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WiiCompiled VR for the Steam Frame beta-4 Pre-Release
released this
2026-10-08 15:45:59 +02:00 | 1 commits to openxr-work since this releaseThe fourth beta of WiiCompiled VR for the Steam Frame focuses on safer installs and updates.
It preserves working disc data when extraction fails, fixes moving an installation to a different
path, and makes release updates remove obsolete source files without deleting disc data or build
caches.This release is source only. Build the game from your own clean PAL
RMCP01disc. No compiled
game or disc assets are included.Fixed
- Linux setup extracts and validates disc data in staging before replacing the working copy.
Failed validation or cancellation leaves the previous disc data intact, and cancellation stops
the extraction process before its scratch directory is removed. - Frame installations keep remote paths with spaces and shell characters as single arguments.
- Changing the disc or Retro Rewind location updates the corresponding
Config.tomlsetting
while preserving other settings. - Release updates remove files owned by the previous release that no longer exist in the new
one. Disc assets, generated output and build caches remain in place. - A work-directory lock prevents overlapping manual installs and in-game updates.
- Linux and Frame Retro Rewind builds verify the Retro-WFC payload signature before translation.
Android already performed this verification. - Android folder replacements keep recovery copies until the full import commits. Interrupted
imports can roll back disc data, the mod pack and the compiled library together. Play is blocked
while a replacement journal is pending, and setup recovers it before another task starts.
Updating from frame-beta-3
Fetch the new installer so this update uses the fixes:
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \ | bash -s -- --updateAdd
--work-dir DIRif the original install used a different work directory. The installer now
requires Python 3 andflockfrom util-linux on the build machine. Both are normally available on
the Frame.The first update of an older installation downloads its previous release's archive once to recover
which source files it owned. This extra download prevents cleanup from deleting user data or build
caches. Later updates reuse the saved file list.Validation
- 664 .NET tests passed locally using .NET 10 major-version roll-forward; CI uses .NET 8.
- Seven Android directory-transaction tests and six Frame installer regression checks passed.
- Linux setup built successfully, and installer shell syntax checks passed.
- New Linux CI checks cover extraction failure, cancellation, recovery and Frame file operations.
A full APK build and real-headset installation were not tested for this release.
Known issues
The VR rendering issues from frame-beta-3 remain: doubled images in races and on the HUD, weaker
right-eye foveation tracking, and unrecommended frame interpolation. The Android Steam Frame flavour
still does not show a picture in Lepton; use the native build.Recommended settings remain
render_scale = 1.25,foveation = "medium",repeat_frames = true,
frame_interpolation_fps = 0, andresolution_multiplier = 2, with SteamVR at 120 Hz.Downloads
- Linux setup extracts and validates disc data in staging before replacing the working copy.
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WiiCompiled VR for the Steam Frame beta-3 Pre-Release
released this
2026-10-05 20:00:09 +02:00 | 5 commits to openxr-work since this releaseThe third beta of WiiCompiled VR for the Steam Frame: Mario Kart Wii, statically recompiled to
native ARM64 code, running in VR on SteamOS through SteamVR. This one brings in fixes from upstream
WiiCompiled and from other WiiCompiled forks, Retro Rewind in the installer, and a diagnostics
script. Thanks to everyone whose work is in it;CREDITS.mdlists who wrote
what.This release is source only. The game is always built from your own clean PAL
RMCP01disc,
and nothing built from it may be distributed, so there is no ready-built game here.New
- Retro Rewind in the installer.
steam-frame-install.sh --retro-rewinddownloads the Retro
Rewind pack from its own update server, builds Retro Rewind beside the base game and adds it to
your Steam library.--retro-rewind-pack DIRuses a pack you already have. Online play works on
Linux now that TLS does (below). From heurazy's Wiicompiled_VR-PLUS. - Adaptive resolution (
[vr] adaptive_resolution, off by default): lowers the race's eye
resolution down to 70% while frames fall behind, and raises it again once they keep up.
Experimental and not yet tried in a race on the Frame. From Wiicompiled_VR-PLUS. - Updating, from the PC or from inside the game.
steam-frame-install.sh --updatereuses the
options the install was made with and builds nothing when the Frame already has the newest
release (and Retro Rewind pack);--checkonly reports. An install built on the Frame itself
(--frame local) gets an Updates tab in the settings panel: it checks for a new release and
builds it in the background while the game stays open, showing each step and how far the build
is. Close the game meanwhile and the update reopens it when done. Steam notifications were tried
for this and do not show on the Frame. Launcher/frame-diagnostics.shgathers the logs, crash files, settings, SteamVR logs and
system state from the Frame into one archive, with a summary of how far startup got. Attach it
to bug reports.
Fixed
- A crash while a scene loads (
GXClearVtxDesc). From Wiicompiled_VR-PLUS. - TLS on Linux, through Mbed TLS, so online services can connect at all (upstream #144), and a
timed-out TLS write no longer frees a session the game still holds (DarthMDev). - Saves on a different drive or the SD card can be moved (upstream #212); the game keeps its local
Wii identity services while offline, and emptied WiiConnect24 files are refilled, so it no longer
reports a save error for them (upstream #244, nx-mod). Config.tomlis saved through a temporary file, so a crash mid-save can't empty it
(BlackAndBlue95).- Renderer fixes from upstream's KartPad batch (#244): draws no longer read past their own vertices,
three-byte vertex attributes, GEN_MODE, EFB copies and readback, pipeline cache rows and pipeline
compile wake-ups. Waiting on the GPU now sleeps instead of holding a CPU core busy. - Effects no longer vanish while the world is darkened, such as Stormship's lightning
(BlackAndBlue95). - Controller player indices and socket errors (upstream #251), and a
bltltranslation (#254).
Faster
- Disc reads and SZS decompression take bulk copies and keep file handles open per thread
(KartPad). - Audio mixing uses NEON (rooklz).
- Translated memory accesses no longer check the page size each time, since the Frame uses 4 KiB
pages; the game checks once at startup (from nx-mod's finding).
Updating from frame-beta-2
Run the install command again; you can leave out
--disc. Dawn's patches did not change, so it is
not rebuilt. Most of the game is, since the translator changed as well as the runtime and renderer,
so expect a longer update than usual. The build now also downloads Mbed TLS. Add--retro-rewindto get Retro Rewind too.frame-beta-2's script has no
--update, so this one update is the full install command; it saves
its options, and from then onsteam-frame-install.sh --updateis enough. To update from inside
the game later, make this install on the Frame itself with--frame local.Known issues
Unchanged from frame-beta-2:
- Images double in races and on the HUD, sometimes in the right eye only. Foveation is the main
suspect; try foveation Off if it bothers you, and report the result. - Foveation follows the right eye less well than the left.
- VR frame interpolation is not recommended on the Frame.
- The Android (
steamFrame) flavour cannot show a picture in Lepton; use the native build.
Recommended settings
render_scale = 1.25,foveation = "medium",repeat_frames = true,frame_interpolation_fps = 0
under[vr], andresolution_multiplier = 2under[video]. SteamVR at 120 Hz.Reports with the run log from
~/.local/share/WiiCompiled/Logs/, or the archive
frame-diagnostics.shmakes, are welcome as issues.Downloads
- Retro Rewind in the installer.
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WiiCompiled VR for the Steam Frame beta-2 Pre-Release
released this
2026-10-05 11:00:07 +02:00 | 49 commits to openxr-work since this releaseThe second beta of WiiCompiled VR for the Steam Frame: Mario Kart Wii, statically recompiled to
native ARM64 code, running in VR on SteamOS through SteamVR. This one is about installing: one
command now takes you from your disc to the game in your Steam library.This release is source only. The game is always built from your own clean PAL
RMCP01disc,
and nothing built from it may be distributed, so there is no ready-built game here.Install in one command
Set up ARM64 emulation on an x86_64 Linux PC (the README's
Quick start, step 1), then:curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \ | bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame steamos@<frame-ip>Launcher/steam-frame-install.sh(also in this release's source) does the rest:- downloads the newest release and builds it in an ARM64 container (podman or docker), with as many
compiles at once as your memory allows; - takes your disc as an ISO, WBFS or RVZ image (WIA, CISO, GCZ and NFS too), inside a
.zipor
.7zif you like, or as an extracted folder. It checks the disc is PALRMCP01before building; - copies the game and the disc to the Frame over SSH, points the game at the disc, and adds it to
your Steam library (through Valve's devkit tools, which Frame Control puts on the Frame); - updates: run the same command again and only what changed is rebuilt and replaced.
With Frame Control set up,
--frame frameworks.
--frame localbuilds and installs on the Frame itself; leaving--frameout only builds.
--helplists every option.Also new
- The README is now the one guide, opening with the Quick start; the manual steps remain under
"Building by hand".docs/steam-frame.mdis gone (it stays readable at theframe-beta-1tag).
Updating from frame-beta-1
Nothing in the game or in Dawn changed, so a working frame-beta-1 install needs no rebuild. To move
to the installer anyway, run the command above: it keeps its own work folder
(~/wiicompiled-frame) and builds from scratch there the first time, then installs over your
existing~/devkit-game/WiiCompiled/. A disc already at~/wiicompiled/discon the Frame and an
existingdvd_rootsetting are left as they are.Known issues
Unchanged from frame-beta-1:
- Images double in races and on the HUD, sometimes in the right eye only. Foveation is the main
suspect; try foveation Off if it bothers you, and report the result. - Foveation follows the right eye less well than the left.
- VR frame interpolation is not recommended on the Frame.
- The Android (
steamFrame) flavour cannot show a picture in Lepton; use the native build.
The installer is new and was tested with synthetic discs and stand-ins for the container and the
Frame; reports of how it does on real machines are welcome.Recommended settings
render_scale = 1.25,foveation = "medium",repeat_frames = true,frame_interpolation_fps = 0
under[vr], andresolution_multiplier = 2under[video]. SteamVR at 120 Hz.Reports with the run log from
~/.local/share/WiiCompiled/Logs/(and, for the installer,
~/wiicompiled-frame/build.log) are welcome as issues.Downloads
- downloads the newest release and builds it in an ARM64 container (podman or docker), with as many
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WiiCompiled VR for the Steam Frame beta-1 Pre-Release
released this
2026-10-05 10:00:07 +02:00 | 56 commits to openxr-work since this releaseThe first beta of WiiCompiled VR for the Steam Frame: Mario Kart Wii, statically recompiled to native
ARM64 code, running in VR on SteamOS through SteamVR.This release is source only. The game is always built from your own clean PAL
RMCP01disc,
and nothing built from it may be distributed, so there is no ready-built game here. Follow
Building and installing
in the README; the full commands are in
docs/steam-frame.md.What works on the Frame
- Starts in VR from the Steam library (installed with Frame Control) with SteamVR's OpenXR runtime.
The runtime creates the GPU device the game renders with, so the eyes go straight into the
headset's swapchain. - Both eyes at the panels' native 2160x2160 (
render_scale = 1.25), 120 Hz, every game frame
shown: SteamVR reports 120 Hz with 60 new frames and 60 repeats a second and no late frames. - The Frame's own controllers: left D-pad as the Wii Remote's D-pad, View to pause, left shoulder
for the settings panel. - Fragment density map foveation that follows your eyes through the Frame's eye tracking.
Fixed during device testing
- A crash on race restart inside the Frame's Vulkan driver: density maps shared memory that Dawn
unmaps after buffer uploads. Each map now has its own memory block (Dawn patch, so rebuild Dawn). - SteamVR halving the game's rate and filling every other refresh itself:
[vr] repeat_frames(on by default for the Frame) resubmits the last frame for those refreshes. - Native crashes on Linux now log the faulting thread, pc and backtrace.
- The eye-tracked foveation region is 8 degrees wider and each eye keeps 128 maps.
Known issues
- Images double in races and on the HUD, sometimes in the right eye only. Foveation is the main
suspect; try foveation Off if it bothers you, and report the result. - Foveation follows the right eye less well than the left.
- VR frame interpolation is not recommended on the Frame.
- The Android (
steamFrame) flavour cannot show a picture in Lepton; use the native build.
Recommended settings
render_scale = 1.25,foveation = "medium",repeat_frames = true,frame_interpolation_fps = 0
under[vr], andresolution_multiplier = 2under[video]. SteamVR at 120 Hz.Reports with the run log from
~/.local/share/WiiCompiled/Logs/are welcome as issues.Downloads
- Starts in VR from the Steam library (installed with Frame Control) with SteamVR's OpenXR runtime.
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