- Prevent in.selectHeld and trigger activity from resetting hudDismissed_ after manual dismiss - Add App::dismissHud() to reset activity anchors to current controller poses and establish a 500ms cooldown - Center transport recessed island background at cx=0.0f, hw=0.34f, giving symmetrical 34mm padding across all 5 buttons - Add hover tooltip pills for [Hide UI] and [Stop]
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) andaarch64(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:
- Download
pixelvr-linux-arm64.tar.gzfrom the Releases page onto a USB flash drive or MicroSD card. - Plug it into your Steam Frame and switch to Desktop Mode.
- Open the USB drive in Dolphin and double-click
Install Pixel VR Player.desktop. - 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:
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.batand 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:
~/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 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:
- Switch your Steam Frame to Desktop Mode (Power menu in SteamVR or SteamOS).
- Double-click the
Update Pixel VR Playericon on your Desktop. - A popup will notify you that the update has started. The updater verifies SHA-256 checksums and updates the app in-place.
- 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, enter your Steam Frame's IP address, and press Enter. - macOS / Linux: Run
./tools/update-from-pc.sh <headset-ip>.
Method 3: One Command in Headset Terminal (Konsole / SSH)
Open Konsole on the headset or connect via SSH, then run:
~/PixelVRPlayer/update.sh
Or re-run the web installer command:
curl -fsSL https://raw.githubusercontent.com/Pixelplanet/Pixel-VR-Player/main/tools/install.sh | sh
Method 4: USB Drive / MicroSD Card (Offline)
- Download
pixelvr-linux-arm64.tar.gzfrom the Releases page to a USB flash drive or MicroSD card. - Plug it into your Steam Frame and open it in Desktop Mode.
- Double-click
Install Pixel VR Player.desktop(or run./install.sh --updatefrom 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:
~/PixelVRPlayer/install.sh --uninstall
Or run the one-command uninstaller:
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.batand 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:
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:
- Fully squeeze either controller's grip (hold down the mechanical Full Press click).
- 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_vaultis never deleted when updating or uninstalling the app.
For full architecture and security details, see the Hidden Vault Technical Specification.
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:
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:
-
Device sysroot (recommended). Capture the headset's own libraries so the binary links against the exact FFmpeg / Vulkan / X11 SONAMEs it will load:
./tools/fetch-sysroot.sh steamos@frame # rsyncs into ./sysroot PIXELVR_SYSROOT="$PWD/sysroot" ./tools/build.sh --aarch64 -
Debian/Ubuntu arm64 multiarch (quick validation). Enable the arm64 ports archive and install the
:arm64-devpackages, then build without a sysroot: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 --aarch64Ubuntu'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):
./tools/build.sh # configures + builds build/ for host arch
aarch64 cross (for the Steam Frame):
./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:
./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 (options, runtime choice, and troubleshooting). In short, after a one-time Developer-Mode pairing:
-
GUI (easiest to start):
./tools/stage.shto assembledist/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:
./tools/deploy.sh --launch -- /home/steamos/Videos/clip_360_tb.mp4 # override the target with --host steamos@<ip> 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:
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=1forces software decode (useful for debugging).PIXELVR_LOG=debugraises log verbosity.
License
TBD.