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: Playable core. OpenXR + Vulkan per-eye rendering; hardware video decode (
h264_v4l2m2m/hevc_v4l2m2m→ NV12) with GPU YUV→RGB conversion; flat / 180° / 360° projection and mono / SBS / TB stereo, auto-detected from the filename; PulseAudio/PipeWire audio on desktop. Transport UI and controller input are next.
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/
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 Devkit Game: PixelVRPlayer. 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.