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The first run on the Frame had both eyes' framebuffers come back as GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, and the eyes stayed black. The plain gl* names in libxash.so are gl4es's (it's linked first), and gl4es swaps a texture name it hasn't seen for a new empty texture of its own, so the swapchain image never made it into the attachment. The EXT path doesn't have the problem since it gets its functions from eglGetProcAddress. The plain GLES 3 fallback I added does the same now. The framebuffer is still made and bound through gl4es, because gl4es refuses to bind a framebuffer it didn't make and the engine draws through it. Also on the Frame build: - the engine's messages show up in logcat (tag Xash). They always went there, but the default developer level is 0 and the commandline.txt from the assets has no -dev, so nothing was printed. The default is 3 there now, -dev on the commandline still wins. - vr_refresh comes from the frame period instead of the list of rates the runtime offers. SteamVR picks the rate per app, it said 90 on offer while the display ran at 72, and the positional movement scaling uses vr_refresh. Builds. Haven't had it in the headset yet.