Valve Begins Mass Production of Next-Gen ‘Deckard’ VR Headset

Valve Deckard VR headset on a workbench surrounded by production tools, symbolizing the start of mass manufacturing.

Valve Begins Mass Production of Next-Gen ‘Deckard’ VR Headset​


Valve’s long-anticipated VR headset — codenamed “Deckard” — has reportedly entered full-scale production. The company aims to manufacture up to 600,000 units per year, signaling one of the largest hardware commitments in Valve’s history since the release of Steam Deck.

A new chapter for Valve’s VR ambitions


According to industry insiders, production lines for the Deckard headset are already active, with the company targeting a potential market launch before the end of the year. The device is expected to retail around $1,200, positioning it as a premium competitor in the high-end VR market currently dominated by Meta and Apple.

Valve hopes Deckard will replicate the commercial success of Steam Deck, which surpassed five million units sold worldwide. The project builds on Valve’s previous VR experience with the Index headset, blending lessons in optics, ergonomics, and motion tracking.

Steam Frame: potential final name and controller design


Internally, the headset may launch under the name “Steam Frame” rather than Deckard. It will reportedly include a new set of motion controllers, codenamed “Roy,” reminiscent of Oculus Touch but redesigned to improve grip, haptics, and tracking precision.

Early leaks indicate that Steam Frame will feature improved visual fidelity, inside-out tracking without base stations, and extended wireless play sessions powered by onboard compute modules. Valve has also invested in custom optics and higher-refresh panels designed to minimize motion sickness during long play sessions.

Mass production and market expectations


Sources close to Valve’s manufacturing partners suggest that mass production began this quarter. The scale of output — up to 600,000 units annually — underlines Valve’s confidence in the headset’s commercial potential. Assembly is believed to be taking place at contract manufacturing facilities in Asia, with logistics coordinated through existing Steam Deck distribution networks.

Industry analysts view this as a pivotal move for Valve: rather than a niche enthusiast device, Steam Frame could become the first truly mass-market PC-VR headset designed for broad consumer use, integrating seamlessly with the Steam platform and community ecosystem.

Competition and challenges ahead


Valve’s timing places Deckard in a crowded landscape. Meta’s Quest 3 continues to dominate standalone VR, while Apple’s Vision Pro has pushed expectations — and pricing — to new extremes. Valve’s strength lies in its deep integration with Steam, giving users access to thousands of VR titles without platform restrictions.

If pricing and performance align, Deckard could attract gamers seeking a premium PC-VR experience that balances power and accessibility.

Conclusion


After years of speculation, Valve appears ready to return to the VR hardware race with a product that aims to redefine high-end virtual reality for PC gamers. If production continues on schedule, “Steam Frame” may reach consumers before the year’s end — potentially sparking the next wave of competition in immersive entertainment.



Editorial Team — CoinBotLab

Source: Tom’s Hardware

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