Files
Toastconcern--FrameStudio/README.md
T
ToastconcernandClaude Opus 5.5 6d0b4fcd2f v0.2.0: splats, copy/paste, faster homes, seat facing, and a full bug sweep
Frame Studio
- Gaussian splats (PLY, SPZ v2-v4), PLY vertex colours, panorama skies
- Copy, cut, paste and duplicate for objects, splats and world items
- Walkable-area rebake moved off the UI thread; viewport one frame sooner;
  refresh-locked pacing (FS_PACE=timer for the old one)
- Fixed: bundle thumbnail use-after-free crash, auto-save deleting
  environments, saves into scratch copies, edits lost on non-ASCII paths,
  unopenable manifests with inf/nan, bundle save data loss, opening a home
  marking it changed, gizmo NaN, long paths, many malformed-file crashes
- Updater verifies sha256, journals the swap and never leaves the exe missing

Frame Home
- Seats turn you to face their way
- Draw batching (Hand Tutorials up to ~20% less GPU time), cut-out EQUAL pass,
  late head-pose read before submit
- Proper queue-family hand-over to the compositor layer; layer descriptor
  generations and seqlocked slots; structural SPIR-V check
- Fixed: hangs/crashes on damaged .fenv files and shaders, render-pass
  validation error, sync hazard in the foveation smoothing pass, unverified
  update downloads, half-done installs

Tests: tests_loco/env_share/spv_check wired into CMake (FRAME_TESTS) and CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VsaXGU27gsrXjDoFtyFJP9
2026-10-25 13:15:07 -05:00

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Markdown

# 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.
**Discord:** [join the Frame Studio server](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).
## 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).
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).
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 on ARM (Snapdragon, Surface Pro X...) | `FrameStudio-windows-arm64.zip` |
| Linux, 64-bit PCs | `FrameStudio-linux-x64.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` |
| 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)).
See [Installing Frame Home](docs/install-frame-home.md) 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](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**).
## Guides
| Guide | What it covers |
|---|---|
| [Getting started](docs/getting-started.md) | Requirements, downloads, first launch, a 5-minute walkthrough |
| [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 |
| [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 |
| [Troubleshooting](docs/troubleshooting.md) | 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](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](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](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.