# Pixel VR Player
A native VR video player for the **Valve Steam Frame**, playing flat 2D, 180°, and
360° video (mono and stereoscopic 3D) from local storage and the local network.
- **Platform:** SteamOS (Arch Linux, ARM64) on Snapdragon 8 Gen 3
- **Stack:** C++20 · OpenXR (SteamVR runtime) · Vulkan · FFmpeg (V4L2 M2M HW decode)
- **Targets:** native Linux `x86_64` (for SteamVR-streamed desktop dev) and
`aarch64` (on-device, run directly on the SteamOS host)
> Status: **Feature-complete player.** OpenXR + Vulkan per-eye rendering with a
> shared depth buffer; hardware video decode (`h264_v4l2m2m` / `hevc_v4l2m2m` →
> NV12) with zero-copy dma-buf import; flat / 180° / 360° projection and mono /
> SBS (including half-SBS) / TB stereo, auto-detected from the filename; spatial
> audio with a master clock. In-headset UI: file browser (with file type and
> size), transport bar, settings menu, downloads manager, bookmarks overview,
> protected SMB network share manager with virtual keyboard laser auto-focus,
> and an encrypted hidden vault. Native Valve
> Steam Frame controller support (`XR_VALVE_frame_controller_interaction`) using
> the runtime's own render model, with per-button animation on the model and
> press-to-bind remapping.
## Screenshots
## Installation
Choose whichever method fits your setup:
### Option A: USB Drive / MicroSD Card (No typing & No Dev Mode needed)
The simplest method for standard users without touching the terminal:
1. Download `pixelvr-linux-arm64.tar.gz` from the [Releases](https://github.com/Pixelplanet/Pixel-VR-Player/releases) page onto a USB flash drive or MicroSD card.
2. Plug it into your Steam Frame and switch to **Desktop Mode**.
3. Open the USB drive in Dolphin and double-click **`Install Pixel VR Player.desktop`**.
4. A confirmation dialog will appear when finished. Return to Gaming Mode and launch it directly from your Steam Library!
### Option B: One command in headset terminal
If you are already in Desktop Mode on the Steam Frame, open **Konsole** and paste:
```bash
curl -fsSL https://raw.githubusercontent.com/Pixelplanet/Pixel-VR-Player/main/tools/install.sh | sh
```
*(No root access or disabled read-only filesystem needed; it installs entirely into user space).*
### Option C: From your PC over Wi-Fi (Requires SSH or Dev Mode)
If you have SSH enabled or Developer Mode turned on with your headset paired:
- **Windows:** Double-click [`tools/install-from-pc.bat`](tools/install-from-pc.bat) and enter your headset's IP.
- **macOS / Linux:** Run `./tools/install-from-pc.sh`.
The script connects over SSH, installs the app, and registers the Steam shortcut remotely.
Launch **Pixel VR Player** directly from your Steam library, or from terminal:
```bash
~/PixelVRPlayer/run.sh # opens the in-headset file browser
~/PixelVRPlayer/run.sh /path/clip.mp4 # …or auto-play a specific clip
```
Installer options:
| Option | Effect |
| --- | --- |
| `--dir DIR` | install somewhere other than `~/PixelVRPlayer` |
| `--version vX.Y.Z` | install a specific release instead of the latest |
| `--no-steam` | skip the Steam library entry |
| `--restart-steam` | close Steam first, then reopen it so the entry appears at once |
| `--uninstall` | remove the app and its Steam shortcut |
Re-run the same command to upgrade. Settings (`~/.config/pixelvr`), cached
thumbnails (`~/.cache/pixelvr`), and hidden vault media (`~/.pixelvr_vault`) live
outside the install directory and are kept intact.
**Offline install:** download `pixelvr-linux-arm64.tar.gz` from the
[Releases](https://github.com/Pixelplanet/Pixel-VR-Player/releases) page, copy it to the headset, extract it and run
`./install.sh` from the extracted folder — or use `run.sh` directly. The app logs
to `~/pixelvr-run.log`.
Requirements: the SteamVR OpenXR runtime (SteamOS), Vulkan, and FFmpeg with the
V4L2 M2M decoders. For zero-copy dma-buf decoding, build the patched FFmpeg into
`~/ffbuild` — `run.sh` picks it up automatically when present, otherwise it falls
back to the system FFmpeg with CPU colour conversion.
## Updating
Updating Pixel VR Player is seamless, fast, and 100% non-destructive.
> [!NOTE]
> **Your data is always preserved!**
> All user preferences (`~/.config/pixelvr/config.json`), saved SMB network shares and credentials (`~/.config/pixelvr/smb_shares.json`), quick bookmarks (`~/.config/pixelvr/bookmarks.json`), cached video thumbnails (`~/.cache/pixelvr`), and encrypted media in the Discreet Vault (`~/.pixelvr_vault`) are stored outside the application folder and remain completely untouched across updates.
Choose your preferred update method:
### Method 1: 1-Click Desktop Update (Easiest on Headset)
No terminal or typing required:
1. Switch your Steam Frame to **Desktop Mode** (Power menu in SteamVR or SteamOS).
2. Double-click the **`Update Pixel VR Player`** icon on your Desktop.
3. A popup will notify you that the update has started. The updater verifies SHA-256 checksums and updates the app in-place.
4. When finished, a completion notification will appear. Switch back to Gaming Mode and launch the player!
*(Alternatively, open Dolphin file manager, navigate to `~/PixelVRPlayer`, and double-click `update.sh`)*.
### Method 2: 1-Click Update from your PC over Wi-Fi
Update your headset remotely over your local network:
- **Windows:** Double-click [`tools/update-from-pc.bat`](tools/update-from-pc.bat), enter your Steam Frame's IP address, and press Enter.
- **macOS / Linux:** Run `./tools/update-from-pc.sh `.
### Method 3: One Command in Headset Terminal (Konsole / SSH)
Open **Konsole** on the headset or connect via SSH, then run:
```bash
~/PixelVRPlayer/update.sh
```
Or re-run the web installer command:
```bash
curl -fsSL https://raw.githubusercontent.com/Pixelplanet/Pixel-VR-Player/main/tools/install.sh | sh
```
### Method 4: USB Drive / MicroSD Card (Offline)
1. Download `pixelvr-linux-arm64.tar.gz` from the [Releases](https://github.com/Pixelplanet/Pixel-VR-Player/releases) page to a USB flash drive or MicroSD card.
2. Plug it into your Steam Frame and open it in Desktop Mode.
3. Double-click **`Install Pixel VR Player.desktop`** (or run `./install.sh --update` from the unpacked folder).
## Uninstallation
To remove Pixel VR Player and its Steam shortcut from your Steam Frame:
### From the Headset (Desktop Mode / Konsole or SSH)
Run the uninstaller script directly:
```bash
~/PixelVRPlayer/install.sh --uninstall
```
Or run the one-command uninstaller:
```bash
curl -fsSL https://raw.githubusercontent.com/Pixelplanet/Pixel-VR-Player/main/tools/install.sh | sh -s -- --uninstall
```
This cleanly removes:
* The application folder (`~/PixelVRPlayer`)
* The Non-Steam Game shortcut from Steam's library (`shortcuts.vdf`)
* All custom Steam grid artwork from `~/.steam/steam/userdata/*/config/grid/`
### From your PC over Wi-Fi
- **Windows:** Double-click [`tools/uninstall-from-pc.bat`](tools/uninstall-from-pc.bat) and enter your headset's IP.
- **macOS / Linux:** Run `./tools/uninstall-from-pc.sh`.
### Complete Data Purge (Optional)
By default, user settings (`~/.config/pixelvr`), cached video thumbnails (`~/.cache/pixelvr`), and hidden vault media (`~/.pixelvr_vault`) are kept intact so upgrading or reinstalling never loses your library state.
To completely erase all application data and settings from the headset, run:
```bash
rm -rf ~/.config/pixelvr ~/.cache/pixelvr ~/.pixelvr_vault
```
## Controls
The laser pointer and the control bar are **separate** input paths, so the bar
stays usable while a panel is open.
| Input | Action |
| --- | --- |
| **Trigger** | Point and click: open the entry under the laser, or press a control-bar button |
| **A** | Open the highlighted entry — folder navigates, video plays / streams. Outside the browser it is play / pause |
| **X** / **Y** | Download the highlighted entry (folders confirm first, showing their size) |
| **B** | Open or close the file browser; also closes a panel and cancels the download dialog |
| **Grip** | Toggle **that hand's** laser pointer on/off. Turn one off to navigate with the thumbstick or d-pad without the beam interfering, and to choose which controller points |
| Thumbstick | Move the highlight in a panel; left/right seeks while playing |
| **Bumper** | Recenter the view in front of you |
The control bar has a **Download** button (arrow) that downloads the entry
highlighted in the browser, and a **Downloads** button (list icon) that opens the
downloads manager — where you can pause, resume, stop and clear jobs, then play a
finished file or open a finished folder. Opening the downloads manager replaces
the file browser rather than stacking on top of it.
All button bindings can be changed in **Settings ▸ Controls** (press-to-bind).
## Discreet Media Vault
Pixel VR Player includes a private, zero-trace local storage vault (`~/.pixelvr_vault`) hidden from the standard file browser and startup directory scans.
🔒 Accessing the Hidden Vault (click to expand)
To open or re-lock the vault in VR without bringing up an on-screen keyboard or visible PIN dialog:
1. Fully squeeze either controller's **grip** (hold down the mechanical **Full Press** click).
2. While holding the grip clicked, enter the 6-key factory combination:
> 🎵 *The Swedish pop sensation that won Eurovision in 1974 with "Waterloo"...*
> 📐 *...followed by the two classic axes of the 2D Cartesian plane.*
👉 Need the direct button sequence? Click here to reveal
Hold **Full Grip Click** and press:
> **`A` → `B` → `B` → `A` → `X` → `Y`**
*(Within 2.5 seconds per step. Haptic feedback confirms each input).*
- **Instant Auto-Lock:** Re-locks automatically and immediately purges in-memory textures when the headset proximity sensor detects removal, or when clicking **[ 🔒 Lock Vault ]** in the sidebar.
- **Custom Combinations:** You can record your own custom button sequence anytime in **Settings ▸ Vault & Privacy**.
- **Move to Vault:** While unlocked, local videos can be moved directly into the vault from the browser.
- **Safe Persistence:** Media inside `~/.pixelvr_vault` is never deleted when updating or uninstalling the app.
For full architecture and security details, see the [Hidden Vault Technical Specification](docs/HIDDEN_VAULT_SPEC.md).
## Repository layout
```
src/
util/ logging, math, small helpers
xr/ OpenXR instance/system/session, swapchains, frame loop, input
gfx/ Vulkan device (from OpenXR), render pass, pipelines, per-eye render
scene/ projection meshes (flat / 180 hemisphere / 360 sphere), stereo material
media/ demux + decode, frame queue, A/V clock, audio out (Phase 2+)
ui/ in-VR panel: file/library browser, transport, settings (Phase 2+)
sources/ local FS + SMB/DLNA/HTTP media sources (Phase 4)
app/ app lifecycle, config, wiring
shaders/ GLSL sources compiled to SPIR-V at build time
cmake/ toolchain + shader-compile helpers
tools/ build & deploy scripts
```
## Prerequisites (Linux build environment)
On Windows, use **WSL2 (Ubuntu 22.04+)** or a Linux container. Install:
```bash
sudo apt update
sudo apt install -y build-essential cmake ninja-build git pkg-config \
libvulkan-dev vulkan-tools glslang-tools spirv-tools \
libx11-dev libxrandr-dev libxxf86vm-dev mesa-common-dev libgl1-mesa-dev \
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev
```
The OpenXR loader is fetched and built from source via CMake `FetchContent`, so no
system OpenXR package is required. It is built **statically** into the executable
(no `libopenxr_loader.so` to ship) and configured for the **xlib** presentation
backend only (XCB/Wayland disabled), so the `libx11`/`mesa` headers above are the
only windowing dependencies needed to build it.
> On WSL, VS Code cannot answer `sudo`'s password prompt; run apt as root instead:
> `wsl -u root -- apt-get install -y ...`.
### aarch64 cross-compilation
Two options, in order of runtime reliability:
1. **Device sysroot (recommended).** Capture the headset's own libraries so the
binary links against the exact FFmpeg / Vulkan / X11 SONAMEs it will load:
```bash
./tools/fetch-sysroot.sh steamos@frame # rsyncs into ./sysroot
PIXELVR_SYSROOT="$PWD/sysroot" ./tools/build.sh --aarch64
```
2. **Debian/Ubuntu arm64 multiarch (quick validation).** Enable the arm64 ports
archive and install the `:arm64` `-dev` packages, then build without a sysroot:
```bash
sudo dpkg --add-architecture arm64
# add http://ports.ubuntu.com/ubuntu-ports/ as an arm64 source, then:
sudo apt-get update
sudo apt-get install -y g++-aarch64-linux-gnu \
libavcodec-dev:arm64 libavformat-dev:arm64 libavutil-dev:arm64 \
libswscale-dev:arm64 libswresample-dev:arm64 \
libvulkan-dev:arm64 libx11-dev:arm64 libxrandr-dev:arm64 libxxf86vm-dev:arm64
./tools/build.sh --aarch64
```
Ubuntu's arm64 FFmpeg may differ in SONAME from the headset's; if the app
fails to load a library on-device, use the sysroot path above. Audio
(`libpulse-dev`) is omitted here because its glib dev chain is not
co-installable across architectures — the sysroot build restores it.
## Build
Native (desktop, for SteamVR-streamed iteration):
```bash
./tools/build.sh # configures + builds build/ for host arch
```
aarch64 cross (for the Steam Frame):
```bash
./tools/build.sh --aarch64 # configures + builds build-aarch64/
```
Release builds are automated: `.github/workflows/release.yml` builds natively on
an ARM64 runner in a Debian 13 container (FFmpeg 7, matching the headset's
SONAMEs) and attaches `pixelvr-linux-arm64.tar.gz` to each `v*` tag's release.
To package a local build by hand:
```bash
./tools/package-release.sh build-aarch64 pixelvr-linux-arm64.tar.gz
```
## Deploy to Steam Frame
See the full walkthrough in
[docs/deploy-to-steam-frame.md](docs/deploy-to-steam-frame.md) (options, runtime
choice, and troubleshooting). In short, after a one-time Developer-Mode pairing:
- **GUI (easiest to start):** `./tools/stage.sh` to assemble `dist/PixelVRPlayer/`,
then upload it in the **SteamOS Devkit Client** (Runtime: *Steam Linux Runtime
3.0 ARM64 (Sniper)*, Start Command: `pixelvr`).
- **CLI (easiest to iterate):** one command copies the binary + shaders and
launches it in the headset:
```bash
./tools/deploy.sh --launch -- /home/steamos/Videos/clip_360_tb.mp4
# override the target with --host steamos@ or FRAME_HOST
```
Either way the app appears in **Steam ▸ Library ▸ Non-Steam** as **Pixel VR Player**. To run it manually over SSH for debugging:
```bash
ssh steamos@frame '~/devkit-game/PixelVRPlayer/launch.sh /path/to/video.mp4'
```
## Test on device
Projection and stereo layout are inferred from the filename, so name test clips
accordingly (or pass a plain 2D clip for flat playback):
| Filename contains | Projection | Stereo |
|--------------------------|------------|---------------|
| `...360...`, `_sbs`/`_lr`| 360° | side-by-side |
| `...180...`/`vr180`, `_tb`/`_ou` | 180° | top-bottom |
| (none) | flat 2D | mono |
Requirements and tips:
- **8-bit H.264 or HEVC** with even width/height (4:2:0). 10-bit / Main10 is not
supported by the V4L2 M2M decoder path.
- `PIXELVR_FORCE_SW=1` forces software decode (useful for debugging).
- `PIXELVR_LOG=debug` raises log verbosity.
## License
TBD.