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, and a downloads manager. 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.
Install (prebuilt release)
Download pixelvr-linux-arm64.tar.gz from the
Releases page and copy it to your Steam Frame, then:
tar -xzf pixelvr-linux-arm64.tar.gz -C ~
chmod +x ~/PixelVRPlayer/run.sh
~/PixelVRPlayer/run.sh # opens the in-headset file browser
~/PixelVRPlayer/run.sh /path/clip.mp4 # …or auto-play a specific clip
To launch it from the headset library, add ~/PixelVRPlayer/run.sh as a
Non-Steam Game (Steam ▸ Add a Non-Steam Game). SteamVR must be running; 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.
Controls
The laser pointer and the control bar are separate input paths, so the bar stays usable while a panel is open.
| Input | Action |
|---|---|
| Thumbstick | Move the highlight in a panel; left/right seeks while playing |
| A | Open the highlighted browser entry — folder navigates, video plays / streams. Outside the browser it is play / pause |
| B | Open or close the file browser; also closes the settings panel and cancels the download dialog |
| Trigger | Laser pointer: click a panel row, or a control-bar button |
| Grip | Recenter the view in front of you |
The control bar has a dedicated Download button (arrow) that downloads the entry highlighted in the browser — folders ask for confirmation and show their size first. The Downloads button (list icon) opens the downloads manager, where you can pause, resume, stop and clear jobs, then play a finished file or open a finished folder.
All button bindings can be changed in Settings ▸ Controls (press-to-bind).
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.