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, 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)

One command, from a terminal on the headset (Desktop Mode or over SSH):

curl -fsSL https://raw.githubusercontent.com/Pixelplanet/Pixel-VR-Player/main/tools/install.sh | sh

It downloads the latest ARM64 release, verifies its checksum, installs it to ~/PixelVRPlayer, and adds Pixel VR Player to your Steam library as a Non-Steam Game. Restart Steam if it was already running. SteamVR must be installed.

Launch Pixel VR Player from your library, or directly:

~/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) and cached thumbnails (~/.cache/pixelvr) live outside the install directory and are kept.

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.

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).

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:

  1. 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
    
  2. Debian/Ubuntu arm64 multiarch (quick validation). Enable the arm64 ports archive and install the :arm64 -dev packages, 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 --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):

./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.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:

    ./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=1 forces software decode (useful for debugging).
  • PIXELVR_LOG=debug raises log verbosity.

License

TBD.

S
Description
GitHub pull mirror of Pixelplanet/Pixel-VR-Player. GitHub repository ID: 1404618068.
https://github.com/Pixelplanet/Pixel-VR-Player Readme
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v1.5.0
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2026-10-19 01:01:30 +02:00
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