docs: reorganize README [skip ci]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
ToastconcernandClaude Opus 5.5 committed 2026-10-27 22:57:24 -05:00
1 parent 6d0b4fcd2f
commit 0601a8a436
1 file changed
+48 -39
+48 -39
View File
@@ -1,18 +1,28 @@
# Frame Studio and Frame Home
**Frame Home** makes your homes the Steam Frame's environment. Meta Quest homes (HSL, Clay `.opa`, glTF) and models
become Frame-native `.fenv` environments, drawn in SteamVR's compositor in place of its own environment: at boot,
behind the Steam menu and while games load. **Frame Studio** is the desktop editor for them, on Windows, Linux and
macOS. It opens Meta homes, `.fenv` environments and models (glTF, FBX, OBJ), shows them with the same renderer the
headset runs, and lets you edit, save and send them to the headset.
Turn Meta Quest homes and 3D models into native environments for the Steam Frame.
**Discord:** [join the Frame Studio server](https://discord.gg/yJDn59ErgK) for help, bug reports, feature requests,
| | Runs on | What it does |
|---|---|---|
| **Frame Home** | The Steam Frame | Draws your environment in SteamVR's compositor in place of its own: at boot, behind the Steam menu and while games load |
| **Frame Studio** | Windows, Linux, macOS | Opens Meta homes (HSL, Clay `.opa`, glTF), `.fenv` environments and models (glTF, FBX, OBJ), shows them with the same renderer the headset runs, and lets you edit, save and send them to the headset |
**Help and news:** the [Frame Studio Discord](https://discord.gg/yJDn59ErgK) for help, bug reports, feature requests,
new releases and environments people have made. What changed in each version: [CHANGELOG.md](CHANGELOG.md).
## Contents
- [Quick start](#quick-start)
- [Downloads](#downloads)
- [Features](#features)
- [Guides](#guides)
- [Building from source](#building-from-source)
- [License](#license)
## Quick start
1. **Download** Frame Studio for your computer from the Releases page (**Latest build**, or a version release) and
unpack it. See [Getting started](docs/getting-started.md).
1. **Download** Frame Studio for your computer from the Releases page and unpack it.
See [Getting started](docs/getting-started.md).
2. **Prepare the headset** once: developer mode, SSH and a key. See [Preparing the Steam Frame](docs/headset-setup.md).
3. **Install Frame Home**: in Studio, **Headset > Install on Steam Frame...**, then **Install Frame Home**.
See [Installing Frame Home](docs/install-frame-home.md).
@@ -21,11 +31,10 @@ new releases and environments people have made. What changed in each version: [C
## Downloads
Every push builds Frame Studio and its matching Frame Home payload. The **Latest build** release contains both Studio
packages and `FrameHome-installer.zip`; each `v*` version release contains both products too. Studio updates from its
top bar, and Frame Home updates from the Environments panel on the headset. Both use the same release channel.
Every release on the Releases page (**Latest build**, or a numbered `v*` version) contains Frame Studio for each
computer below and the matching Frame Home payload.
| Computer | Frame Studio |
| Computer | File |
|---|---|
| Windows, 64-bit PCs | `FrameStudio-windows-x64.zip` |
| Windows on ARM (Snapdragon, Surface Pro X...) | `FrameStudio-windows-arm64.zip` |
@@ -34,15 +43,16 @@ top bar, and Frame Home updates from the Environments panel on the headset. Both
| Mac with Apple Silicon (M1 and later) | `FrameStudio-macos-arm64.zip` |
| Frame Home only, installed from any computer | `FrameHome-installer.zip` |
Studio needs a GPU with Vulkan 1.2: any recent NVIDIA, AMD or Intel driver on Windows and Linux. On a Mac, Vulkan
runs on Metal through MoltenVK, which comes inside the app. 32-bit Windows and Linux and Intel Macs have no ready-made
download; Studio can still be built for them from source ([docs/building.md](docs/building.md)).
**Requirements.** Studio needs a GPU with Vulkan 1.2: any recent NVIDIA, AMD or Intel driver on Windows and Linux.
On a Mac, Vulkan runs on Metal through MoltenVK, which comes inside the app. 32-bit Windows and Linux and Intel Macs
have no ready-made download, but Studio can still be [built from source](docs/building.md) for them.
See [Installing Frame Home](docs/install-frame-home.md) for how to install the runtime on a Steam Frame.
**Updates.** Studio updates from its top bar, and Frame Home from the Environments panel on the headset. Both follow
the same release channel.
## Highlights
## Features
**Frame Home (on the headset)**
### Frame Home, on the headset
- Takes SteamVR's environment slot natively: no app, no library entry, controllers and passthrough still work.
- An **Environments** panel in the Steam menu: switch homes live, delete them, change settings, debug views.
@@ -51,18 +61,18 @@ See [Installing Frame Home](docs/install-frame-home.md) for how to install the r
thermal governor that keeps the headset cool.
- Safe: a compositor layer that steps aside if Frame Home stops, and a one-file off switch.
**Frame Studio (on your computer)**
### Frame Studio, on your computer
- Opens Meta homes (HSL, Clay, glTF), `.fenv` environments and Blender or Unity models; pairs rooms with vistas.
- Move, rotate, scale, hide and delete objects, with undo and auto-saved versions.
- Shape the walkable area: auto-generated surfaces, drawn floors, spawns, seats, hotspots, gravity zones.
- Add a background sound and a picture; set and calculate per-world settings.
- Saves baked `.fenv` files and leaves out what can't be seen; sends them to the headset in one click.
- Packs several environments into one `.fbundle` to share or install together ([bundles](docs/bundles.md)).
- Debug views (wireframe, meshes, GPU cost, overdraw), a home report, and the headset's settings and debug page
from your desk.
- A navigation gizmo in the viewport corner: drag it to orbit, click an axis to snap to that view.
- Themes, from dark to light, drawn from the MetaDB palette (**Window > Theme**).
- **Open** Meta homes (HSL, Clay, glTF), `.fenv` environments and Blender or Unity models; pair rooms with vistas.
- **Edit**: move, rotate, scale, hide and delete objects, with undo and auto-saved versions. A navigation gizmo in
the viewport corner orbits the view or snaps it to an axis.
- **Shape the walkable area**: auto-generated surfaces, drawn floors, spawns, seats, hotspots, gravity zones.
- **Set the mood**: a background sound, a picture, and per-world settings you can set or calculate.
- **Save and send**: baked `.fenv` files that leave out what can't be seen, sent to the headset in one click, or
packed with others into one `.fbundle` to share or install together ([bundles](docs/bundles.md)).
- **Check it**: debug views (wireframe, meshes, GPU cost, overdraw), a home report, and the headset's settings and
debug page from your desk.
- Themes, from dark to light (**Window > Theme**).
## Guides
@@ -72,26 +82,26 @@ See [Installing Frame Home](docs/install-frame-home.md) for how to install the r
| [Preparing the Steam Frame](docs/headset-setup.md) | Developer mode, SSH, keys, the `frame` address |
| [Installing Frame Home](docs/install-frame-home.md) | Three ways to install, updating, uninstalling, the off switch |
| [Using Frame Home](docs/using-frame-home.md) | The Environments panel, moving around, every setting |
| [Environments and .fenv](docs/environments-and-fenv.md) | The format, `fenv-tool`, per-world settings and tuning |
| [Performance](docs/performance.md) | Reaching 120 fps, checking it, fixing stutter |
| [Frame Studio guide](docs/studio-guide.md) | The Studio window, tools and panels |
| [Environments and .fenv](docs/environments-and-fenv.md) | The format, `fenv-tool`, per-world settings and tuning |
| [Bundles](docs/bundles.md) | Several environments in one `.fbundle` |
| [Building from source](docs/building.md) | Building on each system, CI, and Frame Home payload builds |
| [Performance](docs/performance.md) | Reaching 120 fps, checking it, fixing stutter |
| [Troubleshooting](docs/troubleshooting.md) | Symptoms and fixes, logs, the self-test |
| [Building from source](docs/building.md) | Building on each system, CI, and Frame Home payload builds |
## Building from source
Everything Studio needs is in `third_party/`; you need CMake 3.16+ and Ninja. In short:
Everything Studio needs is in `third_party/`; you need CMake 3.16+ and Ninja.
| On | Command |
|---|---|
| Windows (Visual Studio 2022 with C++) | `studio\build_windows.bat x64` (or `x86`, `arm64`) |
| Linux, macOS | `scripts/build-studio.sh <target>...` or `scripts/build-studio.sh all` |
Frame Home binaries are built in GitHub Actions and are not checked into `frame/payload/`. Full details, prerequisites
and CI: [docs/building.md](docs/building.md).
Frame Home binaries are built in GitHub Actions and are not checked into `frame/payload/`. Prerequisites, CI and the
headset side: [docs/building.md](docs/building.md).
## Repository layout
### Repository layout
| Path | What it holds |
|---|---|
@@ -111,9 +121,8 @@ You may use, study, change and share them; if you share a changed version, or ru
its source must be available under the same license.
Vendored libraries in `third_party/` keep their own licenses (in each folder); Studio's interface font, Inter, is under
the SIL Open Font License (`third_party/inter/LICENSE.txt`). The home loaders in `third_party/qhe`
started from Quest Home Editor and keep its MIT license for the original code; see
[third_party/qhe/LICENSE.md](third_party/qhe/LICENSE.md).
the SIL Open Font License (`third_party/inter/LICENSE.txt`). The home loaders in `third_party/qhe` started from Quest
Home Editor and keep its MIT license for the original code; see [third_party/qhe/LICENSE.md](third_party/qhe/LICENSE.md).
Neither license covers Meta's homes or other assets: Frame Studio only works with files you already have, and no
Meta content is included in this repository or its downloads.