From 0601a8a43637fed83280260ee86ed3cbb60dac80 Mon Sep 17 00:00:00 2001 From: Toastconcern Date: Tue, 27 Oct 2026 22:57:24 -0500 Subject: [PATCH] docs: reorganize README [skip ci] Co-Authored-By: Claude Opus 5.5 --- README.md | 87 ++++++++++++++++++++++++++++++------------------------- 1 file changed, 48 insertions(+), 39 deletions(-) diff --git a/README.md b/README.md index 0529aa1..c24261f 100644 --- a/README.md +++ b/README.md @@ -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 ...` 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.