1.3.0 linked libVkLayer_fdm_darken.so into every arm64 game's engine library; in libCryRenderVulkan.so CrySystem
initialization then fails right after the renderer lists its Vulkan device extensions, and the shutdown crashes
(SIGSEGV in CSystem::ShutDown). Bisected headless on the dev Frame by swapping libraries between the September
known-good APK and a current build: only the modified renderer breaks it. Climb 2's private VrApi bridge still
loads the layer itself (72 fps headless with this change). frame.adapter package revision 3 for both games;
triage cryengine-init-failed.
From issues #409#410#412#418#421#435#441#447#448#453#456#461#462#464#472 via
scripts/catalog_from_issue.py. GoldenEye VR (no sound), JKXR (stutters after minutes) and Umurangi Generation
(freezes when saving a photo) are "issues"; Simpsons and Astro VR Host setup steps point to the Files tab, the
long instructions moved to details.
Adapter rebuilt from the combined source (fixed_resolution + swapchain_pool), libfp_xrruntime.so back in SHA256SUMS, ANALYSIS_VERSION 24 for static OpenXR loaders (23 is frame.main_process), agent v108 for the static-loader launcher line (above the MR branches' 104-107 so a Frame with one of those still updates), patch docs and translations template regenerated, Ruff line length.
Add opt-in swapchain_pool with private GLES images and up to two packed
runtime atlases. Start at eight live app runtime swapchains to reserve
headroom before the session cap. Preserve image ownership, GL state,
source fences, crops and the existing cylinder/equirect layer ordering.
Enable for 4XVR, add count-limit triage without unknown suggestions for
older apps, and document the pending headset menu check. Leave default
recipes and adapter revisions unchanged. Rebuild arm64/arm32 artifacts.
Validation: 132 targeted tests passed (2 skipped), including the native
runtime/GL harness; Ruff and generated docs pass. Full host suite:
2095 passed, 137 skipped, 12 failures and 16 setup errors, all denied
socket creation in this sandbox. No headset validation or push.
Detect and redirect static loader manifests and Android brokers, ship a runtime negotiation shim and the inner loader chain, and maintain per-game manifests on install and launch. Add the PrimedGun recipe, triage and host coverage.
Route OVRPlugin recommendations through the existing extension shim, retain native loader hooks, and log projection rect changes once per second per eye. Enable the fix for Batman, document verification, and rebuild both adapter architectures.
Verified on the Frame 2026-10-18 with 0.2.1 (room, planes, mesh and anchors through FramePort; with frame.meta_permissions and scene_emul, the MR heuristics' picks).
Steam Input's per-game remapping doesn't reach a 2D app; device.steam_gamepad's options now change the buttons
inside the app: the launcher exports FRAMEPORT_GAMEPAD_LAYOUT/_KEYS, the agent's Podman wrapper mounts a per-game
key layout (agent v103). Diagnostics of such games carry gamepad.log and Steam's controller activation lines. The
game page shows a patch's on/off options under it while it's on.
CI: locales template refreshed; frame.main_process counts as a patch that works on the 32-bit bridge.
Halo CE VR's HaloActivity runs in :halo_game; Lepton starts it directly and watches only the main process, which
never exists, so it closed the game about a minute in ('Target app ... did not start'). Analysis field
separate_process (ANALYSIS_VERSION 23), default-on patch, triage app-separate-process, PLAYBOOK row.
SynthRiders is analysed as 'Vulkan (Unity boot.config)' but renders with GLES on Zink, so the dump was hidden in
Game settings and session triage's suggestion was dropped; the dump setting alone also never added the layer.
msm reported SteamVR's compositor engine time near 2^64, rising ~1000x faster than real time, so the summed GPU busy
was pinned at 100 % on an idle Frame. Each render fd is now tracked on its own; a delta longer than the interval
falls back to drm-cycles-gpu / GPU clock. Checked on the dev Frame: installed agent 100 %, this one 0.0 % at 231 MHz.
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.
Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
The install page shows a manifest's name, description and icon only when the manifest's host allows CORS. GitHub file pages (github.com/<o>/<r>/blob|raw/<ref>/<path>) are now turned into their raw.githubusercontent.com address by the page (preview and the frameport:// link it hands over) and by deeplink.parse (a /blob/ page is HTML, so FramePort couldn't install from it). Release downloads can't be read by any web page: the page shows the release's name and the repo's description from GitHub's API instead of 'A game or app'. INSTALL_BUTTON.md says where to host a manifest.