Valve Steam Frame Engineering Deep-Dive: Water Cooling, Thermals, Power, Acoustics
By Gamers Nexus
Summary
## Key takeaways - **Water Cooling for PCB Thermal Transfer**: Valve engineers tested water cooling directly on the PCB to analyze thermal performance and heat transfer through vias, aiming to pull more heat from the backside of the board by moving components to create connection pads for an additional heatsink. [02:36], [03:35] - **Dual Heat Pipes and Fan for Thermal Solution**: The Steam Frame VR headset utilizes a dual heat pipe system and a large fan to manage heat, with options for users to push the device to its limits, though this can increase noise levels. [06:05], [06:18] - **Heat-Sensitive Components Beyond SoC**: Beyond the main SoC, components like the Wi-Fi chip and the power delivery network (VRMs) generate significant heat. These VRMs are not 100% efficient, leading to heat generation that requires thermal management. [07:18], [07:31] - **VRM Packaging and Impedance Challenges**: The VRM design for the Steam Frame presented a significant packaging challenge due to high power generation and strict impedance requirements, necessitating components to be close to their destination without concentrating heat. [08:32], [08:45] - **Extensive Internal Monitoring for Data**: Valve incorporated numerous temperature sensors and power measurement points on the device, allowing for detailed monitoring of power flow and efficiency across different CPU clusters and the GPU, crucial for performance analysis. [09:59], [10:38] - **Balancing SoC and User Thermal Thresholds**: Engineers focused on decoupling the internal SoC thermal interface from the user's direct experience, ensuring that the device remains comfortable to wear even under heavy load, preventing user discomfort before component failure. [14:14], [15:07]
Topics Covered
- How Valve Engineered Dual-Path Thermal Solutions.
- How Many Sensors Are Too Many?
- How Do You Balance Device Heat with User Comfort?
- Designing for Dense Power Delivery in VR.
Full Transcript
Valve announced the steam frame steam machine on steam control yesterday.
We covered all that in detail, but we have more.
This video goes deeper
on the engineering of the Steam Frame VR headset specifically.
Normally, we don't record every minute of our time with the company,
but valve was cool with it, and we had two separate deep dive
discussions with Valve's engineers about the frame VR headset.
We didn't want to just let that great, highly technical content go unseen.
For example,
All of those vias are actually working
as a thermal transfer through the PCB itself.
So in this video we'll talk with Valve's engineers
about some of the acoustic considerations.
some of the thermal solution design
So when we told Michael that we wanted to flip the maps inside it,
he immediately started thinking about those power management ICS.
And it's like, oh man, you're killing me. This is the worst thing ever.
and some of the PCB design and layout challenges.
We're not going to heavily edit and produce this, so you're going
to get basically the raw conversations that were just us talking.
Not intended for camera,
but we captured it anyway just in case it was useful.
And it was.
Valve made sure to have engineers from basically
every aspect of the hardware available, which is awesome.
And so we were able to get pretty much all of our questions answered.
These are fairly casual conversations, a lot of detail
to learn about the relevant sciences and Valve's hardware engineering process.
So let's get into it. Before that.
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maybe a year ago how basically we sat down and we said, okay, how can we really,
really squeeze the maximum, thermal thermal output from this guy
and so we literally took the board, mounted it up to a water cooler.
Okay.
Looked at actually the thermal performance of the heat
going out of the backside of the board, as well as actually directly off the.
So it's pop memory.
So you essentially have the main
SoC plus the memory stacked on top of it.
That's actually going to impede the, the, the heat.
Is it vertically stacked.
Yeah. On the silicon. Yeah. So this is a package.
Package. Yeah. Memory chips. Orders on top.
Okay. Cool.
Yeah.
So essentially you can think of it as, you know, two direct paths
where he could go either through the, the pop memory
up into a heat sink, or you could actually go straight backside.
Yeah yeah.
And and if you think about it, like in the case of C
with a ton of, vias, right?
All of those vias are actually working as a thermal transfer
through the PCB itself.
so essentially what we did is we said, okay, let's just throw out this idea here.
Maybe we can actually pull more heat out of the the backside of the board.
Yeah.
So we moved a number of components around so that instead of there
being a number of capacitors, inductors, all of those components,
let's kind of shove them all to the side and then create these big pads
that we can actually clamp an additional piece of metal to.
Right.
And then that would be where we'd actually connect a second heat's,
heat pipe to on the backside of the PCB is, is it relatively bare there.
Well on the back this is actually the backside of the PCB.
That you're looking at right there.
Is this,
thermal putty under the, yeah, the cold plate.
Okay.
And then I guess,
eight millimeter flat heat pipe, 6 or 8.
Sounds like a roughly correct number.
I can I can check on that. Anything.
Is it just a thin stack up here?
Is there any any, opponents, you know, no components.
Okay.
Just a thin bank that's been, you know, welded essentially to that, All right.
Okay. Are you solder into the heat pipe for welding? Yeah.
Okay. It's directly connected. Oh, okay.
the most part, the, the, aluminum side,
the other heat pipe, there's a cutout that goes down and touches that.
Oh okay.
And then that heat pipe is bonded to the, got it to the to the middle.
To the minimal. Yeah, yeah. Cool.
Very cool.
Yeah. Yeah.
So basically, you know, you can imagine a scenario of different,
kind of ways that people would connect the thermal solution.
Right?
These types of socks, one would be no thermal solution at all.
Then maybe they would have a heat spreader
and then maybe they would have maybe a heat pipe that would actually
go to some other place, you know, whether it's a phone.
Right.
Something like that.
In this case we're basically saying dual heat pipes.
We're saying, you know, a big fan that's going to be moving a ton of air.
That fan can run, like, get you some more precise numbers or whatever.
But it's, it's it gets loud, right?
Like if you're running it, if you really run it. Yeah.
We're going to have a sweet spot that's going to be
you're going to be happy to, you know, running it as is.
But if for power users that are like, I want to just max this thing out
so they can do that, that'll be an option the question
I'm gonna have at the end of this is, how much of the air flowing through
other location on the device
is to cool sort of periphery, components on the PCB.
But, yeah, the two considerations would be you're
obviously limited on sort of total porous area.
You can even pull air through to begin with. True.
And so puncturing everywhere lets you pull more in just in total.
But then yeah, secondarily with the, the deck OLED in particular,
I remember, talking about how the OLED had moved
some components around to better guide air as it comes through the, the inlet.
Yeah, across those components.
that's definitely a consideration. Yes.
So is there anything a heat sensitive particularly beyond the SoC.
Yeah. Yeah, definitely. So there's there's a Wi-Fi chip.
That's, depending upon what,
kind of mode you're operating in, it's kind of put off some power.
There's also,
when you're looking at the power delivery network that actually goes,
you know, from the battery ultimately, through the various,
regulators that are taking that battery voltage and dropping it down
and delivering the power into the, SoC, those are not 100% efficient.
And so some of the components that they're actually we're touching off, right.
There are also the, power management ICS that are,
you know, this is stuff that Michael spent an ornament inordinate amount of time.
So is there any trying to pull heat out of those as well?
I'm glad you mentioned because I wasn't sure
if I should even bother asking or not, but, you know, VRM is often like,
I it's in a lot of devices.
It's almost a commodity where the VRM is
the voltage regulator is just kind of like a given.
And it's not super interesting.
But is there anything, you know, particularly special or that required,
more creative engineering, I guess on the VRM side,
it was definitely a packaging challenge.
Okay.
It's, a lot of power that we're able to, to generate.
So, get everything tight.
There's, a lot of, impedance requirements.
Okay.
So everything wants to be really close to where it has to go.
But you can't really concentrate all of that heat.
So it's definitely a packaging exercise okay.
Sure.
So when we told Michael that we wanted to flip the maps inside it,
he immediately started thinking about those power management ICS.
And it's like, oh man, you're killing me.
This is the worst thing ever.
You're going to have to move on.
Yeah, yeah, you killed my dog.
So what is that?
How does that, what does your job look like?
I guess when you are, trying to figure out
how to meet the packaging or the density considerations.
Are you in software?
Just moving things to see what fits, you know, are you running calculations?
A little bit of, there's a lot of simulation.
Okay.
We're sure, especially for, impedance requirements.
The temperature pieces are a little bit
more challenging to simulate for, for some of that.
Right. Because
it's only as good from a sim as the,
the whole system, which is relatively difficult to simulate.
But yeah, kind of all of the above it.
Yeah.
So along the way, what we did, you know, because we're just like, hey, you know,
we're an engineering company, right?
We're just like, this is the kind of stuff we really want to, like, nerd out on.
It's like for like, how many temperature sensors can we add in them?
You know, can we ship with those?
You know, how many power, measurements can we get in line?
And the answer is we put a whole bunch of them in there.
Michael can probably give you exact details,
but the general idea is, you know,
we're we're able to measure the power, on these Qualcomm SoCs
you typically have, there's a series of temperature
measurements that are in the SoC itself a ton.
And those are really accurate.
And you basically need those for everything.
And then there's also the ability to, breakout power rails
that are dedicated to different, CPU clusters as well as, okay.
So you can imagine you've got, you know, one CPU cluster that would be,
the cores zero and one,
and there's a different, CPU cluster, four cores,
two, three and four, and then a different one for five, six and seven.
And those three different cores have dedicated
power rails to actually put inline power music.
Okay. For each of those, for the CPU.
And then also the same thing for the, for the GPU.
And then I kept telling Michael, like, hey, how many more can we get?
Yeah.
So we have a number of other ones as well that we've broken out.
So we really have a pretty good map
of the power flow in the device as far as like efficiency.
You know,
how much power is actually making it into each of the different CPU clusters.
And so when we're
playing a game or testing things out, we can say, okay, this game is CPU.
You know, intensive.
This game is GPU intensive.
Here's what the curve looks like when we're tweaking the GPU or CPU frequencies.
Here's what it looks like from device to device, you know?
So yeah, just getting tons and tons of data.
And then we're also getting all the temperature data on top of that.
Yeah.
How many sensors would you say we have for the for the thermistor.
So placed externally
not directly on the SSD itself.
I don't remember the exact number.
Like ballpark.
It's like ten thermistor and probably like 30 di temperature.
Okay. Like scattered throughout.
Yeah. But taller.
Yeah, a pretty good map.
is the the fan basically model.
Yes. And responding to those thermistor.
Yes. Okay. We have a totally custom fan curve.
You know, one of the great things with, the open source model is,
you know, this is running Linux.
It's less, you know, we write all of the,
the kernel drivers, you know, we're acting with the folks upstream.
Yeah.
We're we're benefiting from what we've learned on the Steam Deck
as well as Steam Machine.
So yeah.
So we have algorithms that are running that are essentially reading all of those
tall data points and saying, okay, which one is going to actually
give us the best data for this type of a load?
In other cases, we might say, you know, we could have different profiles,
you could have a variety of different things.
So that's stuff we're actually working on right now.
Come on.
We've even been doing
some airflow studies, you know, flowing through the device.
We, I'm not sure we want to show on camera exactly yet, but we do have,
some stuff that we could just show you to kind of give you an idea, right?
Of, the types of stuff that we've been doing.
The smoke testing was mentioned earlier.
Yeah, yeah. That's cool.
any other special challenges, things that you want to draw attention to or.
Yeah, things that you overcame that you want to point out.
I mean,
that one's probably like the most complicated,
I think, in any device that, you know, has this many things coming
together, we've really had to optimize the,
the data flow essentially from the cameras, from the displays
or going obviously to the displays, the wireless link.
And really all of this is there's a lot of demands on the memory.
Right right.
You have it's.
Yeah, like I said, Intel PDR five x, it's,
you know, 40 to 66 as we were discussing,
and, you know, so you really have to optimize all of that.
So you, you know, if we're going to be,
running the cameras at the same time we're running the GPU and also running,
the CPU as well as the displays, all of that puts a demand on the memory.
So that's been a big thing where we've had to really,
do an awesome job there I guess you've kind of got almost two thresholds
thermally, you have the threshold where the SoC and the other components
cannot operate above a certain temperature.
Right.
And then you have whatever the human like, the user's, sensitivity
is to the device on their face.
So do you, do you, do you trip the SoC sensory
threshold before the user threshold is a problem?
Meaning? Yeah.
All right. Interesting question. You get where I'm going with that.
Yeah.
Yeah, yeah I would say that, I mean, we're using these devices every day,
pushing the limits of these all the time. So,
it's hard to say where a
particular user would be saying, okay, this is uncomfortable to wear, right?
If we were running it at the absolute max, level,
but we're doing a really good job of decoupling thermal,
interface that's up here from the user.
Right.
So and that's the type of stuff that, you know,
if we were putting it on our head and saying, yeah, this is uncomfortable,
then that would definitely be, totally unacceptable.
So, you know, that's that's the type of thing where,
you know, we don't believe that that's going to be a common
complaint from users, because of the way that we're.
Yeah, but if you weren't controlling for that, for sure, that could be,
problematic. Right?
Yeah.
So we're definitely I mean, it's going to get warm
just from put in your face and goggles, you know,
and so that's that's kind of what I was curious about is like, does
the rest of the device contribute meaningfully?
Yeah. I mean, there definitely is a contribution.
You know,
I think that that's a little bit TBD as we're right, locking things down.
But definitely that's a huge consideration to us as comfort.
Right.
So we're definitely going to be saying
this is going to be something you're going to be happy
to have on your face for a long time, right?
So cool.
but I would say that one thing that, you know, we worked on pretty extensively,
is if you think about all the power that we're trying to, to put into this
for the SoC, that power delivering network from the battery all the way through to,
you know, driving the displays and driving the AC, you know, as you can
imagine, with anything where you're trying to get a lot of performance out of it,
you know, you look at a motherboard and it has all of these crazy capacitors.
Yeah, you know, all of the stuff that's really closely located
putting it into a, you know, head mounted form factor.
Yeah.
And having it be a battery, you know, power device a lot of challenges there.
So this is the kind of stuff
that Michael here, you know, definitely I would guess, you know, had to look at.
Yeah.
All that kind of stuff, you know,
on some of the denser boards we've looked at like, the RTX Pro 6000.
Blackwell Ford is a really good example of density of power components.
And, I know for them
the unfortunately, I guess in one way,
the solution to solving the we don't have enough space problem
was unfortunately spend more money on better parts
because that was the way to get the density of any of the, you know,
smart, smaller inductors that do the same work, things like that.
So yeah.
And we definitely, have been this is on the premium side
of those types of components especially.
It's like this is, you know, the type of thing
where we're saying, hey, we want to be able to run this thing
flat out, you know, and we don't want any limitations in there.
And ultimately, with it being a head mounted device,
there are going to be some thermal challenges, of course.
But, you know, that's been, you know, top of mind from the beginning.
Right.
What, what how long have each of you been working on this.
So I was, I worked on the index.
You know, one of the reasons, I work a lot more now on steam OS type
stuff, but, I worked on the main board a lot on, on index,
and then immediately started working on this, so.
Okay.
A while.
Yeah. Six years space. Wow. Okay. Yeah.
Just over two years.
Okay cool.
So. Right. Cool. Yeah.
Yeah. But, yeah.
Kind of typical thing at valve.
Working on things for a long time.
And, when it's ready, then it's ready when it's ready.
Yeah yeah.
Cool.
That'll be a good one for, We'll close that out here, I guess.
I appreciate it.
Thanks for thanks for. All right. Thanks a lot. Yeah, yeah. Appreciate it.
Thank you.
So that covers it for now.
For the Steam Frame VR headset engineering discussion.
We have a lot more from this trip though.
So we met with one of Valve's engineers who worked on the Steam Deck,
and he has some really cool discussion about the deck versus the deck
OLED, about PCB layout and engineering and design, things like that.
Challenges they ran into.
It's not about a deck two, but it is super interesting
information, really fun discussion that'll go up separately.
And we'll look around and see if we have any other interesting
clips to put online too.
But for now, that pretty much covers the Steam Frame
VR solution, and we'll have plenty more to talk about with the Steam Machine,
and probably with the Steam Controller as we approach the actual launch in 2026.
But in the meantime, make sure you check back for the Steam Deck conversation.
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