-
released this
2026-10-11 22:15:32 +02:00 | 19 commits to main since this releaseNative Steam Frame beta: eye-tracked foveation
v0.2.0 adds opt-in eye-tracked foveated rendering to the native ARM64 Frame
build. Where the player looks is shaded at full detail; the periphery is shaded
more coarsely (1x1 within 10°, 2x2 to 35°, then 4x4), following the Frame's eye
tracker through OpenXR.Foveation is off by default. Everything else behaves as in v0.1.2.
Install on the Frame
Download
AstroQuest-SteamFrame-ARM64.tar.gzandSHA256SUMS.txtfrom this
release. Put both files in a folder on the Frame. In that folder, run these
commands on the Frame, through a terminal or SSH, as your normal Steam user:sha256sum -c SHA256SUMS.txt && \ tar -xzf AstroQuest-SteamFrame-ARM64.tar.gz && \ bash astroquest-frame/install.shIf the installer opens Steam's ARM64 runtime installation dialog, finish the
download in the headset, then reruninstall.sh. Steam must be running; use your
normal Steam user withoutsudo. For SSH setup, see
Valve's developer-mode guide.Copy your own extracted US base game to
~/Games/AstroQuest/CUSA12431, including
eboot.bin,sce_sys/param.sfo, and the rest of its files. Optional update 1.04
belongs in the siblingCUSA12431-UPDATEfolder with its ownsce_sys/param.sfo.
The base game is required. No game or firmware files are included.
See game preparation
for extraction details.For a game stored elsewhere, pass its extracted folder to the installer:
bash astroquest-frame/install.sh /path/to/CUSA12431Then select Library > Non-Steam > Devkit Game: AstroQuest_Frame in the
headset. Close the Steam dashboard to give the game focus. After updating,
quit and relaunch the game.The app installs in
~/Applications/astroquest-frame. Saves remain under
~/.local/share/astroquest/user. The installer uses the Frame's existing devkit
helpers to add the shortcut; it does not require a desktop Steam UI.
For deployment from a PC, the
SteamOS Devkit Client alternative
is also documented.Enable foveation
In the headset, open the shortcut's properties and set its launch options to:
SHADPS4_VR_FOVEATION=1 %command%This uses the 1200×1280-per-eye scene preset unless
SHADPS4_TITLE_RESOLUTION
is set. It needs OpenXR eye-gaze support and Vulkan fragment-shading-rate
attachments; without them, or while gaze is unavailable, the game renders at
full rate and notes the fallback in its log. See
settings.Changes
- Added opt-in eye-tracked foveation (
SHADPS4_VR_FOVEATION=1) using the
XR_EXT_eye_gaze_interactiongaze pose andVK_KHR_fragment_shading_rate
attachments. - The shading-rate map is applied to the title's per-eye scene pass, the pass
Astro Bot draws its 3D scene in. - Pipelines let the attached rate map replace the default full rate.
- Gaze that is invalid, stale (over 100 ms) or lost when the game loses focus
falls back to full-rate shading.
Validation and limits
On a Steam Frame (Turnip, Adreno 750, SteamVR eye tracking), the rate map was
confirmed on the 1200×1280 per-eye scene pass. A forced coarse map visibly
changed the scene, and in normal mode detail was seen to follow the player's
gaze. One level held 45–51 frames a second at 1200×1280 with foveation. This was
not benchmarked against full-rate shading in the same scene, so no performance
gain is promised.This is a beta. Known issues:
- Quitting AstroQuest can cause an Adreno GPU fault and reset, with or without
foveation. SteamVR restarts and recovers; if the headset stays dark, restart
SteamVR. - A brief gaze dropout (for example a blink) switches the frame to full-rate
shading until gaze returns. - One field of view is used for both eyes' maps; the right eye's map can be
shifted by under 1° on the Frame.
Full gameplay, gadgets, microphone and separate gamepads remain unverified.
Windows and Quest builds were not rebuilt for this release.The archive includes licenses and third-party notices. Corresponding project source is this release tag; initialize its submodules and use the locked FEX revision via
tools/build-frame.sh.SHA256SUMS.txtrecords the binary archive checksum.Downloads
- Added opt-in eye-tracked foveation (
-
released this
2026-10-11 08:00:41 +02:00 | 20 commits to main since this releaseExperimental native Steam Frame release
Adds an on-device
install.shto the native ARM64 build from v0.1.1.
The installer copies the app, registers its Steam devkit shortcut, and confirms
that Steam lists it. Repeating the installation updates the same title and
preserves its saved game location.Install on the Frame
Download
AstroQuest-SteamFrame-ARM64.tar.gzandSHA256SUMS.txtfrom this
release. Put both files in a folder on the Frame. In that folder, run these
commands on the Frame, through a terminal or SSH, as your normal Steam user:sha256sum -c SHA256SUMS.txt && \ tar -xzf AstroQuest-SteamFrame-ARM64.tar.gz && \ bash astroquest-frame/install.shIf the installer opens Steam's ARM64 runtime installation dialog, finish the
download in the headset, then reruninstall.sh. Steam must be running; use your
normal Steam user withoutsudo. For SSH setup, see
Valve's developer-mode guide.Copy your own extracted US base game to
~/Games/AstroQuest/CUSA12431, including
eboot.bin,sce_sys/param.sfo, and the rest of its files. Optional update 1.04
belongs in the siblingCUSA12431-UPDATEfolder with its ownsce_sys/param.sfo.
The base game is required. No game or firmware files are included.
See game preparation
for extraction details.For a game stored elsewhere, pass its extracted folder to the installer:
bash astroquest-frame/install.sh /path/to/CUSA12431Then select Library > Non-Steam > Devkit Game: AstroQuest_Frame in the
headset. Close the Steam dashboard to give the game focus. After updating,
quit and relaunch the game.The app installs in
~/Applications/astroquest-frame. Saves remain under
~/.local/share/astroquest/user. The installer uses the Frame's existing devkit
helpers to add the shortcut; it does not require a desktop Steam UI.
For deployment from a PC, the
SteamOS Devkit Client alternative
is also documented.Changes
- Added
install.sh, with ARM64 package checks and Steam devkit registration confirmation. - Replaced the incorrect desktop Steam instructions with on-device installation and an optional Devkit Client workflow.
- Native ARM64 build using the pinned Steam Runtime 4 SDK, with Linux OpenXR support.
- Fixed FEX guest address placement and unsafe pipeline-cache restoration.
- Reduced Turnip GPU allocation sizes and budgets for shared headset memory.
- Added US CUSA12431 support after checking 1.00/1.04 executable signatures.
- Filtered the Frame controllers' duplicate SDL gamepad during VR.
- Mapped all four Frame D-pad directions to the PS4 D-pad.
- Added the native Frame interaction profile: SteamVR's automatic Touch conversion previously mapped B, X and Y to Square.
Controls
Frame button (right hand) PlayStation button A Cross B Circle X Square Y Triangle Left stick moves; the left D-pad maps to the PS4 D-pad. The right stick moves a finger on the touchpad for gadgets, and pressing it clicks the touchpad. Hold the left grip and flick the right stick sideways to turn the view in steps. Left View is Options; pressing both sticks recenters. B + Y simulates blowing. Triggers and grips retain the existing gadget gestures.
Validation and limits
Native FEX smoke/harness checks, known-title recognition, existing input/view checks and runtime dependency checks passed during the port. Stereo VR, head/controller tracking and opening gameplay were observed on the Frame. SteamVR accepted the new native profile and generated four distinct face-button bindings.
The installer registered the shortcut on the Frame successfully. The runtime-download branch has not been exercised because the required runtime was already installed.
This is a prerelease. The Circle action after the latest mapping fix has not yet been confirmed by the player. Full gameplay, gadgets, microphone and separate gamepads remain unverified. Windows and Quest builds were not rebuilt for this release.
The archive includes licenses and third-party notices. Corresponding project source is this release tag; initialize its submodules and use the locked FEX revision via
tools/build-frame.sh.SHA256SUMS.txtrecords the binary archive checksum.Downloads
- Added
-
AstroQuest-Frame ARM64 v0.1.1 (experimental) Pre-Release
released this
2026-10-11 08:00:43 +02:00 | 24 commits to main since this releaseSuperseded by v0.1.2, which includes an on-device installer.
Experimental native Steam Frame release
Includes the v0.1.0 port and face-button correction, plus the Frame D-pad mapping.
Standalone ARM64 Linux build of AstroQuest-Frame, based on evertec82/AstroQuest and bigmak94/AstroQuest. FEXCore translates the PS4 CPU instructions; Vulkan and SteamVR OpenXR provide stereo VR and tracking on the headset.
Install with the SteamOS Devkit Client
For the simplest on-device installation, use
v0.1.2 and its install.sh.
The archive on this older release predates the installer.To deploy this older archive, extract it on your PC and use the SteamOS Devkit
Client. Pair the Frame as described in
Valve's loading guide,
then open Title Upload:Field Value Name AstroQuest_FrameLocal Folder The extracted astroquest-framefolder on your PCStart Command ./launch.shRuntime Not specified; launch.sh starts Runtime 4 ARM64 itselfInstall Steam Linux Runtime 4.0 - Arm64 on the Frame before launching. Its
installation dialog can be opened from an SSH session on the Frame with
steam steam://install/4185400. Complete the download in the headset.Copy your own extracted base game to
~/Games/AstroQuest/CUSA12431, including
eboot.binandsce_sys/param.sfo. Optional update 1.04 belongs in the sibling
CUSA12431-UPDATEfolder with its ownsce_sys/param.sfo. No game or firmware
files are included. See
game preparation.Upload the title, then choose Start or launch Devkit Game: AstroQuest_Frame
from the headset's Non-Steam library. Close the dashboard to give the game focus.Changes
- Native ARM64 build using the pinned Steam Runtime 4 SDK, with Linux OpenXR support.
- Fixed FEX guest address placement and unsafe pipeline-cache restoration.
- Reduced Turnip GPU allocation sizes and budgets for shared headset memory.
- Added US CUSA12431 support after checking 1.00/1.04 executable signatures.
- Filtered the Frame controllers' duplicate SDL gamepad during VR.
- Mapped all four Frame D-pad directions to the PS4 D-pad.
- Added the native Frame interaction profile: SteamVR's automatic Touch conversion previously mapped B, X and Y to Square.
Controls
Frame button (right hand) PlayStation button A Cross B Circle X Square Y Triangle Left stick moves; the left D-pad maps to the PS4 D-pad. The right stick moves a finger on the touchpad for gadgets, and pressing it clicks the touchpad. Hold the left grip and flick the right stick sideways to turn the view in steps. Left View is Options; pressing both sticks recenters. B + Y simulates blowing. Triggers and grips retain the existing gadget gestures.
Validation and limits
Native FEX smoke/harness checks, known-title recognition, existing input/view checks and runtime dependency checks passed during the port. Stereo VR, head/controller tracking and opening gameplay were observed on the Frame. SteamVR accepted the new native profile and generated four distinct face-button bindings.
This is a prerelease. The Circle action after the latest mapping fix has not yet been confirmed by the player. Full gameplay, gadgets, microphone and separate gamepads remain unverified. Windows and Quest builds were not rebuilt for this release.
The archive includes licenses and third-party notices. Corresponding project source is this release tag; initialize its submodules and use the locked FEX revision via
tools/build-frame.sh.SHA256SUMS.txtrecords the binary archive checksum.Downloads
-
AstroQuest-Frame ARM64 v0.1.0 (experimental) Pre-Release
released this
2026-10-11 08:00:46 +02:00 | 25 commits to main since this releaseSuperseded by v0.1.2, which includes an on-device installer.
Experimental native Steam Frame release
Standalone ARM64 Linux build of AstroQuest-Frame, based on evertec82/AstroQuest and bigmak94/AstroQuest. FEXCore translates the PS4 CPU instructions; Vulkan and SteamVR OpenXR provide stereo VR and tracking on the headset.
Install with the SteamOS Devkit Client
For the simplest on-device installation, use
v0.1.2 and its install.sh.
The archive on this older release predates the installer.To deploy this older archive, extract it on your PC and use the SteamOS Devkit
Client. Pair the Frame as described in
Valve's loading guide,
then open Title Upload:Field Value Name AstroQuest_FrameLocal Folder The extracted astroquest-framefolder on your PCStart Command ./launch.shRuntime Not specified; launch.sh starts Runtime 4 ARM64 itselfInstall Steam Linux Runtime 4.0 - Arm64 on the Frame before launching. Its
installation dialog can be opened from an SSH session on the Frame with
steam steam://install/4185400. Complete the download in the headset.Copy your own extracted base game to
~/Games/AstroQuest/CUSA12431, including
eboot.binandsce_sys/param.sfo. Optional update 1.04 belongs in the sibling
CUSA12431-UPDATEfolder with its ownsce_sys/param.sfo. No game or firmware
files are included. See
game preparation.Upload the title, then choose Start or launch Devkit Game: AstroQuest_Frame
from the headset's Non-Steam library. Close the dashboard to give the game focus.Changes
- Native ARM64 build using the pinned Steam Runtime 4 SDK, with Linux OpenXR support.
- Fixed FEX guest address placement and unsafe pipeline-cache restoration.
- Reduced Turnip GPU allocation sizes and budgets for shared headset memory.
- Added US CUSA12431 support after checking 1.00/1.04 executable signatures.
- Filtered the Frame controllers' duplicate SDL gamepad during VR.
- Added the native Frame interaction profile: SteamVR's automatic Touch conversion previously mapped B, X and Y to Square.
Controls
Frame button (right hand) PlayStation button A Cross B Circle X Square Y Triangle Left stick moves; right stick provides touchpad input. Left View is Options; pressing both sticks recenters. B + Y simulates blowing. Triggers and grips retain the existing gadget gestures.
Validation and limits
Native FEX smoke/harness checks, known-title recognition, existing input/view checks and runtime dependency checks passed during the port. Stereo VR, head/controller tracking and opening gameplay were observed on the Frame. SteamVR accepted the new native profile and generated four distinct face-button bindings.
This is a prerelease. The Circle action after the latest mapping fix has not yet been confirmed by the player. Full gameplay, gadgets, microphone and separate gamepads remain unverified. Windows and Quest builds were not rebuilt for this release.
The archive includes licenses and third-party notices. Corresponding project source is this release tag; initialize its submodules and use the locked FEX revision via
tools/build-frame.sh.SHA256SUMS.txtrecords the binary archive checksum.Downloads
mirror of
https://github.com/mitch030504/AstroQuest-Frame.git
synced 2026-10-17 21:01:05 +02:00