancy and (clearly) firmly in the "definitely doing better than breaking even" class of businesses.

Ultimately, I don't think VR will be a common thing for a long time - too many standards (SteamVR, Oculus, others), too much variation in headset specs.
-Is it in it's infancy?

VR has been around for a VERY long time (Sega was prototyping VR headsets for commercial use back in 1991...) and while its definitely seen a resurgence in the last 10 years I honestly don't think VR is ever going to be anything other than a niche. There are simply inherent issues with the human body that make VR and headsets as a form factor severely limiting (overcoming the nausea curve, neck strain immediately leap to mind) and the demand for high performance tech means that VR is always going to lag pancake rendering on either performance or visuals with an inherently high cost of entry.

I think we're seeing a sort of VR Heatset explosion that the total addressable market cannot really support and a lot of these companies are going to eventually settle out. There is enough of of a market here to properly support 2-3 players in a healthy way I think after all is said and done.
Posted on Reply
#43
ZeDestructor
GodisanAtheist-Is it in it's infancy?

VR has been around for a VERY long time (Sega was prototyping VR headsets for commercial use back in 1991...) and while its definitely seen a resurgence in the last 10 years I honestly don't think VR is ever going to be anything other than a niche. There are simply inherent issues with the human body that make VR and headsets as a form factor severely limiting (overcoming the nausea curve, neck strain immediately leap to mind) and the demand for high performance tech means that VR is always going to lag pancake rendering on either performance or visuals with an inherently high cost of entry.

I think we're seeing a sort of VR Heatset explosion that the total addressable market cannot really support and a lot of these companies are going to eventually settle out. There is enough of of a market here to properly support 2-3 players in a healthy way I think after all is said and done.
I'd say yes, given how fast the market is still advancing - screens, lenses, IO, integration, position tracking have all seen major improvements in the last year alone. There's still somewhat more to come before we reach a good baseline and the race to the bottom of pricing can truly start.

Besides, it's not like the current standard is free of issues - RSI, backpain (from poor posture), eyestrain are all things that are not all that uncommon with PCs. Consoles add poor precision to the mix for good measure. All that said however, things have not really changed in PCs since the late 90s when mice became an expected peripheral, and consoles ever since the PS1's Dualshock controller.
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