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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.

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.
  2. Prepare the headset once: developer mode, SSH and a key. See Preparing the Steam Frame.
  3. Install Frame Home: in Studio, Headset > Install on Steam Frame..., then Install Frame Home. See Installing Frame Home.
  4. Open a home: File > Open... and pick a Meta home .apk, a .fenv or a model.
  5. Send it: Headset > Send to Frame. Put the headset on: you are standing in it.

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.

Computer Frame Studio
Windows, 64-bit PCs FrameStudio-windows-x64.zip
Windows, 32-bit FrameStudio-windows-x86.zip
Windows on ARM (Snapdragon, Surface Pro X...) FrameStudio-windows-arm64.zip
Linux, 64-bit PCs FrameStudio-linux-x64.tar.gz
Linux, 32-bit FrameStudio-linux-x86.tar.gz
Linux on ARM (Raspberry Pi 5, ARM laptops, the Steam Frame's desktop) FrameStudio-linux-arm64.tar.gz
Mac with Apple Silicon (M1 and later) FrameStudio-macos-arm64.zip
Mac with Intel FrameStudio-macos-x64.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. The 32-bit builds have at most 4 GB to work in, so the very largest homes may not fit.

See Installing Frame Home for how to install the runtime on a Steam Frame.

Highlights

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.
  • Walk, teleport, snap or smooth turn, sit in seats, gravity zones, comfort vignette.
  • Built for 120 fps: baked environments, eye-tracked foveation, auto resolution, per-world tuned settings, and a 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)

  • 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).
  • 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).

Guides

Guide What it covers
Getting started Requirements, downloads, first launch, a 5-minute walkthrough
Preparing the Steam Frame Developer mode, SSH, keys, the frame address
Installing Frame Home Three ways to install, updating, uninstalling, the off switch
Using Frame Home The Environments panel, moving around, every setting
Environments and .fenv The format, fenv-tool, per-world settings and tuning
Performance Reaching 120 fps, checking it, fixing stutter
Frame Studio guide The Studio window, tools and panels
Bundles Several environments in one .fbundle
Building from source Building on each system, CI, and Frame Home payload builds
Troubleshooting Symptoms and fixes, logs, the self-test

Building from source

Everything Studio needs is in third_party/; you need CMake 3.16+ and Ninja. In short:

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.

Repository layout

Path What it holds
studio/ Frame Studio: studio.cpp (the editor), platform*.{h,cpp} (Windows, Linux, macOS), frame_pacer.h
src/ Shared engine: renderer (hsl_renderer), scene loading and baking, .fenv, walkable area, Frame Home (main.cpp), the Environments panel (switcher.cpp), fenv-tool
layer/ The Vulkan layer inside SteamVR's compositor that shows Frame Home in place of its environment
frame/ Frame Home installer source and stand-alone installer scripts
scripts/, cmake/ Build script and the llvm-mingw toolchain file
tools/, tests_loco/ Test and measuring tools, movement tests
third_party/ Vendored libraries (each with its own license)
docs/ The guides

License

Frame Studio and Frame Home are licensed under the GNU Affero General Public License v3.0: see LICENSE. You may use, study, change and share them; if you share a changed version, or run one for others over a network, 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.

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.

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