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No files matched your search
@@ -38,6 +38,6 @@ body:
|
||||
id: logs
|
||||
attributes:
|
||||
label: Diagnostics
|
||||
description: Drag the FramePort-diag-*.zip here (max 25 MB)
|
||||
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
|
||||
validations:
|
||||
required: true
|
||||
+6
-1
@@ -9,7 +9,7 @@ parity-report.md
|
||||
*.keystore
|
||||
*.apk
|
||||
.pytest_cache/
|
||||
native/.cache/
|
||||
native/.cache
|
||||
native/**/build/
|
||||
# per-machine Claude Code settings (contain home paths)
|
||||
.claude/settings.local.json
|
||||
@@ -30,3 +30,8 @@ site/src/assets/media/
|
||||
site/media-hq/
|
||||
site/public/s
|
||||
site/public/setup.sh
|
||||
|
||||
# Impeccable design-tool files (kept local, not in the repo)
|
||||
/PRODUCT.md
|
||||
/DESIGN.md
|
||||
/.impeccable/
|
||||
@@ -69,6 +69,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
|
||||
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
|
||||
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
|
||||
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
|
||||
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
|
||||
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
|
||||
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
|
||||
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
|
||||
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
|
||||
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
|
||||
@@ -142,6 +146,23 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
|
||||
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
|
||||
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
|
||||
- **Quest games on this PC via AXRB** (experimental, branch `worktree-pc-android-axrb`, docs/PC_ANDROID.md): the
|
||||
"This PC" target (`PcReviveTarget`) installs APKs through `targets/pc_android.py` + `tools/axrb.py`. AXRB
|
||||
(Android-XR-Bridge/AXRB, Windows: x86_64 Android 16 emulator + libndk_translation + its own OpenXR runtime →
|
||||
`axrb-host-bridge.exe` → SteamVR) is downloaded only on first use (`AXRB-Setup-<v>.exe /S`, SHA256SUMS, per user
|
||||
→ `%LOCALAPPDATA%\Programs\axrb-launcher`), never bundled/modified (host code: AXRB Source-Available License).
|
||||
Its runtime setup lives only in AXRB's Electron JS, so FramePort repeats it (pins read from the installed
|
||||
`app.asar` `core/components.json`, AVD `axrb-managed-api36` port 5584, adb `-P 5038`, receipts `ready.json`/
|
||||
`license-acceptance.json`, so AXRB's own launcher shares it). Spike 2026-10-10 (headless): **unconverted APKs
|
||||
abort** (Meta platform loader) → PC build = OVRPort patches + `Patch.on_pc` APK fixes (`base.pc_selection`,
|
||||
`build(pc=True)`, library `build_pc`, `pc_recipe_fingerprint`); Lucky's Tale ran a full OpenXR session in AXRB's
|
||||
runtime; Pinball FX VR crashed in gfxstream vkAllocateMemory (AXRB's layer). SteamVR can't stand in for a headset
|
||||
(null driver: no D3D11 adapter; vrlink without a Frame: no instance) → frames need the owner. Play = Steam
|
||||
shortcut `powershell.exe -File %LOCALAPPDATA%\FramePort\axrb\fp-axrb-run.ps1 -Package …` → AXRB's
|
||||
`run_windows_game.ps1`; all such shortcuts share Exe, so agent v71 `upsert/remove_shortcut(options_key=
|
||||
"-Package <pkg> ")`. AXRB scripts start through WMI (`axrb.spawn_detached`): QEMU/adb inherit any handle, and
|
||||
even /dev/null through WSL interop kept the call hanging; PowerShell 5.1 `*>>` logs are UTF-16 (`read_log`). Triage
|
||||
`kind: axrb`. Full uninstall in AXRB deletes OBB + saves; a signature change needs one.
|
||||
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
|
||||
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
|
||||
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
|
||||
@@ -308,6 +329,66 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
|
||||
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
|
||||
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
|
||||
`native/a32translator/` (not an artifact, not shipped) = `a32run`, an AArch32 → AArch64 user-mode translator
|
||||
(interpreter + JIT, ARM/Thumb-2/VFP/NEON) for running 32-bit ARM Linux programs on the Frame; its README has the
|
||||
design, the qemu-arm differential fuzzer and program tests. `native/a32translator/bridge/` = the in-APK Android
|
||||
bridge (32-bit JNI/NativeActivity libraries in a 64-bit app: stub + liba32bridge.so + guest runtime liba32rt.so;
|
||||
harness with a fake JVM; test APK org.frameport.a32test passes in Lepton; GLES/EGL, OpenSL ES via AAudio, VrApi 1.x
|
||||
-> the 64-bit VrApi bridge, controller input as Gear VR touchpad/back events; `bridge/convert.py` converts an APK).
|
||||
First game: AFFECTED The Manor (Gear VR, Unity 5.6 + Mono) runs in the headset with picture and sound
|
||||
(2026-10-10); Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46 on VrApi 1.31, Platform SDK) plays at 72 fps.
|
||||
In FramePort: patch `frame.a32_bridge` (`patches/frame/a32_bridge.py`: `convert()` is shared with the dev script
|
||||
`bridge/convert.py`; artifacts `liba32bridge.so`/`liba32rt.so`/`liba32stub.so` from `native/build.py --only a32`)
|
||||
is suggested for every 32-bit-only APK; the recipe then has `overport: False` (OVRPort is 64-bit only; the patch
|
||||
ships OVRPort's loader chain + its 32-bit platform dispatcher itself, `overport.ensure_runtime_lib`), only
|
||||
frame.a32_bridge/adapter/launcher of the frame patches, and `device.text_input_window` for Unity (`engine.a32_recipe`,
|
||||
also run by `pipeline.set_recipe` + builds, so a bridge turned on by hand drops OVRPort & the 64-bit fixes; which
|
||||
patches work there = `base.works_on_a32` (`Patch.a32`; overport/frame off unless `a32 = True`, adapter settings in
|
||||
`settings.XRSHIM_SETTINGS` off); `build.check_a32` refuses anything else, `engine.warnings(recipe, analysis)` says
|
||||
so; a catalog entry for a 32-bit game that neither names nor removes the bridge predates it: bridge kept, status
|
||||
unknown; parity gives bridge builds without a bridge known-good "new build (no baseline)"; library migration
|
||||
`a32_bridge_on` turned the bridge on once in every 32-bit recipe, user ones too, unless the catalog's frame_remove
|
||||
names it).
|
||||
Analysis `extra.headset` (ANALYSIS_VERSION 15): gearvr / go / quest → "Gear VR" / "Oculus Go" platform + Steam tag.
|
||||
Catalog: `headset:` field; com.fallen.affected, net.mobilemischief.spunkydungeon, com.ccpgames.gunjack (works, 2026-10-12). Learned: Unity 2019 contexts
|
||||
have no EGLConfig (EGL_KHR_no_config_context: the VrApi bridge takes the window's or an RGBA8 ES3 config); Unity's
|
||||
floor origin = vrapi_SetTrackingSpace(1) (the VrApi bridge now honours LOCAL_FLOOR/STAGE); mapped GL buffers are
|
||||
per buffer object (a per-target guest copy leaked ~10 MB/s and garbled vertices); the guest runtime's own scudo
|
||||
names its maps `[anon:scudo:*]` below 4 GiB (watch them for guest leaks). The Go controller = the right Frame
|
||||
controller (stick = touchpad touch, sideways > 0.6 or press = click). Gunjack (CCP, UE 4.10 NativeActivity, Gear VR,
|
||||
2026-10-10): needed the native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*, imports.txt), an arm64
|
||||
libvrapi.so for Java's System.loadLibrary("vrapi") and MOUNTED under OVP_HEADLESS_TEST; it then loads its map and
|
||||
quit on purpose: AndroidMain compares AndroidThunkCpp_GetSignature() with an obfuscated copy. **Works since
|
||||
2026-10-11 (owner-verified in the headset):** GameActivity.AndroidThunkJava_GetSignature() = Base64.DEFAULT(SHA-1(
|
||||
signing certificate DER)) (jadx); `a32_bridge.original_signature` computes it from the original APK's
|
||||
META-INF/*.RSA|DSA|EC, `convert()` stores it as `assets/fp_a32_signature.txt` for libUE4.so games, the bridge loads
|
||||
it at activity creation (native_activity.c) and jni.c answers Call*Method on the method ID of
|
||||
`AndroidThunkJava_GetSignature()Ljava/lang/String;` with it. After loading, Unreal leaves VR mode and enters it again on
|
||||
the same GL context; a second OpenXR session there aborted in vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL
|
||||
binding's PreBeginFrame, also with OVP_HEADLESS_TEST) → the VrApi bridge keeps a running GLES session across
|
||||
LeaveVrMode and reuses it for an EnterVrMode with the same context (upstream-patches/runtime.cpp.patch).
|
||||
Debugging aids added: A32_BREAK=<guest addr>[,..] (stack of the first hits; guest libs load at fixed addresses, e.g.
|
||||
libUE4 0xf25d5000), A32_STRACE in bridge mode = path/exit calls to logcat, activity lifecycle + LeaveVrMode caller
|
||||
logs. Lepton's logcat mirror often dies for these games: read `podman exec <container> logcat` instead. Gunjack input
|
||||
(2026-10-11): it imports no vrapi input functions and reads the Gear VR touchpad/back as AInputEvents from its
|
||||
AInputQueue (native_app_glue), so dispatchKeyEvent never reached it (no control at all) → input.c queues synthetic
|
||||
events there (ALooper_poll* return the queue's ident while one waits; AInputQueue_getEvent/finishEvent and the
|
||||
AInputEvent/AKeyEvent/AMotionEvent getters are hand-written "!" imports that know them; touch positions scaled to the
|
||||
window size). Same mapping as AFFECTED: trigger = hold touchpad, A = tap, right stick = swipe, B = back; for NativeActivity games the stick's up/down = swipe forward/back (touchpad X: Gunjack's OnFlick = reload at ~0°, special weapon at ~180°). Not yet
|
||||
headset-verified. Quest builds on the bridge (2026-10-13, Sports Scramble = a 32-bit Santa Cruz build,
|
||||
UE 4.21 + OVRPlugin on VrApi 1.21): manifest requires `android.hardware.vr.headtracking` version 1
|
||||
(`detect.requires_6dof`, headset "quest", ANALYSIS_VERSION 16) → convert writes `assets/fp_a32_headset.txt`
|
||||
= "quest" → vrapi.c `quest_touch` (read in vrapi_Initialize via the activity's AssetManager; A32_TOUCH=1/0
|
||||
overrides) passes the 64-bit bridge's Touch controllers through (enumerate/caps/state/tracking/haptics, struct
|
||||
tails per VrApi minor) and starts no synthetic input. It also needed AAsset_getBuffer (guest copy, freed in
|
||||
AAsset_close), AKeyEvent_getFlags and the other AConfiguration getters. Headset (owner, 2026-10-13): plays,
|
||||
both controllers work. Recenter (holding the Frame's menu button) turned VrApi games ~90-120 degrees aside: the bridge's app space is LOCAL + the start yaw and the runtime moves LOCAL to the head → the bridge now takes the origin from the head again on XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING (LOCAL) and on vrapi_RecenterPose (owner-verified with Gunjack, 2026-10-13). Next: the other 32-bit catalog games (Journey of the Gods, Shadow Point: still "unsupported" until
|
||||
tested), translator speed. Profiled on the Frame
|
||||
(2026-10-12, `A32_PERFMAP` + perf): FPCR switches are negligible (8 of 86k samples); the cost was the run loop
|
||||
(a mutex + hash-chain walk on every dispatch, a contended counter, inline-lookup slots never refilled: Gunjack
|
||||
~45 % of its CPU) and `jit_invalidate` scanning every block on each Mono `cacheflush` (72 % of Spunky Dungeon's
|
||||
main thread). Now lock-free lookups, ltab refill, per-thread flags, per-page block lists: Gunjack's dispatcher
|
||||
23.6 % -> 1.6 %, CPU in the same phase about -55 %, still 72 fps.
|
||||
- `scripts/` — `package.py` (flet build/pack), `eval_heuristics.py` (score heuristics), `ui_smoke.py` (GUI screenshots).
|
||||
- `docs/` — PLAYBOOK, FRAME_RUNTIME, ARCHITECTURE, INSTALL (end users), parity reports (offline + device).
|
||||
|
||||
@@ -323,8 +404,17 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
|
||||
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
|
||||
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
|
||||
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
|
||||
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
|
||||
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
|
||||
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
|
||||
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
|
||||
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
|
||||
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
|
||||
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
|
||||
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
|
||||
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
|
||||
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
|
||||
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
|
||||
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
|
||||
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
|
||||
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
|
||||
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
|
||||
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
|
||||
@@ -352,6 +442,11 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
|
||||
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
|
||||
an `expand` child in a `wrap=True` Row).
|
||||
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
|
||||
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
|
||||
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
|
||||
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
|
||||
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
|
||||
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
|
||||
|
||||
## Round-2 polish (2026-10-02)
|
||||
@@ -375,7 +470,7 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
|
||||
## Hard-won facts (don't re-learn these)
|
||||
**Frame runtime (SteamOS 0.3.0, build 20260922):**
|
||||
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
|
||||
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS` → `frame.a32_bridge` (the a32 translator inside the app, see native/a32translator below).
|
||||
- GLES swapchains: only `GL_SRGB8_ALPHA8`/`GL_SRGB8` (35907/35905), no MSAA. Vulkan: format 43 (sRGB) but not 37 (UNORM).
|
||||
- Missing: XR_FB_passthrough (emulate via ALPHA_BLEND), XR_FB_scene/spatial entities (emulated room from STAGE bounds),
|
||||
XR_KHR_composition_layer_equirect2/cylinder, XR_FB_composition_layer_image_layout (flip emulated by Vulkan blit).
|
||||
@@ -625,7 +720,9 @@ reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual butto
|
||||
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
|
||||
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
|
||||
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
|
||||
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`), else reports it. 0.6.3's Play
|
||||
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`); lost again (agent v89): Steam
|
||||
ignores FramePort's entries on that Frame, so `add_devkit_entry` adds the devkit entry instead (`added` gets `via:
|
||||
devkit`) and only reports an error if that fails too. 0.6.3's Play
|
||||
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
|
||||
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
|
||||
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
|
||||
@@ -723,7 +820,23 @@ own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless lau
|
||||
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
|
||||
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
|
||||
**SteamVR overlay apps (agent v75, 2026-10-10):** host OpenVR overlays (VRApplication_Overlay) are composited over Lepton (Quest) games on the Frame (probe checker seen over 4XVR in the headset view, `native/vroverlay_probe`); Windows ones register through Proton's vrclient too (Temporal Reality's Windows build created its overlays; fpsVR never reaches OpenVR under Proton). Detection `analysis/vroverlay.py` (bundled `.vrmanifest` with `is_dashboard_overlay`, else OpenVR + IVROverlay + self-registration markers, engine Other; Rift fingerprint `RIFT_ANALYSIS`), patch `pcvr.vr_overlay` (param autostart), Linux entry fields `vr_overlay`/`vr_overlay_autostart` (game page switch); agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay` (IVRApplications via ctypes, live; manifest `<anchor>/frameport-overlay.vrmanifest`, the app's own key, binary = launch.sh). **SteamVR on the Frame reads only `binary_path_linux_arm`** (binary_path_linux alone is skipped). Overlay apps: no launch test, no Linux Steam-parent watchdog (`FRAMEPORT_OVERLAY`), not a "running game". A Steam overlay-app shortcut and a game shortcut run together. SteamVR's SetApplicationAutoLaunch didn't persist on the dev Frame (the watch never started by itself) → **agent v76: FramePort's own autostart**: the deployment's `overlay.autostart` is the source of truth; `ensure_host_fixes` (`ensure_overlay_service`) keeps the user service `frameport-vr-overlays.service` (`_vr_overlay_watch`, 5 s polls of the known vrserver's /proc stat) only while an overlay app has autostart on (register/unregister, uninstall, purge and the kill switch `~/.local/share/frameport/vr-overlays.disabled` / `FRAMEPORT_NO_OVERLAY_AUTOSTART` update it); a new vrserver (pid + start time, kept in `~/.cache/frameport-vr-overlays.json` across agent updates) → child `_vr_overlay_round`: wait for IVRApplications, 15 s grace, `launch_vr_overlay` for apps not running (folder process or GetApplicationProcessId); log `~/.local/share/frameport/vr-overlays.log`. Dev Frame: adopted the running vrserver, skipped the already running watch; a start after a real SteamVR start/boot is not yet seen. Details: docs/FRAME_RUNTIME.md "Overlay apps".
|
||||
**Lepton's logcat mirror dies (agent v67, 2026-10-09):** occasionally launch.log ends with `logcat: Unexpected EOF!` right after the game starts (about 1 launch in 50, Lepton 2.8.14 and 3.0.5): no dashboard auto-hide, no launch-test result. launch.sh's `_logcat_keeper` then reads `podman exec lepton-steamlaunch-<appid> logcat` itself into launch.log (up to 5 restarts while the game runs).
|
||||
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
|
||||
**Unreal's self-restart (agent v90, 2026-10-13):** UE 4.21+ restarts the app once after its first-run shader
|
||||
precompile ("optimizing" screen; `r.ProgramBinaryCache.RestartAndroidAfterPrecompile`): it starts its own LAUNCHER
|
||||
activity and calls System.exit(0); Lepton ends the container with the first process (the restarted one with it).
|
||||
Skipping `AndroidThunkJava_RestartApplication` or the cvar = 0 (accepted via UE4CommandLine.txt `-ini:`) left Sports
|
||||
Scramble on that level for good. launch.sh (RESTART_BLOCK, `upgrade_launchers` adds it) starts Lepton once more when
|
||||
`_restart_requested` sees the app's own LAUNCHER start (system log, uid >= 10000) <= 5 s before its exit; first run
|
||||
kept as `launch-before-restart.log`; `FRAMEPORT_NO_RESTART=1` off. Owner-verified with Sports Scramble's first start (2026-10-13).
|
||||
**xrWaitFrame runs ahead (Journey of the Gods, 2026-10-14, owner-verified):** with real frames (headset on) the
|
||||
Frame's runtime sometimes returns from xrWaitFrame at once with a display time less than one refresh after the frame
|
||||
just submitted, and then rejects the second submission for that refresh (`VRCompositorError_AlreadySubmitted` in
|
||||
Steam's `logs/xrclient_<pkg>.txt`; FrameBridge pacing above the display rate). VrApi games that render faster than
|
||||
the display ran ahead (~120 submits/s at 90 Hz) and the scene slid and snapped back. The VrApi bridge re-waits when
|
||||
the new display time is under half a period after the last submitted one (`pacing 2s:` counters). Headless runs only
|
||||
submit empty frames and never show it. Lepton's logcat mirror also missed the whole verifying session (launch.log =
|
||||
Lepton's own lines only): the keeper now catches a silent mirror too (agent v91).
|
||||
**Lepton's logcat mirror dies (agent v67, 2026-10-09; v91 2026-10-14):** Lepton's mirror (`podman exec -it <container> logcat -v threadtime,color`) fails three ways: `logcat: Unexpected EOF!` right after the game starts, `Logcat read failure`, or running and writing nothing at all (Lepton 3.0.5: seen twice on 2026-10-14, once in the owner's session, once headless). launch.sh's `_logcat_keeper` reads `podman exec <container> logcat -v threadtime -T <epoch>` itself into launch.log after a failure line or 20 s without a logcat line (from the launcher's start when the mirror never wrote, else from just before its last line), restarts it from where it ended (≤5), stops it when Lepton's coloured lines come back, sets the container's log buffer to 16 MiB (`logcat -G`), and logs every decision to `<base>/logcat-keeper.log`. Checked on the dev Frame: a mirror killed mid-game (hand-over without a gap) and a silent mirror (the whole session recovered).
|
||||
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
|
||||
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
|
||||
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
|
||||
@@ -790,6 +903,31 @@ index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (
|
||||
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
|
||||
cutting logs, to stay under the 24 MB zip limit.
|
||||
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
|
||||
**Issue round 2026-10-12 (agent v83):** Lepton pastes STEAM_COMPAT_DATA_PATH unquoted into `sh -c "ln -s …/internal/<pkg>
|
||||
/data/data/<pkg>"` (mounting.sh): a game on a card named "Steam Frame 512g" got no internal storage (no saves/prefs;
|
||||
Beyond Sandbox's EOS then looped `createKeychain→resetKeychain` forever, 1.85 GB log). Quest launchers with an unsafe
|
||||
path now `ln -sfn <base> ~/.local/share/frameport/lepton-paths/<pkg>` at every start and give Lepton that path
|
||||
(`app_dir_lines`/`set_app_dir`/`launcher_base`; upgrade_launchers converts; deployment.json keeps the real base).
|
||||
Verified on the device with a spaced copy of Stremio (old: the `ln` error; new: /data/data link, shared_prefs
|
||||
writable). `frame.eos_keychain_loop` (opt-in, triage `eos-keychain-loop`) returns from EOSSDK.resetKeychain. Wander
|
||||
0.3570 (Unity 6.5, Firebase, Gecko) ran out of bionic's 128 pthread keys → `frame.unity_tls_key_pool` (Klownicle's
|
||||
approach, #198: libunity's 4 key imports renamed `fp_tkey_*` via `elf.rename_imports`, `libfp_tkeys.so` pools
|
||||
destructor-less keys behind one real key); device: past Firestore, 72 fps. Cpp2IL releases can't read metadata v107
|
||||
(Unity 6.5) → `tools/cpp2il.py` falls back to the development CI build (nightly.link) on that error. Vermillion's canvas
|
||||
is an OVROverlay quad (drawn above the hand) → `frame.vermillion_scene_canvas` (PaintableMesh getters → false;
|
||||
installed build checked, 72 fps headless; headset not yet). Linux apps: `desktop_icon` switch, a deleted desktop copy
|
||||
stays deleted (#212). Findings: OLAR (#201) RHIThread null deref in libUnreal (`ldr x8,[x19,#792]`, x19=0) not fixed by
|
||||
hide_space_warp / vk_hide_fdm / no Valve layers; FNAF HW (#135) "freeze" = first-start GL program-binary-cache compile
|
||||
on Zink (threads busy in zink/disk cache), not a hang; VR4 (#199) reporter's patch.203 OBB truncated. Upload benchmark
|
||||
(`scripts/upload_bench.py`, #242): home Wi-Fi caps every method at ~11 MB/s; paramiko uses ~3x OpenSSH's CPU; Windows
|
||||
OpenSSH refuses FramePort's key file (ACL "bad permissions") until its permissions are tightened.
|
||||
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
|
||||
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
|
||||
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
|
||||
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
|
||||
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
|
||||
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
|
||||
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
|
||||
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
|
||||
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
|
||||
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
|
||||
@@ -820,7 +958,8 @@ on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at th
|
||||
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
|
||||
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
|
||||
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
|
||||
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline.
|
||||
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline. Launch tests count an exit/crash after
|
||||
such a line as a pass (triage.yaml `headless_end`, finding `headless-end`; GitHub #57 "Failed to launch" on install).
|
||||
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
|
||||
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
|
||||
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
|
||||
@@ -928,6 +1067,49 @@ Installed apps find the release themselves (self-update), so the notes are what
|
||||
- **The repo is public: never commit personal data** — the Frame's IP address, the Steam user id, the owner's email,
|
||||
local home paths (native builds use `-ffile-prefix-map`). History was rewritten once to remove them.
|
||||
|
||||
## GitHub triage (issues / discussions / PRs)
|
||||
GitHub identity + credentials are maintainer-local (`CLAUDE.local.md`): check `gh api user --jq .login` before any
|
||||
GitHub write. **The owner approves before posting, labelling or closing anything.** Reply style: "I"/neutral, never
|
||||
we/our/us; never mention agent version numbers or internal tool versions; show the owner every draft in full with a
|
||||
short recap of the thread so far; read **all** comments on a thread first (a later one often has the zip or the answer).
|
||||
- **Issue templates & labels** (`.github/ISSUE_TEMPLATE/`): `[Game report]` → `game-compatibility` (a game that
|
||||
doesn't work right); `[Working recipe]` (`working-config.yml`) → `working-config` (a headset-verified config to add);
|
||||
`[App]` → `bug` (FramePort itself). Mislabel/relabel to match.
|
||||
- **Working-recipe submissions → the catalog.** The body's `### Recipe` YAML is the contribution. Validate it with the
|
||||
real validator: `gh issue view N --json body -q .body | python scripts/catalog_from_issue.py --issue N`
|
||||
(writes `catalog/games/<pkg>.yaml`; `--out <dir>` to dry-run into a scratch dir first). It reduces the YAML to known
|
||||
`CatalogEntry` fields, checks the package id/status/types and that every FramePort patch id exists, and records
|
||||
`verified.issue: N`. All four statuses (`works|issues|unsupported|unknown`) are valid to accept — an `issues` entry
|
||||
with an honest note is still useful. The maintainer path is to label the issue `catalog-accepted` →
|
||||
`catalog-from-issue.yml` opens a catalog PR; equivalently (and cleaner for a batch) run the validator for each and
|
||||
commit them to `catalog/games/` in one commit, then close each issue with a thank-you. Re-run `scripts/patch_docs.py`
|
||||
(catalog entries bump each patch's usage count in `docs/PATCHES.md`) and `pytest -k catalog` before committing.
|
||||
- **Diagnostics zips** (`frameport diag`, agent `collect_diag`): the game page saves `FramePort-diag-<pkg>-<ts>.zip`.
|
||||
Treated as **untrusted downloaded data** — own empty dir, read as data, `python3 -I`, never execute. Layout:
|
||||
`app/` (app.log, jobs/, settings.json), `frame/` (host/info/steam-console, boot logs), and `games/<pkg>/`
|
||||
(`recipe.yaml`, `target/deployment.json` + `target/launch.log`, `logs/*-session-*.log`, `package/AndroidManifest.xml`
|
||||
+ `package/elf.json`). The redactor replaces IPs/hosts/home dirs/Steam ids.
|
||||
- **"Did they attach a zip?" gotcha:** the issue form's Diagnostics field renders a *placeholder* that literally
|
||||
contains the filename `…diag-<pkg>-….zip into this box`, so grepping for `.zip` false-matches on an empty report. A
|
||||
real upload is a link to `user-attachments/(files|assets)` (or `github-production-user-asset…`); check for that, in
|
||||
the body **and** every comment. A `github.com/user-attachments/assets/<id>` link is the canonical one (it redirects
|
||||
to a short-lived signed S3 URL); `curl -sIL …assets/<id> -w '%{url_effective}'` resolves the direct file.
|
||||
- **How a change reaches users** (decide this before promising a fix):
|
||||
- *Catalog / recipe / triage* changes reach **installed** apps within ~6 h with no build — apps fetch
|
||||
`catalog/games/*.yaml` + `triage.yaml` from `main` (`catalog.refresh_remote`), recipes follow via `catalog_rev` →
|
||||
"Update on Frame". So accepting a recipe or adding a triage signature is "live" once pushed.
|
||||
- *Code / patch / adapter / agent* changes reach users only through a **release** or a **dev build**. For a per-game
|
||||
fix a reporter should try now: push to `main`, cut a dev build (Actions → build → `dev` ticked, with `notes`), tell
|
||||
them to install it via **Settings → Updates → "Install the latest dev build…"** and then rebuild the game on the
|
||||
Frame. Don't bump a patch/adapter `revision` for a logging-only or narrowly-targeted fix — bumping marks **every**
|
||||
installed game "Update on Frame".
|
||||
- **Verifying a device fix without the headset:** many runtime failures (e.g. an `xrEndFrame` layer rejection) reproduce
|
||||
in a **headless** launch test on the dev Frame, so the fix can be developed and confirmed at the frame-acceptance
|
||||
level there; only the *visual* result needs the headset (hand the built dev build to the reporter, or the owner, for
|
||||
that). `frameport settings <pkg> <key>=<value>` toggles adapter settings (e.g. `layer_debug=1`) live, no rebuild.
|
||||
To reproduce a reporter's exact build, grab their APK from its upstream source (e.g. the linked GitHub release), scan
|
||||
→ build → install → test in an isolated `FRAMEPORT_HOME` (see "Dev commands" / the Frame-busy rules).
|
||||
|
||||
## Heuristics (games not in the catalog)
|
||||
Each patch's `detect()` suggests itself from the Analysis; `applies()` says whether it can matter at all (the UI/CLI
|
||||
hide non-applicable patches; enabled ones are always shown). Rules learned from the 34 games:
|
||||
|
||||
@@ -111,7 +111,8 @@ Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issue
|
||||
Most of the work is done by these projects:
|
||||
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
|
||||
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
|
||||
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
|
||||
[Revive](https://github.com/LibreVR/Revive) · [AXRB](https://github.com/Android-XR-Bridge/AXRB) (Quest games on a PC,
|
||||
experimental) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
|
||||
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
|
||||
What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@ FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the followin
|
||||
## Included in this repository / the release bundles
|
||||
| Component | Where | License |
|
||||
|---|---|---|
|
||||
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
|
||||
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
|
||||
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
|
||||
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
|
||||
@@ -24,6 +25,8 @@ FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, th
|
||||
| Eclipse Temurin JRE | api.adoptium.net | GPL-2.0 with Classpath Exception |
|
||||
| apksigner (Android build-tools) | dl.google.com Android repository | Apache-2.0 |
|
||||
| Revive (portable copy, only if Revive isn't installed) | github.com/LibreVR/Revive releases | GPL-3.0 |
|
||||
| AXRB / Android XR Bridge (official installer, only when a Quest game is installed on this PC; run unmodified) | github.com/Android-XR-Bridge/AXRB releases | mixed: launcher GPL-3.0-or-later, host/clock code AXRB Source-Available License 1.0, other parts MIT (AXRB's `LICENSE`) |
|
||||
| Android Emulator, platform-tools, build-tools, Android 16 system image (pinned by AXRB) | dl.google.com Android repository | Android SDK License |
|
||||
|
||||
Valve's Lepton, Proton and SteamVR, and Meta's software, are used on your devices as installed by Steam / Meta;
|
||||
FramePort doesn't distribute them.
|
||||
+603
-85
File diff suppressed because it is too large.
Load diff
+15
-6
@@ -1,22 +1,31 @@
|
||||
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
|
||||
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
|
||||
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
|
||||
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
|
||||
fbc3b0238462d976d234fee6740db92b873c85d6bb22a6b01428e64e9058ed83 ./arm64-v8a/liba32bridge.so
|
||||
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
|
||||
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
|
||||
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
|
||||
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
|
||||
e2465e8960b4dd591d303e30c9d80b8a7c7c7eeff53736419c7105a697725732 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
|
||||
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
|
||||
7fa29014eed2881ee0d7ac486434de9c5fe46710e640b15f697030ad052acfc4 ./arm64-v8a/libfp_vkext.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
|
||||
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
|
||||
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
|
||||
449e13bbe58de6718d4e530177924e09552a95d748a082739899144e2cb3ccf3 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
227626fcd96ea31a5c4fbd006e971b40f9b5a1e10d1bb30456f0a2792fa2c9e2 ./arm64-v8a/libglshim.so
|
||||
34ae4e6757adf83942d179a098ae91b4da187fead17e02a3a65dd6507daf2073 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
1d83eb94ec1df44f29a5f525dce4d5b608dbbb13a9c7a5efeb80a4b1dc54a721 ./arm64-v8a/libvrapi.so
|
||||
47f736dfeffce6aa56be2fc049c2d11b87b0d1f7389db7ee1737fcded9457811 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
f7f8349b0d3e9a29305b4d2aa1eb3ec6b394feff4d3e2ea07b8a65f6df1d15f9 ./arm64-v8a/libvrapi.so
|
||||
71b3df219f331bcb42a483550e35371475b1aa886762ddcf5d0d739d74c51ead ./arm64-v8a/libvrapi_foveation.so
|
||||
c7dea9e3435f36e281341121a9e43102f008cc08bba08191c21bac14912e6b87 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
|
||||
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
|
||||
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
|
||||
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
|
||||
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
|
||||
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
|
||||
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
|
||||
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
|
||||
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
|
||||
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Regular → Executable
BIN
Binary file not shown.
Executable
BIN
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,56 @@
|
||||
===============================================================================
|
||||
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
|
||||
|
||||
Copyright (C) 2005-2026 Mike Pall. All rights reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
|
||||
|
||||
===============================================================================
|
||||
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
|
||||
|
||||
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
===============================================================================
|
||||
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
|
||||
|
||||
This is a version (aka dlmalloc) of malloc/free/realloc written by
|
||||
Doug Lea and released to the public domain, as explained at
|
||||
https://creativecommons.org/licenses/publicdomain
|
||||
|
||||
===============================================================================
|
||||
@@ -10,12 +10,14 @@ frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
|
||||
app: 0.9.1
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 44
|
||||
source_hint: WotW
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 211
|
||||
source_hint: Waltz
|
||||
@@ -4,14 +4,19 @@ tested_version: '1.0'
|
||||
source_hint: Sports Scramble
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32.
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Both controllers work as
|
||||
Touch controllers. The first start shows a one-time "optimizing" screen (a bit jittery) and then starts the game
|
||||
again by itself.
|
||||
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES, OBB. The bridge needed AAsset_getBuffer
|
||||
(copied into guest memory), AKeyEvent_getFlags and the remaining AConfiguration getters. A Santa Cruz (early
|
||||
Quest) build: it requires 6DoF head tracking, so the bridge passes both Frame controllers through as Touch
|
||||
controllers (assets/fp_a32_headset.txt) instead of the Gear VR remote. Unreal restarts the app after its
|
||||
first-run shader precompile; the launcher starts Lepton again for it (agent 86). Plays in the headset (owner,
|
||||
2026-10-13).'
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
pcvr_alternative: Rift only; not on the Revive compatibility list.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e2e6788da99e2a38ea8f1e83e997ab44fed5492ce117d99ee3d376e6faeb0de4
|
||||
date: '2026-10-13'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.FireproofStudios.GhostTown
|
||||
title: Ghost Town
|
||||
status: works
|
||||
tested_version: '1.01'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 248b59ade696bdd4808fc05c2117aa9e8debe133d3d0874a276cc8cb67439f58
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 299
|
||||
source_hint: Ghost Town
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.GenderGames.Ladder
|
||||
title: Ladder
|
||||
status: works
|
||||
tested_version: Release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
issue: 243
|
||||
source_hint: Ladder
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.HarmonixMusic.DCVRQuest
|
||||
title: Dance Central
|
||||
status: works
|
||||
tested_version: 1.2.2
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 228
|
||||
source_hint: com.HarmonixMusic.DCVRQuest
|
||||
@@ -13,8 +13,9 @@ details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Kl
|
||||
the captured modules are from Lepton 2.8.14 and stop matching if a Frame update changes the driver's output -
|
||||
the layer logs that). OVRPlugin asks for poses at its own clock (pose_time_fix). Unreal's Oculus input animates the
|
||||
thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch reads the touches instead; binding
|
||||
the proximity to the touch inputs in FrameBridge didn't reach the game). The Frame's SteamVR runtime
|
||||
leaks about 20 MB a second while the game runs (reported to Valve).
|
||||
the proximity to the touch inputs in FrameBridge didn't reach the game). The game leaves GL errors
|
||||
pending; the runtime's GL check took one as its own failure and then allocated a command buffer every frame
|
||||
(~20 MB a second until the frame rate collapsed). gl_error_clear clears them first (GitHub #285).
|
||||
tested_version: 1.1.1+667256.cl.387770
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
@@ -27,10 +28,11 @@ frame:
|
||||
- frame.zink_shader_fix
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
zink_shader_fix: 12016:b2919629761ad268e0b21c72ac8520f81b76e72c3adc26897f97eae9a3e70a66:3092:0x0003003e,166,82,0x0003003e,177,82,0x0003003e,183,82,0x0003003e,189,82,0x0003003e,256,82,0x0003003e,266,82,0x0003003e,272,82,0x0003003e,278,82,0x0003003e,318,82,0x0003003e,328,82,0x0003003e,334,82,0x0003003e,340,82;11436:6f18be49f2aaa2452f962eb16f7af744c5c22a7b25f37ce681e0d6399e35a869:2932:0x0003003e,164,80,0x0003003e,175,80,0x0003003e,181,80,0x0003003e,187,80,0x0003003e,254,80,0x0003003e,264,80,0x0003003e,270,80,0x0003003e,276,80,0x0003003e,316,80,0x0003003e,326,80,0x0003003e,332,80,0x0003003e,338,80
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
issue: 49
|
||||
updated: '2026-10-09'
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode I
|
||||
@@ -18,7 +18,9 @@ frame:
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode II
|
||||
@@ -18,7 +18,9 @@ frame:
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode III
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.InnoverseLtd.FrenzyVR
|
||||
title: FrenzyVR
|
||||
status: works
|
||||
notes: Works, runs good
|
||||
tested_version: '107'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 216
|
||||
source_hint: Frenzy VR
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.LocoMotionDevs.Superfly
|
||||
title: Superfly
|
||||
status: works
|
||||
notes: Works, take a bit to launch but works
|
||||
tested_version: 1.3.3
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 217
|
||||
source_hint: Superfly
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.MeatSpace.Nakatomi
|
||||
title: Vendetta Forever
|
||||
status: works
|
||||
tested_version: 1.0.4.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 72885ad42f1b730a1bd7fad271b87665914e3cf14fde60409395868458ac7b06
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 321
|
||||
source_hint: com.MeatSpace.Nakatomi
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.NiVision.RacketPinball
|
||||
title: RacketPinball
|
||||
status: works
|
||||
tested_version: '2.06'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 80e850f81c24112e8c35a560a333846163a3e783da391290db7663b9015ca58f
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
issue: 262
|
||||
source_hint: RacketPinball
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.PotamWorks.SmashDrums
|
||||
title: Smash Drums
|
||||
status: works
|
||||
tested_version: 5.2.1.4
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 67d36cdcadaf14c2f744849ae25af4f92bf8ea14ff935318562f40d7f2ddc88f
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 320
|
||||
source_hint: com.PotamWorks.SmashDrums
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.PubTest.PubTest
|
||||
title: Drunkn Bar Fight 2 - Early Access
|
||||
status: works
|
||||
notes: Game launches and plays fine
|
||||
tested_version: '0.515'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 218
|
||||
source_hint: Drunkn Bar Fight 2 - Early Access
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.RuneSkovboJohansen.EyeOfTheTemple
|
||||
title: Eye of the Temple
|
||||
status: works
|
||||
tested_version: '1.528'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.hw_video_decode
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 78ad96eaf4383b02666e0a1af99c5985f718f97982466e5dca9ebb636974af00
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
issue: 302
|
||||
source_hint: Eye of the Temple
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.SchellGames.DieScreaming
|
||||
title: SilentSlayer
|
||||
status: works
|
||||
tested_version: 1.1.2+323863s
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 176
|
||||
source_hint: Silent Slayer - Vault of the Vampire
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.StatusPro.NFLProEra2
|
||||
title: NFL PRO ERA II
|
||||
status: works
|
||||
tested_version: 2.4.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: caf2e8f148ca4929ba5e73112fa7e0958c00d7ee0c5f28926c3f39714db6c923
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.3
|
||||
issue: 226
|
||||
source_hint: com.StatusPro.NFLProEra2
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.TacticalNounours.QuantumVoid
|
||||
title: Quantum Void
|
||||
status: issues
|
||||
notes: no hands
|
||||
tested_version: '1.11'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 1c7afccbd627b9bd2342884679aeca0efc2429df700f3c73ec162498db320098
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 307
|
||||
source_hint: Quantum Void
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.TinyBuild.killitwithfirevr
|
||||
title: Kill It With Fire VR
|
||||
status: works
|
||||
notes: Works
|
||||
tested_version: 1.0.5.4208
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: fcadbdaf3255e2909edf763d0c61fb55808ba448d4f277e91ba37b0a0ff9f497
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 219
|
||||
source_hint: Kill It With Fire VR
|
||||
@@ -4,9 +4,9 @@ tested_version: MAIN.450412.207706.final
|
||||
source_hint: Assassins Creed Nexus VR
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: issues
|
||||
notes: Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. Ubisoft login
|
||||
may not work.
|
||||
status: works
|
||||
notes: FrameBridge turns its upside-down UI panels upright (flip emulation, in place since FramePort 1.2.0). Ubisoft
|
||||
login may not work.
|
||||
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
|
||||
files; install to obb as-is.
|
||||
overport_extra:
|
||||
@@ -17,3 +17,6 @@ verified:
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
|
||||
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
|
||||
flip_in_place: '2026-10-14, owner in the headset: launch warnings and tutorial pop-ups upright (GitHub #138)'
|
||||
updated: '2026-10-14'
|
||||
min_app: 1.2.0
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.Virtuallyz.OperationWolf
|
||||
title: 'Operation Wolf Returns: First Mission VR'
|
||||
status: works
|
||||
tested_version: '0.28'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: aff311f10d3e938e1eeef22263da7fe84ca38f25786ca4483543596de335c702
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 318
|
||||
source_hint: com.Virtuallyz.OperationWolf
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.Virtuos.R6DLM
|
||||
title: 'Medal of Honor: Above and Beyond'
|
||||
status: unknown
|
||||
notes: 'Not yet tested on the Frame (the game is ~41 GB, too large to install on the dev unit). Its first-run
|
||||
Downloader screen is invisible in Lepton, so it stayed stuck there; frame.unreal_skip_obb_delivery skips the check.
|
||||
The OBB files still have to be present. Please report back whether it reaches the game (GitHub 159).'
|
||||
details: 'Medal of Honor packs its data in OBBs behind Epic''s DownloaderActivity, whose name/size check is
|
||||
obfuscated (its methods are renamed), so FramePort didn''t recognise it and the "skip the OBB delivery check"
|
||||
option never appeared. Detection now recognises the obfuscated predicate and frame.unreal_skip_obb_delivery
|
||||
rewrites it to pass. frame.hw_video_decode gives the game''s videos the Frame''s hardware decoder.'
|
||||
tested_version: '0.518'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
- frame.unreal_skip_obb_delivery
|
||||
updated: '2026-10-15'
|
||||
min_app: 1.2.0
|
||||
source_hint: Medal of Honor
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
|
||||
title: Munkr Funkr (The Legacy Days)
|
||||
status: works
|
||||
tested_version: '2'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 241
|
||||
source_hint: Munkrfunkr
|
||||
@@ -5,6 +5,8 @@ notes: Needed the LAUNCHER category fix.
|
||||
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
|
||||
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
|
||||
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
|
||||
sync_guard added 2026-10-11 for a vrclient xrSyncActions crash on the loading splash after the intro (GitHub
|
||||
#188; the same runtime race as Myst).
|
||||
tested_version: '1.0'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
@@ -14,10 +16,11 @@ frame:
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
sync_guard: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 4ce6e3563da131e288645f4b62a634ac98043e55bc42b7c0ad5f461207d5f53c
|
||||
updated: '2026-10-09'
|
||||
updated: '2026-10-11'
|
||||
source_hint: Robo Recall- Unplugged
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.arkio.arkio
|
||||
title: Arkio
|
||||
status: works
|
||||
notes: The quest version allows for passthrough mode
|
||||
tested_version: 2.3.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
overport_extra:
|
||||
- patch_force_passthrough
|
||||
frame:
|
||||
- frame.meta_permissions
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: e17f9b2dc56cb49b4469d81f2e075ca5953f73152804ff1a00fba0931048e103
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 266
|
||||
source_hint: com.arkio.arkio
|
||||
@@ -2,19 +2,22 @@ package: com.beatgames.beatsaber
|
||||
title: Beat Saber
|
||||
status: works
|
||||
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
|
||||
tested_version: 1.40.8_7379
|
||||
tested_version: 1.45.2_28848
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
|
||||
app: 0.6.1
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: b7976f36d39b22eb0fd9c8eb6cce204125430cd2a3e2bfab8ba5d1f7c86f0ac6
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 6
|
||||
source_hint: Beat Saber
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 210
|
||||
source_hint: beat-saber
|
||||
@@ -16,11 +16,12 @@ frame:
|
||||
adapter:
|
||||
sync_guard: 1
|
||||
surface_native: 1
|
||||
fade_quad: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
|
||||
updated: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
updated: '2026-10-13'
|
||||
min_app: 1.1.0
|
||||
source_hint: Batman- Arkham Shadow
|
||||
@@ -8,6 +8,8 @@ frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
fade_quad: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
|
||||
@@ -15,3 +17,5 @@ verified:
|
||||
overport_cli: 1.2.5
|
||||
issue: 47
|
||||
source_hint: Marvel's Iron Man VR
|
||||
updated: '2026-10-13'
|
||||
min_app: 1.1.0
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ccpgames.gunjack
|
||||
title: Gunjack
|
||||
status: works
|
||||
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls (right
|
||||
controller): trigger = fire (hold the touchpad), A = tap, stick down = reload (swipe back), stick up = special
|
||||
weapon (swipe forward), B = back.'
|
||||
details: 'Unreal Engine 4.10 NativeActivity, VrApi, GLES, OBB inside the APK (assets/main.obb.png). The bridge answers
|
||||
the game''s APK signature check with the original APK''s certificate and keeps the GLES session when Unreal leaves
|
||||
and re-enters VR after loading. Controller input goes into the game''s AInputQueue as Gear VR touchpad events.
|
||||
Runs in the headset (owner, 2026-10-12).'
|
||||
tested_version: 1.4.1
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
min_app: 0.12.1
|
||||
source_hint: Gunjack (Gear VR)
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.coatsink.augmentedempireremastered
|
||||
title: AugmentedEmpire
|
||||
status: works
|
||||
tested_version: '1.1'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: e07afd561c305493cf09efe9c869be892e475a48538dfdf617e33a0be2e6c678
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 311
|
||||
source_hint: com.coatsink.augmentedempireremastered
|
||||
@@ -4,13 +4,16 @@ tested_version: '1.4'
|
||||
source_hint: Shadow Point
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32. 64-bit conversion was researched and dropped (IL2CPP
|
||||
+ FMOD + custom rasterizer).
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Plays in the headset.
|
||||
details: 'Unity with OVRPlugin + VrApi, GLES. Needed the bridge''s vrapi_GetTrackingTransform/SetTrackingTransform
|
||||
(the game sets its floor level through them; without them the player stood below the floor). Plays in the headset
|
||||
(owner, 2026-10-14).'
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
pcvr_alternative: Rift version via Revive + SteamVR.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: ea0c0d09d2c3d8da04d165732ead64875fef7573a5739608de0de9c93654007e
|
||||
date: '2026-10-14'
|
||||
min_app: 1.2.0
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.drawandcode.TaskmasterVR
|
||||
title: Taskmaster
|
||||
status: works
|
||||
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
|
||||
grip detection - very possible that this is just the game itself though
|
||||
tested_version: 1.0.17557.29562
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
|
||||
app: 1.0.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 78
|
||||
issue: 183
|
||||
source_hint: Taskmaster VR
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.edde746.plezy
|
||||
title: Plezy
|
||||
status: issues
|
||||
notes: Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding.
|
||||
Otherwise works.
|
||||
tested_version: 2.22.0
|
||||
engine: Other
|
||||
xr: '?'
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 893ae7c01d3d7688b27cbf4e7fc1260fb617614baeaf378fe5ca0af41febc92f
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 270
|
||||
source_hint: plezy
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.fallen.affected
|
||||
title: 'AFFECTED: The Manor'
|
||||
status: issues
|
||||
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls:
|
||||
left stick = walk and strafe (the touchpad), right stick sideways = turn, stick press or A = touchpad click, right
|
||||
trigger = trigger, B = back.'
|
||||
details: 'Unity 5.6 + Mono, VrApi 1.0.4, GLES. The bridge translates its 32-bit libraries and VrApi to the 64-bit VrApi
|
||||
bridge on OpenXR. Picture and sound confirmed in the headset by the owner (2026-10-10); the controller mapping was
|
||||
reworked afterwards and is not yet confirmed.'
|
||||
tested_version: '1.52'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: AFFECTED The Manor (Gear VR)
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.farbridge.vastreaches
|
||||
title: 'Homeworld: Vast Reaches'
|
||||
status: issues
|
||||
notes: The game starts but after selecting to start a new game it seems to crash.
|
||||
tested_version: 1.2.0-25215
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 6c5cb4b56fd01d20cb854e834b1611c2b2e8f10d889585606e631104d2a9323e
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 314
|
||||
source_hint: com.farbridge.vastreaches
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.fulldivegames.majorasmaskvr
|
||||
title: Majora's Mask VR
|
||||
status: issues
|
||||
notes: Audio on the file select screen sounds crunchy. Controls may need rebinding in the game. Quest build from https://github.com/fulldivegames/Majoras-Mask-VR.
|
||||
tested_version: '0.36'
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
adapter:
|
||||
refresh_rate: 144.0
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 220096c70fb515ec7b8db1cc7a9075836b4d09f7df63026908af3c30e9fdb7e5
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 268
|
||||
source_hint: MMVR-Quest-0.36
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.greensky.swarm2
|
||||
title: Swarm 2
|
||||
status: issues
|
||||
notes: MSAA creates visible seams around edge geometry and also the skybox edge
|
||||
tested_version: '8472'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 79
|
||||
issue: 224
|
||||
source_hint: SWARM 2
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.halfbrick.fruitninjavr
|
||||
title: Fruit Ninja
|
||||
status: works
|
||||
notes: Works, launches and plays
|
||||
tested_version: 1.7.3.696775
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.hw_video_decode
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 5afd1383c6f4aab50425bea955202c74e1706a8a8ba4219689ef5b6e0c984318
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 220
|
||||
source_hint: Fruit Ninja
|
||||
@@ -1,15 +1,22 @@
|
||||
package: com.ilmxlab.tales
|
||||
title: 'Star Wars: Tales from the Galaxy''s Edge'
|
||||
status: unknown
|
||||
notes: Not working yet - after the intro logos and a loading animation the picture goes black (GitHub issue 61).
|
||||
Gets the controller fixes found for Vader Immortal (same studio) to test.
|
||||
status: works
|
||||
notes: >-
|
||||
Headset tested for GitHub issue 61: full view, loading into gameplay, both eyes, controller input and sound
|
||||
work with the splash bypass and multiview depth-size fix. Keep the main OBB and all three content/sound-bank PAKs.
|
||||
details: Unreal Engine 4 (GLES) by ILMxLAB, like Vader Immortal, but a different engine build - it has none of Vader's
|
||||
Quest-only branches (no GetQuestShaderPrecompilePercent or RPOC key map; it precompiles shaders through Unreal's
|
||||
own pipeline cache), so frame.unreal_quest_precompile/_keymap don't apply. Its seasons and Wwise banks are Meta
|
||||
platform asset files (frame.asset_files). Vader's OVRPlugin findings apply to it as well - poses asked for at
|
||||
OVRPlugin's own clock (pose_time_fix) and thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch).
|
||||
Ruled out for the black picture so far (see the diagnostics in issue 61) - asset-file paks, Valve's foveation,
|
||||
GL errors; the game's own eye image reads back black.
|
||||
Map travel stalls with the game thread waiting in FlushRenderingCommands and the render thread waiting in
|
||||
FSplash::RenderFrame_RenderThread / ovrp_WaitToBeginFrame. frame.unreal_splash_bypass lets loading finish.
|
||||
SideQuest backups with sibling apk/ and obb/ folders must include all three PAKs; old scans omitted them and
|
||||
lost sound. The scanner and library refresh recover that layout. Eye clipping came from cached Android window
|
||||
dimensions for the depth attachment (1920x1016 versus the 1728x1728 eye color texture).
|
||||
frame.unreal_multiview_depth refreshes both cached dimensions from the current eye render size; multiview and
|
||||
multisampling remain enabled. The two engine fixes check exported symbols, function sizes and instruction bytes
|
||||
before changing one instruction each; unrecognized engine builds are left unchanged.
|
||||
tested_version: 1.1.9+734762.cl.439699
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
@@ -18,10 +25,12 @@ alt_overport:
|
||||
frame:
|
||||
- frame.asset_files
|
||||
- frame.unreal_thumb_touch
|
||||
- frame.unreal_splash_bypass
|
||||
- frame.unreal_multiview_depth
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
issue: 61
|
||||
updated: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
updated: '2026-10-12'
|
||||
min_app: 1.0.4
|
||||
source_hint: Star Wars- Tales from the Galaxys Edge
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.innerspacevr.afishermanstale
|
||||
title: Fisherman
|
||||
status: issues
|
||||
notes: Loading screens have corruption, but everything works otherwise.
|
||||
tested_version: '1.087'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: c645ca6321845bd460b4ff1b8ac871e941adb26d280cccba0285e79e4a96a231
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 175
|
||||
source_hint: A Fisherman's Tale
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.nDreams.Ghostbusters
|
||||
title: 'Ghostbusters: Rise of the Ghost Lord'
|
||||
status: works
|
||||
notes: 'Needs the game''s offline mode: it is built for online play, and without a profile the player name is a random
|
||||
number. The flat loading screen floats in front of you instead of following your head, so assets can be seen loading
|
||||
in behind it.'
|
||||
tested_version: 1.325635.prod.shipping
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_ovrp_entrypoints
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 7556a78c8772aed70c38fc4781677c0900e9dfd4be085a79c421a31323af7888
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 279
|
||||
source_hint: GBRotgl
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.nextgenreality.mmrx
|
||||
title: Mini Motor Racing X
|
||||
status: works
|
||||
tested_version: 1.3.6
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: f1df011117c918794b9d9da0c5a170fc7ac7cb7ec10eddc2dd4db649d855a531
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 317
|
||||
source_hint: com.nextgenreality.mmrx
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.notdead.COMPOUNDQUEST
|
||||
title: COMPOUND
|
||||
status: works
|
||||
tested_version: 1.0.12
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 5da7aac9863412daec7ba909dcfd2d5cfa6cb5d078150011c006165058cd76bd
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 260
|
||||
source_hint: COMPOUND
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.othergate.doe
|
||||
title: Dungeons of Eternity
|
||||
status: issues
|
||||
notes: It can not connect to servers
|
||||
tested_version: '1.3'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.vivox_audio_route
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 006a53b81988f1bb088ccb0847c9e4085ee89743ed6b4d5acf161abf99e30365
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 206
|
||||
source_hint: com.othergate.doe
|
||||
@@ -1,13 +1,12 @@
|
||||
package: com.owlchemylabs.jobsimulator
|
||||
title: Job Simulator
|
||||
status: works
|
||||
notes: 'Without Lepton''s Android window: with it, the hands froze after a few seconds (GitHub #193).'
|
||||
tested_version: 1.4.0.6515
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
frame_remove:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
|
||||
@@ -16,4 +15,5 @@ verified:
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 11
|
||||
updated: '2026-10-11'
|
||||
source_hint: Job Simulator
|
||||
@@ -1,14 +1,13 @@
|
||||
package: com.owlchemylabs.vacationsimulator
|
||||
title: Vacation Simulator
|
||||
status: issues
|
||||
notes: Controllers aren't tracked (reported; not yet diagnosed).
|
||||
status: works
|
||||
notes: 'Without Lepton''s Android window: with it (or after clicking it), the hands stayed on the floor (GitHub
|
||||
#163).'
|
||||
tested_version: 1.3.0.40142
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
frame_remove:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
refresh_rate: 90.0
|
||||
@@ -20,4 +19,5 @@ verified:
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 163
|
||||
updated: '2026-10-11'
|
||||
source_hint: com.owlchemylabs.vacationsimulator
|
||||
@@ -1,12 +1,15 @@
|
||||
package: com.parkline.wander
|
||||
title: Wander
|
||||
status: works
|
||||
tested_version: '0.3569'
|
||||
notes: 0.3570 (Unity 6.5) runs out of thread keys at start without the thread-key pool (fix found by Klownicle,
|
||||
GitHub #198).
|
||||
tested_version: '0.3570'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_tls_key_pool
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
@@ -17,4 +20,5 @@ verified:
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 17
|
||||
updated: '2026-10-12'
|
||||
source_hint: Wander
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.picselica.OceanRiftFullQuest
|
||||
title: Ocean Rift
|
||||
status: works
|
||||
notes: eye tracked foveated rendering works great!
|
||||
tested_version: '2.09'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 63020505f27af3d463798679999000e2d9bc671e72913138a16171461e3c95d2
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 304
|
||||
source_hint: Ocean Rift
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.polyarc.Moss2
|
||||
title: 'Moss: Book II'
|
||||
status: works
|
||||
notes: Just played the very begining but controlls worked. Did nothing other than install it.
|
||||
tested_version: 1.0.3.149619
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 686db536ced97d8a151c82955174ec01d67987c466ecd326d3deb557d8c4fd1d
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 248
|
||||
source_hint: Moss- Book II
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.polyarc.MossGame
|
||||
title: Moss
|
||||
status: works
|
||||
notes: The initial loading image looks glitchy, but otherwise it works well.
|
||||
tested_version: 1.0.3.151047
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 4aaae261dcc67de1d04309e31c0ea17dbc980b431adc8ce1917ae72ac4f9d417
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 315
|
||||
source_hint: com.polyarc.MossGame
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.poncle.vampiresurvivorsvr
|
||||
title: Vampire Survivors
|
||||
status: works
|
||||
tested_version: 1.0.717
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 42c3c18fd6b69a79d9e337d359aa9940428b9193a9ffc3ef987571be6aa6901a
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 234
|
||||
source_hint: Vampire Survivors
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.resolutiongames.demeo
|
||||
title: Demeo
|
||||
status: works
|
||||
tested_version: 1.42.40696-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: adae217584c956e5574c5248868afdbb50a1f3ffd0609783215412d39b54e9ee
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 313
|
||||
source_hint: com.resolutiongames.demeo
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.resolutiongames.jade
|
||||
title: Battlemarked
|
||||
status: works
|
||||
tested_version: 7.2.39817-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 670c7c16ec8d85b3865b120d143143dc73387ec325feaa028320608b1f377e7d
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 312
|
||||
source_hint: com.resolutiongames.jade
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.schellgames.ieytd3
|
||||
title: IEYTD3
|
||||
status: works
|
||||
tested_version: 1.0.1.211419 (ReleaseCandidate_1.0.0_QuestStore)
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 06f901ae22f7c07a79e11fc1af6b3941a51bbc99624336d6a0939f9593f3bfa0
|
||||
app: 0.12.1.dev263
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 78
|
||||
issue: 181
|
||||
source_hint: 2026-10-08T23-57-41.310Z_211419
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.themunky.drunknbarfightQuest
|
||||
title: Drunkn Bar Fight
|
||||
status: works
|
||||
notes: Works
|
||||
tested_version: '11.00'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: a66895bf0fde60a7ccd9bea6b8b1e922650cf1692fe26c1d08bee5b5c866b8b6
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 222
|
||||
source_hint: Drunkn Bar Fight
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.viewerready.totallybaseball
|
||||
title: Totally Baseball
|
||||
status: works
|
||||
notes: Game Launches and works
|
||||
tested_version: '2.5886'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 80d53ee2c59cd1846e42a1c309bd8b0c365841d0aaea4092854fa01d2902a839
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 223
|
||||
source_hint: TOTALLY BASEBALL
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.voidroom.TeaForGodEmperor
|
||||
title: Tea For God
|
||||
status: works
|
||||
tested_version: 1.1.1
|
||||
engine: Other
|
||||
xr: OpenXR+VrApi
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 89b0b20d5a5b414604163def76b50aaed26961ac283dab08ff7eb469f5bacde6
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 295
|
||||
source_hint: Tea For God
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.vrmonkey.skyclimb
|
||||
title: MacacoVR
|
||||
status: issues
|
||||
notes: 2d loading screens are glitchy, otherwise main gameplay is fine
|
||||
tested_version: '1.1325'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 78de47cf0200a6e8e06feeef4a02da0737393b5007e71ba8f62f01dfa93cec0a
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 236
|
||||
source_hint: MacacoVR
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.wanadev.ragnarockquest
|
||||
title: Ragnarock
|
||||
status: issues
|
||||
tested_version: 2.8.0
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.bhaptics_permission
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 365f26d9a4991e2340311dfb40d14f097a066653f97fff55c632aa1876519d70
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 319
|
||||
source_hint: com.wanadev.ragnarockquest
|
||||
@@ -4,14 +4,17 @@ tested_version: 1.0.479431
|
||||
source_hint: Journey of the Gods
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32. UE4 cannot be rebuilt for arm64.
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Plays in the headset.
|
||||
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES. Needed DT_ANDROID_RELR relocations in the 32-bit
|
||||
loader (it crashed at start) and the VrApi bridge''s frame pacing: the Frame''s runtime can return from
|
||||
xrWaitFrame early, and this light game then ran at ~120 fps on a 90 Hz display, so the scene slid and snapped
|
||||
back. Plays in the headset (owner, 2026-10-14).'
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
pcvr_alternative: Rift (Meta PC) version via Revive + SteamVR.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e85141e3e9a8a3226f653d8ffbd21b44268101f3a207f56e657454a3639b3201
|
||||
date: '2026-10-14'
|
||||
min_app: 1.2.0
|
||||
@@ -0,0 +1,22 @@
|
||||
package: io.doublejack.maestro
|
||||
title: Maestro
|
||||
status: works
|
||||
tested_version: 0.0.397
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 4ca71bf4464691ab2c675fbeca1ecc5f4d34599c0a810fd3a67374c91d47f6ee
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 316
|
||||
source_hint: io.doublejack.maestro
|
||||
@@ -0,0 +1,21 @@
|
||||
package: net.mobilemischief.spunkydungeon
|
||||
title: Spunky Dungeon
|
||||
status: issues
|
||||
notes: 'Gear VR / Oculus Go game (32-bit only), runs through FramePort''s 32-bit bridge (experimental).
|
||||
Controls: left stick = walk and strafe (the touchpad), right stick sideways = turn, stick press or A = touchpad
|
||||
click, right trigger = trigger, B = back.'
|
||||
details: 'Unity 2019.2 + Mono, OVRPlugin 1.46 on VrApi 1.31, GLES, Meta Platform SDK (OVRPort''s 32-bit dispatcher).
|
||||
Played in the headset by the owner (2026-10-10): picture at 72 fps, floor-level tracking and walking work; turning
|
||||
without a stick press was added afterwards and is not yet confirmed.'
|
||||
tested_version: '1.4'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: Spunky Dungeon
|
||||
@@ -0,0 +1,24 @@
|
||||
package: pl.idreams.zombirds
|
||||
title: Shoot The Zombirds VR
|
||||
status: works
|
||||
tested_version: 1.0.2
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 2d06d1b6aac83d232e9f559c1cd3188642e7a34ef515605763ee7afa04730156
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 259
|
||||
source_hint: Shoot The Zombirds
|
||||
@@ -1,11 +1,16 @@
|
||||
package: quest.eleven.forfunlabs
|
||||
title: Eleven Table Tennis
|
||||
status: unsupported
|
||||
notes: Stops at the splash screen. The game needs Meta's online services after start, which aren't available on
|
||||
the Frame.
|
||||
status: works
|
||||
notes: Works great for me, tried the tutorial and an online match. Quest 2 apk.
|
||||
tested_version: 0.436.37_2026.9.4.18.35.33.415
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
pcvr_alternative: The PC VR (Rift) version works on the Frame through FramePort.
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
issue: 160
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: f4d996db1c913639f8b981bf87834e053ee2d9267383da3c1a8372ba755e5ac8
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 267
|
||||
source_hint: quest.eleven.forfunlabs
|
||||
@@ -0,0 +1,25 @@
|
||||
package: xyz.TheAviary.Vermillion
|
||||
title: Vermillion
|
||||
status: issues
|
||||
notes: Runs. The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in
|
||||
front of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub
|
||||
#200). Not yet confirmed in the headset with this patch.
|
||||
tested_version: 1.7.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.vermillion_scene_canvas
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
app: 1.0.1
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 200
|
||||
updated: '2026-10-12'
|
||||
source_hint: Vermillion - VR Painting
|
||||
+236
-7
@@ -6,6 +6,36 @@
|
||||
# with diagnostics. Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
|
||||
# Sources: every failure we hit porting 34 games to the Steam Frame (see docs/PLAYBOOK.md).
|
||||
signatures:
|
||||
- id: meta-asset-status-error
|
||||
pattern: 'Asset status error\s+\(code 100\)'
|
||||
severity: error
|
||||
diagnosis: A DLC manager reports a Meta asset-file status error after VR starts (e.g. PixelRipped 1995). The asset-file check failed; the log does not identify the native call or asset ID. Try the experimental asset-file bypass (empty list, installed status with no file path); this does not supply DLC and has not been verified in the game.
|
||||
suggest: [frame.asset_files_stub]
|
||||
- id: lua-lightuserdata-pointer
|
||||
pattern: 'bad light userdata pointer'
|
||||
severity: fatal
|
||||
diagnosis: The Lua runtime rejected a pointer outside its supported address range. In the verified older xLua build, valid wider Frame pointers trigger this failure; a scoped compatible engine is available. For other builds, inspect the rejected pointer before assuming this cause.
|
||||
suggest: [frame.luajit_pointers]
|
||||
supersedes: [native-crash]
|
||||
- id: lua-startup-exit
|
||||
pattern: '(?s)\A(?=.*libxlua\.so[^\r\n]*lj_err_throw)(?=.*(?:__cxa_finalize|exit\+\d+))(?=.*(?:Fatal signal 6|FORTIFY:))'
|
||||
severity: error
|
||||
diagnosis: An uncaught Lua error triggered process exit, followed by a crash during Unity cleanup. The mutex failure is secondary; capture the original Lua error before choosing a fix. This stack alone does not identify a pointer-range problem.
|
||||
suggest: []
|
||||
supersedes: [native-crash]
|
||||
- id: vrapi-frame-rejected
|
||||
pattern: 'OVRPortVrApi:\s+Unsupported frame flags or swap interval'
|
||||
severity: fatal
|
||||
diagnosis: The VrApi bridge rejected the game's frame options, so no picture reaches the headset even though frame pacing can appear in the log. Rebuild and reinstall with the updated bridge; it accepts the old texture-density debug flag used by The Climb (GitHub #238). Other unsupported options are logged with their flags and swap interval.
|
||||
suggest: [frame.vrapi_bridge]
|
||||
- id: foveation-instance-skipped
|
||||
pattern: 'fdm_injection_CreateInstance: skipped'
|
||||
severity: info
|
||||
diagnosis: Valve's foveation layer skipped a Vulkan instance. This may be a helper instance; it does not prove
|
||||
that every game render pass lacks foveation. Compare with instance-created and render-pass diagnostics.
|
||||
For a compatible renderer, Customize > Eye-tracked foveation > Eye-tracked explicitly enables injection.
|
||||
Verify image quality and GPU time before retaining it; a loaded layer alone is not proof of active foveation.
|
||||
suggest: []
|
||||
- id: no-launcher
|
||||
pattern: 'APP_ACTIVITY is empty'
|
||||
severity: fatal
|
||||
@@ -19,8 +49,8 @@ signatures:
|
||||
- id: no-arm64
|
||||
pattern: 'INSTALL_FAILED_NO_MATCHING_ABIS'
|
||||
severity: fatal
|
||||
diagnosis: This game is 32-bit only and can't run on the Frame (no AArch32). Use the PC (Rift) version through Revive.
|
||||
suggest: []
|
||||
diagnosis: 32-bit-only APK (e.g. a Gear VR or Oculus Go game). The Steam Frame has no 32-bit ARM support; FramePort's 32-bit bridge translates the game (experimental).
|
||||
suggest: [frame.a32_bridge]
|
||||
- id: android-too-new
|
||||
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
|
||||
severity: fatal
|
||||
@@ -41,6 +71,17 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: The game's graphics crashed a few seconds after start. Its render thread jumped to address 0x10000 in the Frame's GL driver (Mesa/Zink), which reads past a render-pass cache when a game uses multisampled render-to-texture (Unreal's mobile MSAA, for example Star Wars Pinball VR); the GL shim hides that extension.
|
||||
suggest: [frame.unreal_gl_shim, frame.unity_gl_shim]
|
||||
- id: unreal-splash-frame-stall
|
||||
pattern: '(?s)\A(?=.*CSxrSession::WaitFrame)(?=.*FSplash::RenderFrame_RenderThread)(?=.*FlushRenderingCommands)'
|
||||
severity: error
|
||||
diagnosis: Unreal's map loading waits for rendering while its separate Oculus splash waits for an unbegun VR frame (Tales from the Galaxy's Edge, issue 61). Bypass the splash renderer to let loading finish; the last image stays visible during loading.
|
||||
suggest: [frame.unreal_splash_bypass]
|
||||
# Attachment sizes captured by the issue 61 GL diagnostic probe, not ordinary launch logs.
|
||||
- id: unreal-multiview-depth-size
|
||||
pattern: '(?s)\A(?=.*ViewLog[^\n]*attachment 8ce0[^\n]*renderbuffer=1728x1728)(?=.*ViewLog[^\n]*attachment 8d00[^\n]*renderbuffer=1920x10(?:16|20))'
|
||||
severity: warning
|
||||
diagnosis: The measured multiview depth attachment keeps the initial Android window dimensions and clips the taller eye color target (Tales from the Galaxy's Edge, issue 61). Refresh Unreal's cached depth dimensions from its eye render size; menu panels use separate layers and remain intact.
|
||||
suggest: [frame.unreal_multiview_depth]
|
||||
- id: pac-unpaired
|
||||
pattern: 'ILL_ILLOPN\), fault addr 0x[0-9a-f]+ \(\*pc=0xd50323bf\)'
|
||||
severity: fatal
|
||||
@@ -50,7 +91,7 @@ signatures:
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ .*faces=6 .*result=-\d+'
|
||||
unless: 'cube_standin: runtime refused'
|
||||
severity: fatal
|
||||
diagnosis: The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have. OVRPlugin goes on without images and crashes in ovrp_EndFrame4 (Unity's render thread SIGSEGV in memset, for example Budget Cuts Ultimate). FrameBridge from FramePort 0.12 serves such swapchains itself and drops their cube layers (cube_standin, GLES games) - rebuild and reinstall the game.
|
||||
diagnosis: The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have. OVRPlugin goes on without images and crashes in ovrp_EndFrame4 (Unity's render thread SIGSEGV in memset, for example Budget Cuts Ultimate). FrameBridge from FramePort 0.12 serves such swapchains itself and drops their cube layers (cube_standin, GLES games); rebuild and reinstall a GLES game to try this workaround. For a Vulkan game, the current build cannot stand in for the cube swapchain yet.
|
||||
suggest: [frame.adapter]
|
||||
supersedes: [unity-render-crash, native-crash]
|
||||
- id: swapchain-rect-invalid
|
||||
@@ -58,6 +99,11 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames; FrameBridge from FramePort 0.11.0 clamps the rects, so rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
- id: cylinder-menu-layers-rejected
|
||||
pattern: 'xrEndFrame failed -16\b'
|
||||
severity: error
|
||||
diagnosis: The game draws a curved (cylinder) screen to each eye separately (for example the Doom3Quest / PreyVR menu). The Frame's runtime has no cylinder layers, so FrameBridge shows each as flat quad strips; a per-eye pair makes too many quad layers for one frame and the runtime rejects the whole frame (XR_ERROR_LAYER_INVALID), leaving the menu black while the game runs. FrameBridge from this build shows the left eye's strips to both eyes to halve the count; rebuild and reinstall the game to try it.
|
||||
suggest: [frame.adapter]
|
||||
- id: missing-ovr-symbol
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovr[A-Z][A-Za-z0-9]*_ToString)'
|
||||
severity: fatal
|
||||
@@ -227,6 +273,7 @@ signatures:
|
||||
supersedes: [direct-vrapi, native-crash]
|
||||
- id: direct-vrapi
|
||||
pattern: '(?<!called before )vrapi_Initialize|VrApi.*not supported|libvrapi\.so.*(not found|failed)'
|
||||
unless: 'a32bridge: ' # a 32-bit game on the a32 bridge: it translates VrApi itself
|
||||
severity: warning
|
||||
diagnosis: The game uses Meta's VrApi directly and needs the VrApi bridge.
|
||||
suggest: [frame.vrapi_bridge]
|
||||
@@ -308,6 +355,28 @@ signatures:
|
||||
diagnosis: The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR). The patch makes Vivox's audio-route check return early (voice chat keeps the default route).
|
||||
suggest: [frame.vivox_audio_route]
|
||||
supersedes: [java-crash]
|
||||
- id: lepton-data-link-failed
|
||||
pattern: "ln: cannot create symbolic link from '[^']*' to '/data/data/|Couldn't create directory for SharedPreferences file /data/user/0/"
|
||||
severity: fatal
|
||||
diagnosis: The game has no internal storage (saves, settings) inside Lepton. Usually its folder's path has a space (a microSD card named for example "Steam Frame 512g"), which Lepton's own scripts can't handle; FramePort's launcher (agent 83 and newer) gives Lepton a path without spaces. Connect FramePort once so the launcher is updated, then start the game again.
|
||||
report: true
|
||||
supersedes: [java-crash, native-crash]
|
||||
- id: bhaptics-permission-prompt
|
||||
pattern: 'GrantPermissionsActivity: Permission grant result .*permission=android\.permission\.BLUETOOTH_CONNECT'
|
||||
severity: error
|
||||
diagnosis: The game asked for Android 12's Bluetooth permission (bHaptics' vest SDK, for example Yupitergrad). Lepton runs Android 11, so Android's permission screen opens for a moment, the game is paused, and Meta's OVRPlugin may stop drawing (a frozen loading screen). The patch makes that request return at once.
|
||||
suggest: [frame.bhaptics_permission]
|
||||
- id: eos-keychain-loop
|
||||
pattern: 'LogEos: Resetting EOS SDK keychain: Failed to create'
|
||||
severity: error
|
||||
diagnosis: Epic Online Services can't save its login keychain and retries without end (a start that never finishes, 100 % CPU). The usual cause is missing internal storage (see lepton-data-link-failed); the patch stops the loop, and EOS then reports the failure to the game once.
|
||||
suggest: [frame.eos_keychain_loop]
|
||||
- id: pthread-keys-exhausted
|
||||
pattern: 'cannot create thread specific key'
|
||||
severity: fatal
|
||||
diagnosis: The game ran out of thread keys (Android allows 128 per process; Unity 6 plus large native libraries such as Firebase or Gecko, and the Frame's own graphics/OpenXR libraries, use them up), so a library aborted at start (for example Wander in Firebase's Firestore). The patch lets Unity's keys without a clean-up function share one real key.
|
||||
suggest: [frame.unity_tls_key_pool]
|
||||
supersedes: [native-crash]
|
||||
- id: unreal-obb-check-stuck
|
||||
pattern: 'Displayed \S+/\S*DownloaderActivity\b'
|
||||
# the downloader returned (the engine's main init resumed, OpenXR started) or the game crashed (its own finding)
|
||||
@@ -317,10 +386,19 @@ signatures:
|
||||
The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never
|
||||
starts VR (for example Contractors, GitHub #159). Unreal checks that the data file (.obb) has the name and size
|
||||
this APK expects, and with bVerifyOBBOnStartUp it also reads the whole file to check it; a failed check waits
|
||||
on an error screen. "Unreal - start without the OBB check" skips the content check. If the game still stops
|
||||
here, the OBB doesn't match this APK version - copy the APK and the OBB from the same install, add the game
|
||||
again and reinstall.
|
||||
suggest: [frame.unreal_skip_obb_check]
|
||||
on an error screen. "Unreal: start without the OBB check" (frame.unreal_skip_obb_check) skips only the CRC content check and applies only when the APK enables bVerifyOBBOnStartUp. Copy the APK and OBB
|
||||
from the same install, add the game again and reinstall.
|
||||
If the downloader still appears with bVerifyOBBOnStartUp=false (already disabled in the APK or by the skip patch), try
|
||||
"Unreal: skip the OBB delivery check" (frame.unreal_skip_obb_delivery), an experimental bypass of the separate Java name and size gate
|
||||
(e.g. Into The Radius, GitHub #283). An external-storage path or visibility failure can reject an uploaded
|
||||
OBB; neither option is a guaranteed fix, and the native engine still needs complete, matching, readable data.
|
||||
suggest: [frame.unreal_skip_obb_check, frame.unreal_skip_obb_delivery]
|
||||
- id: tbxr-fdm-shutdown-crash
|
||||
pattern: '(?s)\A(?=.*Fatal signal 11)(?=.*fdm_injection_xrDestroySwapchain)(?=.*TBXR_LeaveVR)'
|
||||
severity: error
|
||||
diagnosis: The game crashed while leaving VR, inside Valve's foveation layer when it destroys a swapchain (for example Lambda1VR). This can happen after manually quitting; it is not a startup crash and does not explain distorted geometry seen before quitting.
|
||||
suggest: []
|
||||
supersedes: [native-crash]
|
||||
- id: native-crash
|
||||
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
|
||||
severity: fatal
|
||||
@@ -358,6 +436,11 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: The game can't read its own data files (OBB/data folder) - they are incomplete or from another version of the game than the APK. Copy the whole data folder again from the same install as the APK, add the game again and reinstall.
|
||||
suggest: []
|
||||
- id: fmod-bank-missing
|
||||
pattern: 'Error loading FMOD bank "/(sdcard|storage/emulated/\d+)/Android/obb/[^"\r\n]+\.bank": (ERROR|ERR_[A-Z_]+)\b'
|
||||
severity: fatal
|
||||
diagnosis: The game can't load its external sound banks, so it may show a file-loading error even while rendering frames. Copy the whole obb folder from the same backup as the APK, including the .bank files (not just .obb files). Keep apk/ and obb/ beside each other, add the backup folder again and reinstall.
|
||||
suggest: []
|
||||
- id: permission-denied-save
|
||||
pattern: 'Permission denied.*(Android/data|/sdcard)|EACCES.*Android/data'
|
||||
severity: warning
|
||||
@@ -463,6 +546,12 @@ signatures:
|
||||
severity: error
|
||||
diagnosis: The game can't write to a folder it created, so it may quit at start (for example SUPERHOT's cloud/data, mode 1700). FramePort's launcher (agent 41 or newer) gives such folders owner and group write permission before and during every launch; reinstall the game to get the new launcher. A folder the game creates and checks in the same moment on its very first start can't be repaired in time, so start the game again.
|
||||
suggest: []
|
||||
- id: startup-save-permission
|
||||
pattern: '(?s)UnauthorizedAccessException: Access to the path "/(?:sdcard|storage/emulated/0)/Android/data/[^"\r\n]+/files/cloud/data" is denied\.[^\n]*(?:\n[^\n]*){0,25}?StartupLoading\+<Start>'
|
||||
severity: fatal
|
||||
diagnosis: The startup routine stopped because it couldn't create the cloud-save directory, so the game stays on its loading screen even while rendering frames (Jurassic World Aftermath). The launcher's permission repair happens after this first-start error; close the game and start it again without uninstalling. Agent 84 prepares the cloud-save directory before startup to avoid this race on fresh installs.
|
||||
suggest: []
|
||||
supersedes: [save-folder-permission]
|
||||
- id: surface-swapchain-emulated
|
||||
pattern: 'surface_emul: emulated Android surface swapchain'
|
||||
severity: info
|
||||
@@ -481,7 +570,147 @@ signatures:
|
||||
the video was decoded in software instead, which is slow for 4K/8K. Turn off hardware video decoding in Steam's
|
||||
settings, restart Steam, then start the game again.
|
||||
suggest: []
|
||||
# ---- Quest games on this PC (AXRB, docs/PC_ANDROID.md): AXRB's host.err/session.json + guest log
|
||||
- id: axrb-no-headset
|
||||
kind: axrb
|
||||
pattern: 'failed to find D3D11 adapter requested by OpenXR runtime|xrCreateInstance failed: XR_ERROR_RUNTIME_FAILURE'
|
||||
severity: fatal
|
||||
diagnosis: The PC's OpenXR runtime (SteamVR) has no headset to show the game on, so AXRB's bridge couldn't open its VR session. Connect the headset (Steam Link / cable) and let SteamVR show it before starting the game.
|
||||
suggest: []
|
||||
- id: axrb-host-not-ready
|
||||
kind: axrb
|
||||
pattern: 'Host pose server did not become ready|Host failed to start'
|
||||
severity: fatal
|
||||
diagnosis: AXRB's Windows bridge (axrb-host-bridge.exe) didn't start, so the game was never launched. Its reason is in host.err (diagnostics); a missing headset is the usual one.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-gfxstream-crash
|
||||
kind: axrb
|
||||
pattern: 'vulkan\.ranchu\.so \(gfxstream::vk::'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed inside the Android emulator's Vulkan driver (gfxstream), reached through AXRB's runtime layer (e.g. Pinball FX VR at its first Vulkan allocations). That's AXRB's GPU path, not FramePort's build - report it to AXRB with the diagnostics.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-translation-crash
|
||||
kind: axrb
|
||||
pattern: 'libndk_translation\.so \(berberis::|DEBUG\s*:.*#00 pc \S+\s+/system/lib64/libndk_translation\.so'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed in Android's ARM translation (libndk_translation), which runs Quest games' arm64 code on the PC's x86 CPU (known for some Unity games, AXRB issue #9). Nothing to patch in the game; AXRB plans another translator.
|
||||
suggest: []
|
||||
# AXRB's direct mode (axrb-direct.exe, no emulator): direct.log lines are "<s> <tid> E/<tag>: ..." from the runner
|
||||
# and "E/<tag>(<tid>): ..." from the game's Android log; direct.out has AppProcess's AXRB_AOSP_* lines
|
||||
- id: axrb-direct-incomplete
|
||||
kind: axrb
|
||||
pattern: 'Direct mode installation is incomplete|Direct mode is missing |AXRB Direct is incomplete|Preparing the AOSP application failed'
|
||||
severity: fatal
|
||||
diagnosis: AXRB's direct mode is missing part of itself or of its Android system root, so the game was never started. Reinstall AXRB-Emulatorless (or rebuild the local build FRAMEPORT_AXRB_DIRECT_DIR points at), then `frameport pc install-axrb --backend direct` sets the system root up again.
|
||||
suggest: []
|
||||
- id: axrb-direct-no-vulkan
|
||||
kind: axrb
|
||||
pattern: 'vulkan-1\.dll is not installed|E/vulkan: \S+ is not available on the host'
|
||||
severity: fatal
|
||||
diagnosis: AXRB's direct mode found no usable Vulkan driver on this PC (or the driver lacks a function the game calls). Install the graphics card's current driver.
|
||||
suggest: []
|
||||
- id: axrb-direct-no-gles
|
||||
kind: axrb
|
||||
pattern: 'eglInitialize\b.*(?:fail|0x3008)|Failed to initiali[sz]e EGL|Unable to initiali[sz]e (?:EGL|the OpenGL)|EGL_BAD_DISPLAY|Unable to retrieve the default EGL display'
|
||||
# Unreal Vulkan builds probe EGL at start too (eglInitialize -> EGL_BAD_DISPLAY in direct mode), then create
|
||||
# their Vulkan device: only a session without one is a GLES game (Deadpool VR, 2026-10-15)
|
||||
# ... and one that died first on something AXRB's direct mode lacks (a dialog window, a framework call) never
|
||||
# got that far: that is the blocker, not EGL (Of Lies and Rain, NOPE CHALLENGE, 2026-10-16)
|
||||
unless: '(?m)I/vulkan: vkCreateDevice\(.*\) = 0$|UnsupportedOperationException: addToDisplayAsUser|^AXRB_SERVICE_UNIMPLEMENTED '
|
||||
severity: fatal
|
||||
diagnosis: The game draws with OpenGL ES, and AXRB's direct mode only has a Vulkan renderer. Install it for AXRB's emulator instead (the "AXRB mode on this PC" option, pc.axrb_backend backend=emulator, or `frameport install <game> --to pc --axrb-backend emulator`).
|
||||
suggest: []
|
||||
- id: axrb-direct-no-native-window
|
||||
kind: axrb
|
||||
pattern: '(?m)^AXRB_AOSP_HOST_SURFACES 0'
|
||||
unless: 'APP_CMD_INIT_WINDOW|AXRB_AOSP_TAKEN_SURFACE|AXRB\.Space|session state='
|
||||
severity: warning
|
||||
diagnosis: The game's activity got no window in AXRB's direct mode. NativeActivity games (CryEngine, other own engines) take their surface with Window.takeSurface, which AXRB's direct mode doesn't serve yet (it only hands SurfaceViews one), so they wait for APP_CMD_INIT_WINDOW forever and never start VR (The Climb 2 stopped after "Loading plug-in CryHTTP"). That's AXRB's side; AXRB's emulator may run the game.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-vulkan-extensions
|
||||
kind: axrb
|
||||
pattern: 'Renderer initialization[\s\S]{0,600}?CrySystem initialization failed'
|
||||
unless: 'fp_vkext: listing'
|
||||
severity: fatal
|
||||
diagnosis: CryEngine found its Vulkan device without extensions every Quest has (VK_EXT_fragment_density_map, Android's external memory) and gave up before creating it; the PC's graphics driver doesn't have them. "Vulkan - list Android's external-memory extensions (this PC)" lists them for the game in builds for this PC, and AXRB leaves them out again when the device is created.
|
||||
suggest: [frame.vk_android_extensions]
|
||||
- id: axrb-direct-unhandled-instruction
|
||||
kind: axrb
|
||||
pattern: 'fatal signal 4 \(SIGILL\)|unhandled synchronous signal 4 '
|
||||
severity: fatal
|
||||
diagnosis: AXRB's direct mode met an arm64 instruction its translator can't run (Dynarmic, or Digitalis when chosen) and the game stopped. That's AXRB's side - report it to AXRB with the diagnostics (direct.log has the instruction's address); the other translator (pc.axrb_backend translator=digitalis / dynarmic) or AXRB's emulator may get further.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-guest-crash
|
||||
kind: axrb
|
||||
pattern: 'E/cpu: thread \d+ \(.*\): fatal signal (?:5|6|7|11) '
|
||||
severity: fatal
|
||||
diagnosis: The game's own arm64 code crashed in AXRB's direct mode (a SIGSEGV/SIGBUS/SIGABRT, or the SIGTRAP Unity raises on a fatal error; direct.log has the backtrace by library). Often a missing Android service or a translation bug rather than the game; try the other translator (pc.axrb_backend translator=digitalis) or AXRB's emulator, and report it to AXRB with the diagnostics.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-host-fault
|
||||
kind: axrb
|
||||
pattern: 'E/host-fault: |E/fatal: '
|
||||
severity: fatal
|
||||
diagnosis: axrb-direct.exe itself crashed (its translator or Linux/Binder layer, not the game). That's AXRB's side - report it to AXRB with the diagnostics.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-dialog-window
|
||||
kind: axrb
|
||||
pattern: 'UnsupportedOperationException: addToDisplayAsUser'
|
||||
severity: fatal
|
||||
diagnosis: The game opened a second Android window (a Dialog, for example Unreal's message box or a Unity plugin's dialog) and AXRB's direct mode can only show the game's own activity, so the game stopped ("Adding window failed"). Seen with Medieval Dynasty, Under Cover and Of Lies and Rain. That's AXRB's side; AXRB's emulator shows dialogs, so `--axrb-backend emulator` may get further (Vulkan games there go through gfxstream).
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-unimplemented-service
|
||||
kind: axrb
|
||||
pattern: '(?m)^AXRB_SERVICE_UNIMPLEMENTED \S+'
|
||||
severity: error
|
||||
diagnosis: The game (or a library in it, often Google Play services) called an Android framework service function AXRB's direct mode doesn't implement yet (the line names it, e.g. IActivityManager.getMyMemoryState for NOPE CHALLENGE); the call throws, and an uncaught one ends the game. That's AXRB's side - report it to AXRB with the diagnostics; AXRB's emulator has the full framework.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: axrb-direct-java-crash
|
||||
kind: axrb
|
||||
pattern: 'E/app: the application crashed|FATAL EXCEPTION: |Runtime aborting|JNI DETECTED ERROR IN APPLICATION'
|
||||
severity: fatal
|
||||
diagnosis: The game's Java side (or Android's ART runtime under it) ended with an uncaught exception or an abort in AXRB's direct mode. direct.log / direct.err have the stack; a framework service AXRB's direct mode doesn't provide yet (Meta/Play services, account, DRM) is the usual cause.
|
||||
suggest: []
|
||||
- id: axrb-direct-missing-function
|
||||
kind: axrb
|
||||
pattern: 'guest called unknown host function|unimplemented JNI function|call to unregistered host function'
|
||||
severity: error
|
||||
diagnosis: The game called an Android/JNI function AXRB's direct mode doesn't implement yet; it may fail right after. Report it to AXRB with the diagnostics.
|
||||
suggest: []
|
||||
- id: axrb-direct-unsupported-syscall
|
||||
kind: axrb
|
||||
pattern: 'W/syscall: unimplemented syscall|W/binder: unsupported (?:command|ioctl|object type)|execve\(.*\) refused: one process image only'
|
||||
severity: warning
|
||||
diagnosis: The game asked for a Linux system call or Binder feature (or a second process) AXRB's direct mode doesn't provide. Often harmless; when the game then fails, it's the first thing to report to AXRB.
|
||||
suggest: []
|
||||
- id: axrb-direct-slow-stop
|
||||
kind: axrb
|
||||
pattern: 'the game did not close within 25 seconds'
|
||||
severity: info
|
||||
diagnosis: The game didn't finish its activity shutdown when the session ended, so AXRB stopped it; anything it hadn't saved yet may be lost.
|
||||
suggest: []
|
||||
# Launch tests run without a worn headset. Some parts give up on tracking after a while and end the VR session; what
|
||||
# the game does after that (often a crash in the GPU driver while its renderer tears down) never happens in the
|
||||
# headset. In a launch test that already had paced frames before such a line, a later exit or crash still passes,
|
||||
# with a note (finding `headless-end`). Play sessions ignore this list.
|
||||
headless_end:
|
||||
- label: the VrApi bridge's 30 s tracking deadline
|
||||
pattern: 'EnterVrMode: no tracked head pose before deadline'
|
||||
milestones: # progress markers, in order; the furthest one reached is reported
|
||||
- {id: axrb-host, kind: axrb, pattern: 'AXRB TCP: listening', label: AXRB bridge started}
|
||||
- {id: axrb-direct-art, kind: axrb, pattern: '(?m)^AXRB_AOSP_BOOTSTRAP', label: Android runtime (ART) started (direct mode)}
|
||||
- {id: axrb-direct-activity, kind: axrb, pattern: '(?m)^AXRB_AOSP_ACTIVITY_CREATED ', label: Game activity created (direct mode)}
|
||||
- {id: axrb-runtime, kind: axrb, pattern: 'AXRB\.PoseClient|Got runtime: package: com\.axrb\.openxrruntime', label: AXRB's OpenXR runtime loaded}
|
||||
- {id: axrb-instance, kind: axrb, pattern: 'xrCreateInstance\(\) succeeded|LoaderInstance::CreateInstance succeeded', label: OpenXR instance created}
|
||||
- {id: axrb-direct-vulkan, kind: axrb, pattern: '(?m)I/vulkan: vkCreateDevice\(.*\) = 0$', label: Vulkan device created on the PC's GPU (direct mode)}
|
||||
- {id: axrb-frames, kind: axrb, pattern: 'AXRB\.Perf end-frame', label: Submitting frames}
|
||||
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
|
||||
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
|
||||
- {id: pcvr-inject, kind: pcvr, pattern: 'Succesfully injected|Successfully injected', label: Revive injected into the game}
|
||||
|
||||
@@ -11,10 +11,11 @@ Got a game working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-pro
|
||||
| Kind of game | On the Steam Frame |
|
||||
|---|---|
|
||||
| Quest games | Converted to OpenXR (the VR standard the Frame uses) by OVRPort and patched; they run in Lepton, Valve's Android runtime |
|
||||
| 32-bit Gear VR, Oculus Go and early Quest games | Run through FramePort's 32-bit bridge (experimental): it translates the game's 32-bit code inside the app; the Frame's right controller acts as the Gear VR / Go controller |
|
||||
| Other Android VR apps using OpenXR (for example Pico builds) | Converted the same way; the other headset's own features and store services aren't available |
|
||||
| Android apps without VR | Installed unchanged and shown as a window in the headset |
|
||||
| PC VR games | On the Frame through Proton (experimental), or on your PC and streamed to the Frame: see [PC VR games](INSTALL.md#pc-vr-games) |
|
||||
| Can't run | 32-bit-only or x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
|
||||
| Can't run | x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
|
||||
|
||||
Automatic launch tests show that a game starts; only the headset shows whether it looks right.
|
||||
|
||||
|
||||
@@ -23,6 +23,9 @@ manifest.json versions (app, agent, tools, SteamOS build, Proton)
|
||||
app/app.log the app's log (<data>/logs/app.log, rotated 2 MB × 3)
|
||||
app/jobs/*.log saved GUI job logs (<data>/logs/jobs, last 30): build, install, test, ...
|
||||
app/settings.json library settings, catalog sources
|
||||
app/display.json Flet/Flutter versions and last window state; on native Windows, display layout,
|
||||
resolution, refresh rate, GPU driver metadata and up to 60 recent display/device
|
||||
System event records (last 30 minutes; timestamps, providers and IDs only)
|
||||
frame/info.json agent `info` (SteamOS build, Lepton, Proton, installed games, kernel keys)
|
||||
frame/host.json OpenXR runtime + explicit layers, podman containers, containers.conf, uptime
|
||||
frame/XRService-*.log the Frame's OpenXR runtime (SteamVR XRService) log, newest
|
||||
@@ -57,6 +60,12 @@ after the logs were cut); OpenGL ES (no index): the newest modules (by time writ
|
||||
the kernel's `hangcheck detected gpu lockup` line (this-boot-kernel.txt). All modules stay in the game's storage on
|
||||
the Frame (`Android/data/<pkg>/files/fp_vk_shaders/`, Files tab → the game's storage).
|
||||
|
||||
Display queries run only while collecting logs. The Windows event query has a five-second timeout and runs without
|
||||
a console window; the result distinguishes no matching events from a failed or timed-out query. Window visibility,
|
||||
focus and completed move/resize events are recorded in `app.log`, with UTC timestamps for comparison with Windows
|
||||
events. There is no display polling loop or change to display settings. Empty System event results do not rule out
|
||||
a rendering or monitor-link problem.
|
||||
|
||||
## Redaction
|
||||
`diag/redact.py` runs on every file and on the issue text.
|
||||
- **Exact values:** the data dir → `<data>`, home dirs → `<home>`, user names → `<user>`, PC and Frame host names and
|
||||
|
||||
+144
-4
@@ -55,10 +55,150 @@ AXRB/ ← AXRB's download folder (Downloads/AX
|
||||
- **Several backups of one game:** FramePort uses the newest one. To use another, scan just that backup's folder.
|
||||
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are converted for AXRB's PC runtime and lack the game's data, so
|
||||
FramePort skips them and, on the next scan, replaces a game that was added from one with the original download.
|
||||
- **AXRB export ZIPs:** unzip first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort finds
|
||||
as is.
|
||||
- **The game page says the data file (.obb) is missing** although you have one: the backup didn't include it (copy
|
||||
- **AXRB export ZIPs:** unpack them first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort
|
||||
finds as is.
|
||||
- **"Game data (.obb) is missing" on the game's page** although you have the file: the backup didn't include it (copy
|
||||
the game's `Android/obb/<package>` folder from the Quest with SideQuest), or it sits in a folder FramePort doesn't
|
||||
look in. Then use the layout in the previous answer.
|
||||
- **The game starts and stops at once (Steam shows Resume):** add the game again from its original download or
|
||||
backup, click **Update on Frame**, then **Report a problem…** on its page if it still stops.
|
||||
backup, click **Update on Frame**, then report it (last answer on this page) if it still stops.
|
||||
|
||||
## Where are a game's settings in FramePort?
|
||||
|
||||
Every game has three places; the answers below refer to them.
|
||||
|
||||
- **Game settings:** right-click the game in the **Library** → **Game settings…**. Sharpness, refresh rate,
|
||||
controllers, menus and more, in plain words. Changes apply the next time the game starts.
|
||||
- **Patches:** click the game in the **Library** to open its page, then **Customize** (in the **Patches** section).
|
||||
Turn a patch on or off, then click **Update on Frame** at the top of the page.
|
||||
- **The game's menu:** the **…** button at the top of its page (or right-click in the Library → **More actions…**).
|
||||
It has **Reset to suggested recipe…** and **Report a problem…**, among others.
|
||||
|
||||
The sidebar has two tabs for troubleshooting: **Monitor** (the running game's frame rate, CPU and graphics) and
|
||||
**Files** (each installed game's storage on the Frame, under **Game storage**).
|
||||
|
||||
## A game doesn't work right. Where do I start?
|
||||
|
||||
1. **Update FramePort** (it offers updates itself; Settings → Updates), then open the game's page: if it shows
|
||||
**Update on Frame**, click it. Recipes and patches improve often.
|
||||
2. **Read the game's page.** The last launch test and your last play session (**Last session**) leave their result
|
||||
there, often with a suggested patch or setting and a button that applies it. Try that first.
|
||||
3. **Changed patches yourself?** The game's menu → **Reset to suggested recipe…** brings back the tested ones.
|
||||
4. **Find your symptom below.** Each answer says how to tell what's wrong and what to do.
|
||||
5. **Still stuck?** Report it (last answer on this page).
|
||||
|
||||
## The game doesn't start, or stops right away
|
||||
|
||||
How to tell: the game's page shows the last launch test's result (**Last launch test:** …) with an explanation, and
|
||||
Steam returns to **Play** or **Resume** within seconds.
|
||||
|
||||
- **"Game data (.obb) is missing"** on the game's page: FramePort didn't find the game's data files, so they never
|
||||
reached the Frame.
|
||||
1. Find the game's `.obb` files (named like `main.<version>.<package>.obb`).
|
||||
2. Put them in a folder named exactly the package name (shown in the file names) next to the game's APK, as in the
|
||||
first answer on this page.
|
||||
3. Library → **Add games** → **Scan a folder…** and pick the game's folder.
|
||||
4. Open the game's page and click **Update on Frame**.
|
||||
- **"Lepton didn't start the game this time"**, or it failed only on the first start after an install: click **Play**
|
||||
again.
|
||||
- **"This game is 32-bit only"**: the Frame can't run 32-bit apps, and no patch changes that. Look for a PC VR version
|
||||
of the game.
|
||||
- **"The game quit itself right after starting"**: open the game's page and click **Update on Frame** so the suggested
|
||||
patches apply (many games check for a Quest at start, and a patch removes that).
|
||||
- **Nothing like that, or it still fails:** report it.
|
||||
|
||||
## It hangs on a logo, a black screen or a loading screen
|
||||
|
||||
How to tell what it's doing: leave it running and open **Monitor** in FramePort's sidebar.
|
||||
|
||||
- **CPU or graphics busy:** it's still working, often preparing its shaders on the first start. Wait up to 10 minutes
|
||||
once; the next start is quicker.
|
||||
- **CPU and graphics near zero:** it's stuck waiting for something. While it still hangs, open the game's menu →
|
||||
**Report a problem…** and save the diagnostics: that zip shows what each of the game's threads waits for (FramePort
|
||||
1.0.1 and newer), which a zip saved after quitting can't. Attach it to the report.
|
||||
- **The game starts with a video** and hangs at its logo: game page → **Customize** → turn off **Hardware video
|
||||
decoding** → **Update on Frame**, and try again.
|
||||
|
||||
## The picture is wrong
|
||||
|
||||
Most picture problems have a setting or a patch. Change one thing at a time, then start the game again (patches also
|
||||
need **Update on Frame**).
|
||||
|
||||
| You see | Try |
|
||||
|---|---|
|
||||
| Something shows in one eye only, or one eye is gray (Unity games) | Game page → **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
|
||||
| Left and right look swapped (depth feels wrong) | **Game settings…** → **Swap eyes** |
|
||||
| Textures flicker, objects pop in and out | **Game settings…** → **Turn off space warp** |
|
||||
| One eye shimmers while menus look steady | Game page → **Customize** → **Eye-tracked foveation (Valve)**: **Fixed**, else **Off** |
|
||||
| Menus or screens upside down | **Game settings…** → **Fix upside-down menus** |
|
||||
| Curved menus or video screens missing | **Game settings…** → **Show curved menus and screens** |
|
||||
| Blurry | **Game settings…** → raise **Sharpness** (costs frame rate) |
|
||||
|
||||
The [patch reference](PATCHES.md) lists every patch with what it does. If nothing helps, report it with a short
|
||||
description of what you see.
|
||||
|
||||
## It stutters or runs slowly
|
||||
|
||||
How to tell: open **Monitor** in the sidebar while you play. Smooth play needs the game's frame rate at the refresh
|
||||
rate (for example 72 or 90 fps).
|
||||
|
||||
- **Below the refresh rate:** right-click the game → **Game settings…** → lower **Sharpness** (for example to 0.8×) or
|
||||
pick a lower **Refresh rate**. After a session, the game's page may suggest a value.
|
||||
- **At the refresh rate but it still judders:** report it; that points to timing, not speed.
|
||||
|
||||
## The game pauses or recenters by itself
|
||||
|
||||
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took it off.
|
||||
Right-click the game → **Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus
|
||||
dips up to** (for example to 2.5 s).
|
||||
|
||||
## Controllers don't work in a game
|
||||
|
||||
Right-click the game → **Game settings…**:
|
||||
|
||||
- **No controllers, or only hands:** turn on **Use controllers**.
|
||||
- **Buttons work but you can't aim at menus:** adjust **Pointer angle**.
|
||||
- **Vibration too strong:** lower **Vibration strength**.
|
||||
|
||||
## The Frame turns off or gets hot during a game
|
||||
|
||||
How to tell: if it only happens on battery and never while plugged in, it's power, not FramePort. Heavy games can
|
||||
draw more than the battery delivers, especially at lower charge, and the Frame then turns off without an error.
|
||||
|
||||
- Play plugged in, or right-click the game → **Game settings…** → lower **Sharpness** to reduce the load.
|
||||
- It also turns off while plugged in: report it. The diagnostics include the log of the boot that ended.
|
||||
|
||||
## My progress isn't saved
|
||||
|
||||
1. Quit through the game's own menu, not Steam's **Exit game**. Exit game closes the game at once, and some games only
|
||||
save when they exit normally.
|
||||
2. Check whether it saves at all: **Files** in the sidebar → under **Game storage**, the game → look at the files'
|
||||
dates. Play, save in the game, quit from its menu and look again.
|
||||
3. Nothing changes: report it.
|
||||
|
||||
Saves stay on the Frame when you update or reinstall a game.
|
||||
|
||||
## A game with mods crashes
|
||||
|
||||
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
|
||||
usually names the mod's library in the crash. Report it to the mod's author, and check for a mod version that matches
|
||||
your game version.
|
||||
|
||||
## The game needs files I supply (ports, emulators, mods)
|
||||
|
||||
How to tell where they go: the game says it on screen or in its instructions, and its log names the path (in the
|
||||
diagnostics zip, `launch.log`). It's usually `Android/data/<package>/files`.
|
||||
|
||||
1. Unpack or extract the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
|
||||
2. **Files** in the sidebar → under **Game storage**, the game → open that folder → **Upload folder…** (or
|
||||
**Upload files…**). The game's menu → **Add videos and files** opens the same place.
|
||||
|
||||
In-game "choose a file" buttons don't work on the Frame, which has no file picker.
|
||||
|
||||
## How do I report a problem well?
|
||||
|
||||
1. Reproduce it once, then right away open the game's menu (**…** on its page) → **Report a problem…**. For a hang,
|
||||
do it while the game still hangs.
|
||||
2. Say what you saw in the headset and what you already tried.
|
||||
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled game report; attach the zip to it. The
|
||||
zip holds logs, not your game files, and personal details are removed.
|
||||
+76
-1
@@ -28,7 +28,7 @@
|
||||
200 keys, so ~200 launches after boot every container fails ("create keyring … Disk quota exceeded"). FramePort sets
|
||||
`keyring = false` in `~/.config/containers/containers.conf`; a reboot clears already-leaked keys.
|
||||
- Picks the activity with category LAUNCHER (`APP_ACTIVITY`). Game data is visible at `/sdcard/Android/{obb,data}/<pkg>`.
|
||||
- 64-bit only (no AArch32).
|
||||
- 64-bit only (no AArch32): 32-bit-only APKs run through FramePort's a32 bridge (`frame.a32_bridge`).
|
||||
- `<install>/lepton-shaders/` holds Mesa's shader cache (Lepton sets `mesa.shader.cache.dir=/data/shaders`):
|
||||
`foz_cache.foz` + `foz_cache_idx.foz` per graphics driver (Turnip Vulkan, zink GL), typically 4–6 files and 7–19 MB
|
||||
per game, 2D apps included. It speeds up later starts; deleting it only costs one slower start.
|
||||
@@ -84,7 +84,41 @@
|
||||
- Display 72 Hz by default in tests. Head pose is only tracked while the headset is worn; otherwise flags 0x3 and
|
||||
the session stays below FOCUSED.
|
||||
|
||||
## Lua native pointer compatibility
|
||||
|
||||
Frame's Android processes can map libraries above the lowest 2^47 bytes of address space. The verified xLua API 105
|
||||
engine in BattleTalent 4.7 rejects those otherwise valid pointers in `lua_pushlightuserdata`. This was isolated using
|
||||
the unchanged library from the source APK: a real allocation at `0x10000000` round-trips, but its own native `xlua_tag`
|
||||
pointer above 47 bits raises `bad light userdata pointer` and exits. With `frame.luajit_pointers`, both round-trip
|
||||
exactly. No game scripts or account checks are changed. This validates an address-layout compatibility requirement;
|
||||
the APK was not run on an actual Quest during this investigation.
|
||||
|
||||
The patch is restricted to SHA-256 `6d5860e4a4f1cc2b05c600c63297ed467369739666edca79413fff4374ff2684`.
|
||||
It redirects only the Lua engine's public API to a pinned full-pointer LuaJIT, keeping the original xLua bindings,
|
||||
LuaSocket and game helpers. The patched build survives a 60 s headless launch and creates OpenXR swapchains.
|
||||
Early frame-rectangle errors and backend login errors remain in the capture; this does not verify rendering or play.
|
||||
An arbitrary `lj_err_throw` followed by Unity destructor failures does not prove this pointer issue: first capture the
|
||||
Lua error text. `Unknown Platform` also appears after this crash is fixed, so it was not the fatal cause here.
|
||||
|
||||
## Graphics stack
|
||||
|
||||
- Explicit foveation injection probe (SteamOS 0.4.5, 20261007.6125817, Lepton 3.0.5, 2026-10-11):
|
||||
Batman's normal Steam environment requested the FDM Vulkan layer but supplied no `FDM_DEBUG` flag.
|
||||
Appending `debug` while preserving inherited flags showed `fdm_injection_CreateInstance: skipped`.
|
||||
A temporary `FDM_DEBUG=enable,debug` launch created the Unity/Manta Vulkan instance and device,
|
||||
detected a 54x54 two-layer density map for 1728x1728 eye buffers, and logged render passes with
|
||||
`fdm 1`, `already_has_fdm=1`, and changing offsets for both eyes. This verifies the injection path,
|
||||
not visual quality, gaze calibration, sustained gameplay stability, or an FPS/power improvement.
|
||||
`device.foveation` mode `tracked` now explicitly loads the layer and sets `FDM_DEBUG=enable` without
|
||||
debug spam. It is opt-in; do not enable it globally or assume all GLES/Zink and Vulkan renderers work.
|
||||
Follow-up wearer test on 2026-10-11 FAILED in Batman: large rainbow glitches outside the gaze region
|
||||
and jitter even in clear regions. Restoring the original launcher and restarting removed BOTH symptoms,
|
||||
confirmed by the wearer. Do not recommend forced injection for this Batman build. Reaching foveated
|
||||
render passes was only a technical probe, not a working visual implementation. Eye-tracking logs also
|
||||
showed left-eye filter resets, but they do not establish the rendering bug's root cause.
|
||||
Keep `adapter.foveation_fix` separate: hiding the game's Quest extensions does not prevent the
|
||||
independent Valve injection path. A swapchain sample count of 1 also does not prove the absence of
|
||||
internal MSAA: the enabled Batman render-pass trace reported `samples 2`.
|
||||
- Vulkan: freedreno (Mesa Turnip); Valve injects `VK_LAYER_VALVE_rpo` and `VALVE_fdm_injection` via
|
||||
VK_INSTANCE_LAYERS (set `VK_INSTANCE_LAYERS=""` through `device.lepton_env` to test without them).
|
||||
The FDM layer follows each eye's gaze; one-eye jitter in some games (GitHub #69) is fixed per game with
|
||||
@@ -155,6 +189,8 @@
|
||||
## Steam integration
|
||||
- Non-Steam shortcut: binary `userdata/<id>/config/shortcuts.vdf`; appid = crc32(exe+title) | 0x80000000;
|
||||
artwork in `config/grid/<appid>p.*` (portrait), `<appid>.*` (landscape), `<appid>_hero.*`, `<appid>_logo.*`.
|
||||
KeyValues names are case-insensitive: Steam may save `Shortcuts` / `AppName` after a devkit registration
|
||||
(GitHub #263). Agent v86 reads and updates keys case-insensitively, keeping Steam's spelling and existing appids.
|
||||
Steam reads the file only at start → stop steam.service, edit, start (FramePort does it once per batch).
|
||||
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
|
||||
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
|
||||
@@ -324,6 +360,45 @@ over Quest games.
|
||||
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
|
||||
|
||||
|
||||
## Shared foveation controls (tested 2026-10-12)
|
||||
|
||||
Under a Quest game's Advanced patches, choose **Foveated rendering → Eye-tracked**, then **Update on Frame**.
|
||||
The full-resolution area selector defaults to **Default (30% radius)**: no radius override, preserving the
|
||||
runtime profile used in the headset experiments. Larger radii retain more detail and save less shading work.
|
||||
Custom radii set `FOVE_INNER`; `FOVE_OUTER` is twice that value, matching the runtime's profile proportions.
|
||||
The inspected runtime's built-in inner/outer pairs are 0.30/0.60, 0.25/0.50 and 0.20/0.40.
|
||||
The shared-texture injection path selects profile 1: 0.30 inner radius and 0.60 outer radius.
|
||||
|
||||
`device.foveation` enables Valve's shared Vulkan injection and suppresses competing native foveation through
|
||||
`foveation_fix=1`. Recipes and shared catalog entries preserve mode, radius and test selection. This remains
|
||||
experimental: complete images were confirmed in RE4, Batman, Deadpool, The Climb 2 and Asgard's Wrath 2,
|
||||
not all Quest games or renderers. RE4 and Batman checks include title/calibration scenes; these are not
|
||||
equivalent to extended gameplay coverage. Asgard gameplay was visually confirmed, without an on/off benchmark.
|
||||
Batman additionally receives the verified ordinary shared-allocation patch, guarded by the full original
|
||||
OVRPlugin hash; unknown Batman versions fail explicitly rather than receiving unchecked binary offsets.
|
||||
|
||||
The Climb 2 uses a private `libvrapi_foveation.so` bridge, installed only into that game's APK after the
|
||||
standard bridge patch. It retains images during held-focus visibility dips, separates mono overlay output
|
||||
storage from stereo density-map storage, and rate-limits its view-cache writes. Its process-local Valve layer
|
||||
correction supplies both eye offsets and avoids the invalid subpass mask-table reads seen during Alps loading;
|
||||
`yflip` corrects vertical gaze direction. The renderer SHA-256 and 1.0 resolution scale are checked before
|
||||
installation. The runtime correction additionally checks the exact Valve library SHA-256 and all four original
|
||||
instructions before touching executable memory; unsupported libraries request injection be disabled and log
|
||||
the reason. No system library is changed. A SteamOS update requires revalidation of this compatibility path.
|
||||
Both-eye gaze following was confirmed in Climb's darkening diagnostic, but long-session stability remains
|
||||
experimental. Off rebuilds from the source APK and removes this private support, including its visibility fix.
|
||||
|
||||
**Darken lower-resolution regions (test)** adds an optional Vulkan shader diagnostic. It dims RGB where the
|
||||
actual `FragSizeEXT` footprint exceeds one pixel; alpha is unchanged. Deadpool's shaded regions were confirmed
|
||||
to follow gaze in the headset. Unsupported shader output interfaces are skipped, and multiple passes may
|
||||
compound darkening, so this is a diagnostic rather than a precise composited mask. Do not benchmark with it on.
|
||||
Uncheck it and update from the original source APK to remove the diagnostic library, except in Climb where
|
||||
the same library also carries the compatibility correction. Darkening stays dormant without its launcher opt-in.
|
||||
|
||||
High-resolution Deadpool samples crossed from about 45 to 90 FPS with injection enabled, but temperatures and
|
||||
power rose as it rendered twice as many frames. Foveation does not guarantee lower temperature at uncapped FPS.
|
||||
The new configurable radii have configuration/build coverage; each radius has not been separately play-tested.
|
||||
|
||||
## Monitoring sources (probed 2026-10-07, SteamOS 0.4.3, kernel 6.18; used by the Monitor tab, agent `_monitor`)
|
||||
|
||||
All readable by the steamos user without root; the agent reads them directly (no programs started per sample).
|
||||
|
||||
+42
-4
@@ -10,7 +10,9 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Accounting+ | Quest | ✅ Works | |
|
||||
| AgeOfJoy | Quest | ✅ Works | |
|
||||
| AllInOneSports | Quest | ✅ Works | |
|
||||
| Arkio | Quest | ✅ Works | |
|
||||
| Asgard's Wrath 2 | Quest | ✅ Works | |
|
||||
| Assassin's Creed Nexus | Quest | ✅ Works | |
|
||||
| Audica | Quest | ✅ Works | |
|
||||
| BAM | Quest | ✅ Works | |
|
||||
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
|
||||
@@ -22,32 +24,47 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Beat Saber | PC VR | ✅ Works | |
|
||||
| Beat Saber (co-existence build) | Quest | ✅ Works | |
|
||||
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
|
||||
| BlazeRush | Quest | ✅ Works | |
|
||||
| BodyCombat | Quest | ✅ Works | |
|
||||
| BONELAB | Quest | ✅ Works | |
|
||||
| Carve Snowboarding | Quest | ✅ Works | |
|
||||
| Caves | Quest | ✅ Works | |
|
||||
| Clockwork | Quest | ✅ Works | |
|
||||
| COMPOUND | Quest | ✅ Works | |
|
||||
| Cook-Out | Quest | ✅ Works | |
|
||||
| Cosmodread | Quest | ✅ Works | |
|
||||
| Creed | Quest | ✅ Works | |
|
||||
| cubism | Quest | ✅ Works | |
|
||||
| Dance Central | Quest | ✅ Works | |
|
||||
| Deep Cuts | Quest | ✅ Works | |
|
||||
| Demeter | Quest | ✅ Works | |
|
||||
| Dinosaur Island | Quest | ✅ Works | |
|
||||
| Doom3Quest | Quest | ✅ Works | |
|
||||
| Down the Rabbit Hole | Quest | ✅ Works | |
|
||||
| Drunkn Bar Fight | Quest | ✅ Works | |
|
||||
| Drunkn Bar Fight 2 - Early Access | Quest | ✅ Works | |
|
||||
| Eleven Table Tennis | Quest | ✅ Works | |
|
||||
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| FrenzyVR | Quest | ✅ Works | |
|
||||
| Fruit Ninja | Quest | ✅ Works | |
|
||||
| Fruit Salon | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| Ghostbusters: Rise of the Ghost Lord | Quest | ✅ Works | |
|
||||
| GORN2 | Quest | ✅ Works | |
|
||||
| Gravity Lab | Quest | ✅ Works | |
|
||||
| Gunjack | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Cat | Quest | ✅ Works | |
|
||||
| I Am Monkey | Quest | ✅ Works | |
|
||||
| IEYTD3 | Quest | ✅ Works | |
|
||||
| In Death: Unchained | Quest | ✅ Works | |
|
||||
| Into The Radius 2 | Quest | ✅ Works | |
|
||||
| Job Simulator | Quest | ✅ Works | |
|
||||
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
|
||||
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
|
||||
| Kill It With Fire VR | Quest | ✅ Works | |
|
||||
| Ladder | Quest | ✅ Works | |
|
||||
| Lambda1VR | Quest | ✅ Works | |
|
||||
| LEGO® Bricktales | Quest | ✅ Works | |
|
||||
| Lucky's Tale | Quest | ✅ Works | |
|
||||
@@ -57,8 +74,11 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
| Metro Awakening | Quest | ✅ Works | |
|
||||
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
|
||||
| Moss: Book II | Quest | ✅ Works | |
|
||||
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
|
||||
| Nano | Quest | ✅ Works | |
|
||||
| NEX Player | Quest | ✅ Works | |
|
||||
| NFL PRO ERA II | Quest | ✅ Works | |
|
||||
| NOPE CHALLENGE | Quest | ✅ Works | |
|
||||
| palazzo_santacruz | Quest | ✅ Works | |
|
||||
| Path of the Warrior | Quest | ✅ Works | |
|
||||
@@ -68,6 +88,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| PowerWash Simulator VR | Quest | ✅ Works | |
|
||||
| QuestCraft | Quest | ✅ Works | |
|
||||
| Racket: Nx | Quest | ✅ Works | |
|
||||
| RacketPinball | Quest | ✅ Works | |
|
||||
| RC Pilot Trainer | Quest | ✅ Works | |
|
||||
| Retronika | Quest | ✅ Works | |
|
||||
| Retropolis | Quest | ✅ Works | |
|
||||
@@ -76,26 +97,37 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Riven | Quest | ✅ Works | |
|
||||
| Robo Recall | Quest | ✅ Works | |
|
||||
| RUINSMAGUS | Quest | ✅ Works | |
|
||||
| Shoot The Zombirds VR | Quest | ✅ Works | |
|
||||
| Shores of Loci | Quest | ✅ Works | |
|
||||
| SilentSlayer | Quest | ✅ Works | |
|
||||
| Sniper Elite VR | Quest | ✅ Works | |
|
||||
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
|
||||
| Space Pirate Trainer Quest | Quest | ✅ Works | |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ✅ Works | |
|
||||
| Star Wars Pinball VR | Quest | ✅ Works | |
|
||||
| Star Wars: Tales from the Galaxy's Edge | Quest | ✅ Works | |
|
||||
| Stremio | Quest | ✅ Works | |
|
||||
| Superfly | Quest | ✅ Works | |
|
||||
| SUPERHOT VR | PC VR | ✅ Works | |
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| SynthRiders | Quest | ✅ Works | |
|
||||
| Taskmaster | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Boys VR | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| The Room VR | Quest | ✅ Works | |
|
||||
| The Tale of Onogoro | Quest | ✅ Works | |
|
||||
| Time Crisis II VR (Test) | Quest | ✅ Works | |
|
||||
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
|
||||
| Totally Baseball | Quest | ✅ Works | |
|
||||
| Toy Master | Quest | ✅ Works | |
|
||||
| TRIANGLE STRATEGY | Quest | ✅ Works | |
|
||||
| Under Cover | Quest | ✅ Works | |
|
||||
| Vacation Simulator | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode I | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode II | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode III | Quest | ✅ Works | |
|
||||
| Vampire Survivors | Quest | ✅ Works | |
|
||||
| VR HOT Quest | Quest | ✅ Works | |
|
||||
| VR4 | Quest | ✅ Works | |
|
||||
| Walkabout Mini Golf | Quest | ✅ Works | |
|
||||
@@ -103,26 +135,32 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
|
||||
| Wander | Quest | ✅ Works | |
|
||||
| ZombielandVR | Quest | ✅ Works | |
|
||||
| AFFECTED: The Manor | Quest | ⚠️ Works with issues | Gear VR game (32-bit only), runs through FramePort's 32-bit bridge (experimental). |
|
||||
| Ancient_Dungeon | Quest | ⚠️ Works with issues | Multiplayer isn't available (offline). |
|
||||
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
|
||||
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
|
||||
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
|
||||
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
|
||||
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
|
||||
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
|
||||
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
|
||||
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
|
||||
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
|
||||
| Majora's Mask VR | Quest | ⚠️ Works with issues | Audio on the file select screen sounds crunchy. |
|
||||
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
|
||||
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
|
||||
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
|
||||
| Plezy | Quest | ⚠️ Works with issues | Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding. |
|
||||
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
|
||||
| Spunky Dungeon | Quest | ⚠️ Works with issues | Gear VR / Oculus Go game (32-bit only), runs through FramePort's 32-bit bridge (experimental). |
|
||||
| Swarm 2 | Quest | ⚠️ Works with issues | MSAA creates visible seams around edge geometry and also the skybox edge |
|
||||
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
|
||||
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
|
||||
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
|
||||
| Vermillion | Quest | ⚠️ Works with issues | Runs. |
|
||||
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
|
||||
| BlazeRush | Quest | ❌ Doesn't run | Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches the game); no fix yet. |
|
||||
| Eleven Table Tennis | Quest | ❌ Doesn't run | Stops at the splash screen. |
|
||||
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
|
||||
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
|
||||
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
|
||||
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
|
||||
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
@@ -19,6 +19,9 @@ On first start FramePort downloads the tools it uses (Settings → Tools shows t
|
||||
|
||||
## First launch
|
||||
|
||||
Starting FramePort again brings its existing window to the front. If a previous instance was left running after
|
||||
its window closed, FramePort recovers it automatically, including on Windows where the GUI lock cannot be read.
|
||||
|
||||
FramePort isn't signed with a paid certificate, so the first start shows a warning:
|
||||
|
||||
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**.
|
||||
|
||||
+431
-141
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,470 @@
|
||||
# Quest games on this PC (AXRB)
|
||||
|
||||
FramePort's PC target ("This PC") already runs Oculus Rift games through Revive. For Quest/Android games it uses
|
||||
**AXRB** (Android XR Bridge, github.com/Android-XR-Bridge/AXRB): an Android 16 emulator (x86_64 Google APIs image,
|
||||
WHPX) that runs arm64 games through Android's ARM translation (`libndk_translation`), with AXRB's own OpenXR runtime
|
||||
inside Android and a Windows host process (`axrb-host-bridge.exe`) that opens a real OpenXR session on the PC's
|
||||
runtime (SteamVR, Virtual Desktop, ...). FramePort only drives it: it downloads AXRB's official release when a user
|
||||
first installs a Quest game on the PC, never bundles or modifies it (AXRB's host/clock code is under the AXRB
|
||||
Source-Available License 1.0, which allows running it and interoperating through its public interfaces).
|
||||
|
||||
Status: **experimental**. AXRB is young (v1.0.4, 2026-10-06) and many games still fail in it; Steam Frame
|
||||
controllers don't work in AXRB yet (AXRB issue #20).
|
||||
|
||||
## Two backends: the emulator (1.0.4) and direct mode (2.x, "AXRB-Emulatorless")
|
||||
|
||||
AXRB's main branch (2026-10-15, launcher 2.0.0) became **AXRB-Emulatorless**: a separate program (own installer,
|
||||
app id `org.axrb.emulatorless`, `%LOCALAPPDATA%\Programs\axrb-emulatorless-launcher`, runtime
|
||||
`%LOCALAPPDATA%\AXRB-Emulatorless Runtime`, profile `%APPDATA%\AXRB-Emulatorless`) whose **direct mode** runs the
|
||||
game without an emulator: `axrb-direct.exe` translates the game's arm64 code (Dynarmic JIT; Digitalis optional) and
|
||||
runs the real AOSP ART + framework from Google's Android 16 arm64 system image, with its own Linux syscall/Binder
|
||||
layer; Vulkan goes to the Windows driver, frames and tracking through the same `axrb-host-bridge.exe`. **Vulkan only:**
|
||||
its EGL is a stub, there is no GLES renderer. Both programs can be installed side by side; FramePort keeps one
|
||||
`axrb.Install` record per backend (`backend`, `version`, app folder, AXRB's root = `resources\runtime`, runtime
|
||||
folder) and picks per game:
|
||||
|
||||
- **Choice** (`targets/pc_android.choose_backend`): `--axrb-backend direct|emulator` on `frameport install --to pc`,
|
||||
else the recipe's `pc.axrb_backend` (device category, `on_pc`: part of the PC build's selection, no-op on the
|
||||
Frame), else **direct for `graphics` Vulkan, emulator for GLES / unknown**. Unreal games never declare
|
||||
`android.hardware.vulkan`; since analysis version 20 their manifest meta-data
|
||||
`com.epicgames.{ue4,unreal}.GameActivity.bSupportsVulkan` = true makes them "Vulkan (Unreal bSupportsVulkan)"
|
||||
(UE 4.25+ Quest builds, e.g. Deadpool VR, Pinball FX VR, Myst; false or missing = GLES: Espire 1, Vader Immortal). `deployment.json` records `backend`
|
||||
and the launcher `flags`; installs from before have none (= emulator). Switching leaves the other backend's copy
|
||||
and saves alone.
|
||||
- **Per-game options** (`pc.axrb_backend` params → `run_direct_game.ps1` switches): `translator` (`dynarmic` =
|
||||
AXRB's default, `digitalis`), `precompose` (`-PrecomposeProjectionLayers`, also for the emulator's
|
||||
`run_windows_game.ps1`; also taken from AXRB's own `core/game-compatibility.json` profile for the game, e.g. The
|
||||
Climb 2), `legacy_oculus_driver` / `quest_identity` / `controllers_only` (for unconverted store APKs with older
|
||||
Oculus loaders; off by default and never taken from AXRB's profiles: FramePort always hands AXRB an OVRPort build;
|
||||
`controllers_only` only works with the legacy driver, as `prepare_art_session.py` requires).
|
||||
- **Install/upgrade** (`tools/axrb.install`): `releases/latest` when it has the backend's installer
|
||||
(`AXRB-Setup-*.exe` / `AXRB-Emulatorless-Setup-*.exe`, SHA256SUMS checked, `/S`), else the known-good release
|
||||
(`KNOWN_GOOD = {"emulator": "1.0.4"}`, `releases/tags/v1.0.4`). An install older than the known-good one is
|
||||
upgraded on use; `frameport pc install-axrb --backend … --update` upgrades to the release on offer. No 2.x release
|
||||
is published yet: **`FRAMEPORT_AXRB_DIRECT_DIR`** names a local build (AXRB's source tree after
|
||||
`scripts\build\build_direct.ps1` + the host build, its `out\direct`, or a folder laid out like the installed
|
||||
`resources\runtime`): it needs the files of AXRB's `core/direct-runtime-files.cjs` (`out\direct\axrb-direct.exe`,
|
||||
`art\axrb-bootstrap.dex`, `art\lib64\*`, `guest\lib64\*`, `guest\axrb-systemdriver.apk`) plus
|
||||
`scripts\run\run_direct_game.ps1`, `scripts\run\stop_game.ps1`, `scripts\paths.ps1`,
|
||||
`direct\tools\make_sysroot.py`, `direct\tools\prepare_art_session.py`, `out\host\bin\Release\axrb-host-bridge.exe`
|
||||
(+ `openxr_loader.dll`, `out\gpu\Release` for the GPU-share layer) and ideally `tools\python` (else Python from
|
||||
PATH). A local build is set up but never replaced. `FRAMEPORT_AXRB_DIRECT_RUNTIME` overrides the runtime folder
|
||||
(default: the launcher's `library.json` `settings.managedDirectory`, else `%LOCALAPPDATA%\AXRB-Emulatorless Runtime`).
|
||||
- **Direct setup** (`axrb.setup_direct`, what `core/direct.mjs ensureDirectSystem` does): the pinned image
|
||||
(`arm64-v8a-36_r02.zip`, 810,736,863 bytes, SHA-1 `62ad6714…`; values read from the installed `core/direct.mjs`,
|
||||
only `dl.google.com`) into its own empty folder, AXRB's `make_sysroot.py <zip> <runtime>\direct\sysroot.new --art`
|
||||
with AXRB's embedded Python, receipt `.axrb-sysroot.json` `{"digest","format"}`, rename to `sysroot`, archive
|
||||
deleted; `license-acceptance.json` like AXRB's DirectSetup. Ready = receipt matches + the key files exist and
|
||||
aren't empty + AXRB's direct files complete. Requirements: ≥ 6 GB RAM, `vulkan-1.dll` (no hypervisor, no GPU
|
||||
vendor gate).
|
||||
- **Direct install** (no adb): the PC build is copied to `%LOCALAPPDATA%\FramePort\axrb\games\<pkg>\<pkg>.apk`
|
||||
(FramePort removes its converted copies after an install; `FRAMEPORT_AXRB_LAUNCHER_DIR` moves FramePort's `axrb`
|
||||
folder, for isolated `FRAMEPORT_HOME` runs), the launch activity comes from the APK's manifest
|
||||
(`axml.launcher_activity`, `pkg/fully.qualified.Class`), the data files become AXRB's content list `assets.txt`
|
||||
(`Android/obb/<pkg>/<file>\t<Windows path>`, read-only mounts of the files where they are; WSL-only folders, which
|
||||
Windows reads only through `\\wsl$`, are copied next to the APK). AXRB's `prepare_art_session.py` turns every
|
||||
content file into one `--mount-ro` argument of `axrb-direct.exe` (with the path resolved: junctions and 8.3 names
|
||||
don't shorten it), and Batman's 90 files from a long dump folder made a 32,876-character command line (Windows'
|
||||
limit is 32,767: "The filename or extension is too long"). A list over 25,000 characters therefore goes through
|
||||
hard links in `games\<pkg>\content` (no extra space; only on the drive FramePort's folder is on), else the install
|
||||
stops with a clear message. App data and saves: `<runtime>\direct\data\data\<pkg>` and
|
||||
`direct\sdcard\Android\data\<pkg>`.
|
||||
- **Play**: Steam shortcut → `%LOCALAPPDATA%\FramePort\axrb\fp-axrb-direct.ps1 -Package … -Activity … [flags]` →
|
||||
sets `AXRB_DATA_HOME=<runtime>\output` (as AXRB's launcher does) → AXRB's `run_direct_game.ps1 -Apk -Package
|
||||
-Activity -GameName -Executable <root>\out\direct\axrb-direct.exe -DataDirectory <runtime>\direct -Sysroot
|
||||
<runtime>\direct\sysroot [-AssetList] -Translator …`. Exit 4 = host lost.
|
||||
- **Launch test**: watches `direct.out` for `AXRB_AOSP_ACTIVITY_CREATED` / `AXRB_AOSP_LIFECYCLE` (5 min for ART's
|
||||
interpreted first start), runs, then stops through AXRB's `stop_game.ps1 -ParentPid` (closes the bridge window;
|
||||
the run script lets the game pause/stop/save). Logs `<runtime>\output\logs\game\{direct.out, direct.err,
|
||||
direct.log, host.err, host.log, session.json}` (diagnostics: `axrb/direct/*`); triage signatures
|
||||
`axrb-direct-*` and milestones ART started → activity created → OpenXR → Vulkan device (`catalog/triage.yaml`).
|
||||
|
||||
**Tested end to end with a local build** (2026-10-15, AXRB `windows-android16` @ 59626ac built on the dev PC,
|
||||
`FRAMEPORT_AXRB_DIRECT_DIR` = its staged `runtime\`, the staged sysroot reached through a junction
|
||||
`<FRAMEPORT_AXRB_DIRECT_RUNTIME>\direct\sysroot`; Monado's simulated HMD, see below): scan → PC build → direct
|
||||
install → `frameport test --to pc --sim --axrb-backend direct` → launcher → AXRB's run script → bridge + runner →
|
||||
milestones → AXRB's Stop. Still untested: the 2.x NSIS installer (no release yet), `setup_direct`'s download +
|
||||
`make_sysroot.py` path, the upgrade of an installed 1.0.x, AXRB's launcher seeing FramePort-set-up runtimes.
|
||||
|
||||
### Direct-mode results (2026-10-15, Monado simulated HMD at 72 Hz, Dynarmic, no headset)
|
||||
|
||||
PC build = the catalog recipe's PC selection (OVRPort's patches + `on_pc` fixes + FrameBridge with `focus_hold=0`),
|
||||
no `pc.axrb_backend` options. "fps" = AXRB.Perf `end-frame` (game) / `host-fresh-submit` (bridge → Monado), the
|
||||
median of the last summaries. What is drawn was judged from Monado's window and AXRB's layer captures.
|
||||
|
||||
| Game (engine, graphics) | Reached | fps | Picture | Blocker / notes |
|
||||
|---|---|---|---|---|
|
||||
| Batman: Arkham Shadow 1.4.1-350961 (Unity, Vulkan; 90 content files, 27 GB) | menu (SELECT REGION) in ~25 s | 63.7 / 62.9 | stereo menu over the Batcave scene, both eyes correct | none; needed the content-list fix (command line overflow) and hard links; stop clean (activities stopped) |
|
||||
| PowerWash Simulator VR 2.5.0 (Unity 2020.3, Vulkan) | in game: the garage hub (~3-4 min; at 90 s still its loading logo) | 70.5 / 69.8 | garage in both eyes, both hands drawn at the simulated controllers | none; Meta multiplayer callbacks throw NullReferenceExceptions (no Meta services, harmless so far) |
|
||||
| LEGO Bricktales 2.1 (Unity, Vulkan, URP) | scene `Diorama_Hub_Startup` loaded (~3 min) | 72 / 72 | intro text panel ("You want to free the simulation? Follow the white rabbit.") on black, both eyes | stop slow: the game didn't finish its activity shutdown in 25 s (`axrb-direct-slow-stop`); Meta achievements fail (no Meta services, harmless) |
|
||||
| Toy Master 1.1.2 (Unity 2022.3, **GLES**) | activity created, then crash in 18 s | - | - | not a Vulkan game: "Vulkan (Unity boot.config)" came from the Oculus plugin's `xr-vulkan-*` keys; Unity: "Unable to retrieve the default EGL display!" + SIGTRAP. Automatic choice now sends such games to the emulator |
|
||||
| Marvel's Deadpool VR 1.0.40 (UE 4.27, Vulkan; `frame.vk_sanitize` in the build) | first-run LANGUAGE menu (~3 min; at 90 s still loading at 1-2 fps) | 64 (FrameBridge pacing) | game-drawn stereo menu, both eyes | none; AXRB transcodes ASTC to BC on the GPU; stop slow (`axrb-direct-slow-stop`) |
|
||||
| Pinball FX VR 1.9 (UE 5.3, Vulkan, 7 GB OBB) | 3D lobby with the Terms & Conditions panel (~4 min) | ~60 (FrameBridge pacing) | arcade hall + panel in both eyes | none of the emulator's blockers (gfxstream `vkAllocateMemory` SIGSEGV, and Refract's FRSQRTE SIGILL / ASTC layout probe / promoted extension names) showed up in direct mode (no SIGILL under Dynarmic, no ASTC or device-loss failure; AXRB stores ASTC as BC); OVRPlugin's xrPerfSettingsSetPerformanceLevelEXT unsupported (harmless) |
|
||||
| Myst 3.3.0 (UE 5.3, Vulkan) | loading screen (book), then its starfield intro | 72 | stereo, both eyes | a white splash quad at first (texture not shown yet), then normal |
|
||||
| Metro Awakening 1.0-916944 (UE 5.2, Vulkan) | splash art, then the USER DATA COLLECTION consent screen with the laser pointer | 72 | stereo, both eyes | stop slow (`axrb-direct-slow-stop`) |
|
||||
|
||||
Unreal Vulkan games: before analysis version 20 every Unreal game was "GLES or unknown" (Unreal never declares
|
||||
`android.hardware.vulkan`), so the automatic choice sent them to the emulator; now `GameActivity.bSupportsVulkan`
|
||||
picks direct mode (Myst and Metro above were installed without `--axrb-backend`). Unreal probes EGL before it
|
||||
creates its Vulkan device, which tripped `axrb-direct-no-gles`; the signature now needs no Vulkan device. None of
|
||||
the four needed a recipe change for the PC.
|
||||
|
||||
Integration bugs found and fixed on the way: AXRB's trap message never reached FramePort's log; the content list
|
||||
overflowed the command line (Batman); Unity's EGL failure and SIGTRAP weren't triaged; long sessions lost their
|
||||
start-up milestones; the boot.config Vulkan label picked direct mode for GLES games. Open, AXRB's side: the content
|
||||
list should reach `axrb-direct.exe` as a file (FramePort's hard links only work when the data is on the drive of
|
||||
FramePort's folder; drafted as an upstream issue). Needs a headset: picture and latency through SteamVR, sound,
|
||||
controllers (the simulated ones hold still), Batman beyond its region menu.
|
||||
|
||||
### VrApi-direct games (2026-10-16, direct mode, Monado simulated HMD, Dynarmic, no headset)
|
||||
|
||||
Games whose engine calls VrApi itself (no OVRPlugin), so OVRPort can't translate them: they need a `libvrapi.so`
|
||||
that translates VrApi to OpenXR. Two candidates: FramePort's `frame.vrapi_bridge` (OVRPort's translator + FramePort's
|
||||
changes) and OVRPort's own `patch_vrapi_openxr` (the unpatched translator; only in experimental CLI builds made with
|
||||
`-PwithVrApi=true`, e.g. the `OVRPort-CLI-1.2.5-experimental-5e7df52.jar` AXRB's v1.0.0/1.0.1 releases attached;
|
||||
AXRB's own profile for The Climb 2 uses it with `-PrecomposeProjectionLayers`). Only converted copies of both games
|
||||
were at hand, so the comparison swapped the one file (OVRPort's = the v1.2.5 build from the 2026-10-02 Frame tests).
|
||||
|
||||
| Game (engine, graphics) | VrApi route | Reached | fps | Picture | Blocker / notes |
|
||||
|---|---|---|---|---|---|
|
||||
| The Climb 2 2.2 (CryEngine, Vulkan VrApi) | FramePort's bridge | first-start menu (gender/skin selection) in ~60 s | 69.8 / 69.8 | menu, both hands and controllers, both eyes (AXRB layer captures + Monado's window) | needs AXRB's HostWindow fix (below, AXRB's side) + `frame.vk_android_extensions`; crash only during AXRB's stop (forgiven by triage); no `-PrecomposeProjectionLayers` needed |
|
||||
| The Climb 2 2.2 | OVRPort's translator | the same menu | 70.2 / 70.2 | identical | same blockers; passes AXRB's AHB device-extension request through unchanged (worked only because `libfp_vkext.so` lists AHB) |
|
||||
| Path of the Warrior (own engine, **GLES** VrApi) | - | not run | - | - | GLES: direct mode can't run it; the emulator (1.0.4) had a copy signed with another key installed by another test, so it wasn't replaced. OVRPort's translator can't run it anywhere (no GLES path: `cannot locate symbol "vrapi_GetTextureSwapChainHandle"`, Frame test 2026-10-02); FramePort's bridge has one |
|
||||
|
||||
**Default for PC builds: FramePort's bridge** (`frame.vrapi_bridge`, now `on_pc = True`; recipes keep it as they
|
||||
are, nothing to switch). Both translators give the same picture and frame rate in direct mode, but OVRPort's needs
|
||||
an unpublished experimental CLI (stable jars list `patch_vrapi_openxr` but fail), has no GLES path (POTW, every GLES
|
||||
VrApi game on the emulator) and lacks the device-extension filter; FramePort's is the same code the Frame builds
|
||||
use, so one recipe serves both.
|
||||
|
||||
Blockers found on the way (in order):
|
||||
1. **No window for NativeActivity** (AXRB's side, drafted upstream): CryEngine's `EngineActivity` takes its surface
|
||||
with `Window.takeSurface`; direct mode's `HostWindow.attach` only bridges SurfaceViews (`AXRB_AOSP_HOST_SURFACES
|
||||
0`), so `APP_CMD_INIT_WINDOW` never comes and the game waits after `Loading plug-in CryHTTP` (triage
|
||||
`axrb-direct-no-native-window`). A ~40-line HostWindow patch (`mTakeSurfaceCallback` → `registerSurface` +
|
||||
`surfaceCreated/Changed`, bootstrap dex rebuilt with AXRB's `build_art_bootstrap.py` into a test copy of the
|
||||
local build) fixed it. Likely the same for every NativeActivity engine.
|
||||
2. **Quest Vulkan device extensions**: CryEngine checks its list before vkCreateDevice and gave up
|
||||
(`CrySystem initialization failed!`): AXRB's runtime asks for `VK_ANDROID_external_memory_android_hardware_buffer`
|
||||
also in direct mode, and the game requires `VK_EXT_fragment_density_map` (NVIDIA's Windows driver has neither).
|
||||
The bridge now leaves runtime extensions no device offers out; `frame.vk_android_extensions` lists the missing
|
||||
Quest ones to the renderer (AXRB drops them at vkCreateDevice). Triage `axrb-direct-vulkan-extensions`.
|
||||
3. **Simulator only**: Monado's head lacks POSITION_TRACKED, so AXRB's host never made its LOCAL origin and the
|
||||
bridge never got a tracked head (empty frames, `initial recenter: head flags=0x0`) → `--sim` sets AXRB's
|
||||
`AXRB_TEST_SYNTHETIC_HMD=2`.
|
||||
4. The analysis called The Climb 2 "GLES or unknown" (no manifest declaration) → analysis 20: engines importing
|
||||
`vrapi_CreateSystemVulkan` are "Vulkan (VrApi Vulkan system)", so it goes to direct mode automatically.
|
||||
|
||||
Debugging aid: `FRAMEPORT_AXRB_TEST_ENV="AXRB_DIRECT_TRACE=syscall,vulkan;AXRB_CAPTURE_FIRST_SEQUENCE=4500"` passes
|
||||
variables to a launch test's AXRB processes (`AXRB_DIRECT_DUMP` only works in AXRB's own VM mode, not with ART).
|
||||
Needs a headset: the picture through SteamVR, controllers past the first menu (the simulated ones hold still),
|
||||
climbing, sound; and a released AXRB-Emulatorless with the window fix.
|
||||
|
||||
### Library sweep 2026-10-16
|
||||
|
||||
Every other Quest game of the owner's library that `pipeline.pc_installable` accepts and whose APK still exists,
|
||||
installed with `frameport install <pkg> --to pc --no-library` (automatic backend, isolated `FRAMEPORT_HOME`, catalog
|
||||
recipe or heuristics, no per-game changes) and tested with `frameport test <pkg> --to pc --sim --seconds 150` (240 for
|
||||
Unreal) under Monado's simulated HMD at 72 Hz. Direct mode = the local AXRB build of 59626ac **with the HostWindow
|
||||
patch** (above; upstream had no newer commit or 2.x release on 2026-10-16); emulator = AXRB 1.0.4 with this branch's
|
||||
`adb install -g`, `projection_only=2` and qwerty-head fixes. "fps" = game submits / bridge to Monado (AXRB.Perf
|
||||
medians); "Picture" = Monado's window (both eyes) at the end of the run, plus AXRB's layer captures. Not run: the
|
||||
three 32-bit-only games (Sports Scramble, Shadow Point, Journey of the Gods: AXRB has no AArch32, and the PC build
|
||||
drops the 32-bit bridge), and the emulator games after NEX Player (disk, see the end).
|
||||
|
||||
| Game (engine) | Backend | Reached | fps | Picture | Blocker / notes |
|
||||
|---|---|---|---|---|---|
|
||||
| Arcsmith 1.128 (Unity) | direct | frames | 59 / 51.7 | in game: the workshop, both hands with tools, both eyes | none |
|
||||
| QuestCraft 6.0.0-RC4 (Unity) | direct | frames | 65.1 / 63.6 | launcher room, QuestCraft EULA panel, laser pointers | none (Minecraft itself is behind its Continue button) |
|
||||
| BattleGlide 0.4.1 (UE) | direct | frames | 62.2 / 54.8 | title screen (START), both hands | none |
|
||||
| In Death: Unchained 1.8.0 (UE) | direct | frames | 64.1 / 56.9 | sky + PRIVACY UPDATE panel | none |
|
||||
| The Boys VR 1.1.0 (Unity) | direct | frames | 62.4 / 59.9 | ANALYTICS DISCLAIMER panel over a lit floor, laser | slow stop |
|
||||
| Creed: Rise to Glory CE (UE) | direct | frames | 60.6 / 55.5 | IMPORTANT SAFETY INFORMATION panel, both hands, laser | none |
|
||||
| Wallace & Gromit: The Grand Getaway 1.0.34 (UE) | direct | frames | 61.5 / 53.5 | space scene (nebula, planets), both gloved hands | none |
|
||||
| VR4 2.3 (UE) | direct | frames | 71.9 / 72 | title scene: church interior, "resident evil 4" logo, both hands | none (slow stop) |
|
||||
| Demeter 1.1.0 (Unity, MR) | direct | frames, FrameBridge scene emulation active | 62.3 / 57.3 | "PERMISSION REQUIRED ... access to your spatial data" panel, controllers | AXRB's direct mode grants only 8 allow-listed permissions (`HostPackageManager.permission`): `com.oculus.permission.USE_SCENE` stays denied although the build declares it (`frame.meta_permissions`). AXRB's side |
|
||||
| Green Hell VR 2.5.2 (Unity) | direct | frames | 11.8 / 11.7 | loading screen at "50%" after 180 s | slow load |
|
||||
| TRIANGLE STRATEGY 1.0 (UE) | direct | frames | 44.6 / 40.2 | both controllers with a "Control Guide" label, rest black at 280 s | still loading? |
|
||||
| Riven 1.9.0 (UE) | direct | frames | 29.8 / 25.2 | white splash quad (AXRB captures), black window at 274 s | still loading (as Myst's white splash) |
|
||||
| Espire 2 1.7.13 (UE) | direct | frames | 72 / 71.8 | white splash quad low in both eyes at 289 s | splash texture never shown |
|
||||
| Carve Snowboarding 1.09 (UE) | direct | frames | 64.5 / 59.3 | both hands, rest black at 270 s | scene never appears; not diagnosed |
|
||||
| Asgard's Wrath 2 12.1 (UE, 33 GB) | direct | frames | 30.6 / 21.9 | black at 287 s | still loading |
|
||||
| Assassin's Creed Nexus 207706 (Unity) | direct | frames | 42.6 / 42.6 | black at 180 s (captures too) | loading or no visible layer yet |
|
||||
| BARTENDER VR SIMULATOR 1.9.2.7 (UE) | direct | frames (in a second process) | 62.7 / 53.6 | black for 260 s (window + captures all 0) | not diagnosed (no Unreal log lines in direct.log) |
|
||||
| Vermillion 1.7.2 (Unity) | direct | frames, OVRManager focused | 63.8 / 60.3 | black with its brush loading icon | stays there (Vuplex 3D WebView starts, then nothing) |
|
||||
| H.U.N.T 0.1.2 (Unity OpenXR) | direct | session created, no frame in 200 s | - | bridge splash | never submits a frame; not diagnosed |
|
||||
| WiiCompiled VR 0.4.0 | direct | 2D launcher activity, no OpenXR | - | bridge splash | its launcher imports games through a document picker; the VR part is a second activity |
|
||||
| Medieval Dynasty New Settlement 2.4 (Unity) | direct | OpenXR FOCUSED, exit(1) at 30 s | - | - | **opens an Android Dialog** (right after "initOculus Java!"); direct mode can't add a second window (`UnsupportedOperationException: addToDisplayAsUser`, "Adding window failed"). Triage `axrb-direct-dialog-window` |
|
||||
| Under Cover 1.1.3r2 (Unity) | direct | Vulkan device, exit(1) at 33 s | - | - | the same Dialog |
|
||||
| Of Lies and Rain 1.1.0 (UE) | direct | vkCreateInstance, exit(1) at 32 s | - | - | Unreal's `MessageBox01` (an error box before its Vulkan device; its text is lost with the window) |
|
||||
| NOPE CHALLENGE 1.0.964 (UE) | direct | ART, crash at 15 s | - | - | Google Play services call `IActivityManager.getMyMemoryState`: `AXRB_SERVICE_UNIMPLEMENTED` -> uncaught exception. Triage `axrb-direct-unimplemented-service` |
|
||||
| BAM 1.2 (Unity) | direct (manifest declares Vulkan) | activity, crash at 33 s | - | - | runs GLES: "Unable to retrieve the default EGL display!"; the manifest's Vulkan feature doesn't say which API Unity picks first. Emulator run not reached |
|
||||
| Mobile Suit Gundam: Silver Phantom 1.1.58 (Unity) | direct | install refused | - | - | 257 content files with ~80-character names don't fit axrb-direct.exe's command line even through hard links (the guest paths alone are too long); needs AXRB to read the list from a file or mount the folder. Emulator run not reached |
|
||||
| Silhouette 1.3.0 (Unity) | emulator | frames | 30.2 / 30.1 | title menu (Play / Options / Quit), both eyes | none headless |
|
||||
| Yupitergrad 2.6.1 (Unity) | emulator | frames | 13.8 / 14 | splash ("Loading...") in both eyes | still loading at 174 s |
|
||||
| 4XVR Video Player 2.0.22 | emulator | frames | 34.9 / 32.2 | black | gfxstream rejects its GL every frame: `glEnable(GL_FRAMEBUFFER_SRGB_EXT)`, a `glTexParameteri` value, vertex attribute index >= `CODEC_MAX_VERTEX_ATTRIBUTES` |
|
||||
| NEX Player 1.3.1 (Unity) | emulator | frames | 9.3 / 9.3 | black | not diagnosed |
|
||||
| Lambda1VR 1.7.3 (Team Beef) | emulator | Java crash at start | - | - | `libopenxr_loader_google.so not found`: TBXR ports load `openxr_loader_<Build.MANUFACTURER>`; `frame.tbxr_vendor` handles "valve" and isn't in PC builds; AXRB's Android says "google" (a PC variant: add that library and match "google" in the maker checks) |
|
||||
|
||||
Summary (31 games run): **8 reach a menu or the game in both eyes** in direct mode (Arcsmith in game; QuestCraft,
|
||||
BattleGlide, In Death, The Boys, Creed, Wallace & Gromit, VR4 at their first menu/panel) and 1 in the emulator
|
||||
(Silhouette); Demeter shows its own "permission required" panel; 12 submit frames but were still loading or black at
|
||||
the end of the run (big Unreal games at 30-45 fps while loading under Dynarmic); 9 never submit a frame. The most
|
||||
common blockers, all on AXRB's side:
|
||||
1. **No second window in direct mode** (3 games: Medieval Dynasty, Under Cover, Of Lies and Rain): any Android
|
||||
Dialog ends the game. Upstream candidate together with the permission allow-list (Demeter's `USE_SCENE`) and the
|
||||
unimplemented framework calls (Play services' `getMyMemoryState`, NOPE).
|
||||
2. **Long or loading-heavy starts**: under Dynarmic the large Unreal games need more than 4-5 minutes to their first
|
||||
picture (Riven, Asgard's Wrath 2, TRIANGLE STRATEGY, Espire 2's white splash); a longer `--seconds` would show more.
|
||||
3. **The content list on the command line** (Gundam): a list file or folder mounts in `axrb-direct.exe` would fix it
|
||||
for good (drafted upstream).
|
||||
4. GLES-in-direct-mode mislabels: a Unity manifest that declares Vulkan can still run GLES (BAM).
|
||||
|
||||
FramePort changes from the sweep: triage `axrb-direct-dialog-window` and `axrb-direct-unimplemented-service`
|
||||
(`axrb-direct-no-gles` no longer blames Unreal's EGL probe when one of those ended the game first); the
|
||||
command-line message suggests the emulator; and **direct-mode uninstalls and reinstalls remove the libraries AXRB's
|
||||
`prepare_art_session.py` extracts per APK** into `<runtime>\direct\installed\<identity>`, which AXRB never deletes
|
||||
(5 GB after 25 games; `pc_android.staged_libraries` computes AXRB's identity: the APK's Windows path + every
|
||||
`lib/arm64-v8a` entry's name, CRC and size; unit-tested, not yet seen on a real uninstall).
|
||||
|
||||
The emulator half stopped after NEX Player: the WSL disk and C: filled up (other jobs; C: 14 GB free, below the 60
|
||||
GB the sweep keeps), so the remaining emulator games were not run: The Room VR, Pixel Ripped 1995, Time Stall, Five
|
||||
Nights at Freddy's: HW, Star Wars Pinball VR, I Am Cat, Vader Immortal 1-3, Genotype, Phantom: Covert Ops, Sniper Elite
|
||||
VR (+ Winter Warrior), Robo Recall, Budget Cuts Ultimate, Espire 1, BodyCombat, Star Wars: Tales from the Galaxy's
|
||||
Edge, HITMAN 3, Jurassic World Aftermath, Nano, Wander, Stremio, Eleven Table Tennis, BlazeRush, plus BAM and Gundam
|
||||
in the emulator.
|
||||
|
||||
## Spike results (2026-10-10, Windows 11 26200, i7-14700K, RTX 4080 SUPER, 64 GB; headless)
|
||||
|
||||
| Step | Result |
|
||||
|---|---|
|
||||
| AXRB install | `AXRB-Setup-<v>.exe /S` (electron-builder one-click NSIS, per user, no UAC) → `%LOCALAPPDATA%\Programs\axrb-launcher`, 462 MB. Release assets: Setup exe + `SHA256SUMS-<v>-setup.txt` + source zip (no portable zip since 1.0.4). |
|
||||
| Runtime setup | Not scriptable through AXRB (it lives in the Electron launcher's JS), so FramePort reproduces it: 4 pinned `dl.google.com` zips from AXRB's `core/components.json` (emulator 36.5.11, platform-tools r37.0.1, build-tools 36.1, `sys-img/google_apis/x86_64-36_r07`), hash-checked, into `%LOCALAPPDATA%\AXRB Runtime\sdk`, AVD `axrb-managed-api36` written as AXRB writes it, `ready.json` / `license-acceptance.json` receipts so AXRB's own launcher sees the same runtime as set up. 2.4 GB download, ~3 min on a fast line; 26 GB on disk after one 7 GB game. |
|
||||
| Emulator boot | AXRB's `scripts\emulator\windows_android_emulator.ps1 -Action Start` (headless QEMU, AXRB clock adapter + GPU layer). First cold boot ~6 min (TSC-corrected clock cold-boots every time). ABIs `x86_64,arm64-v8a`. QEMU (`Start-Process`) and the adb server inherit the caller's handles: a pipe, a file through WSL interop, even `/dev/null` through interop (its relay stays open) all left the FramePort call hanging after the script had ended → FramePort starts AXRB scripts through WMI (`Win32_Process.Create`, hidden, nothing inherited), polls the PID and reads an `FP_EXIT <code>` line from the log. Windows PowerShell 5.1's `*>>` writes UTF-16. |
|
||||
| AXRB runtime | `adb install --no-incremental --force-queryable -r axrb-openxr-runtime-debug.apk` (0.3 s); found by the OpenXR loader through the system runtime broker. |
|
||||
| Data | `adb push` of OBB/pak files: 25-35 MB/s (7.2 GB Pinball FX VR in 5.5 min). A full uninstall (or a signature change: `INSTALL_FAILED_UPDATE_INCOMPATIBLE`) deletes the OBB folder and the saves → FramePort's stable per-game keys matter here too. |
|
||||
| **Original APK** (Pinball FX VR) | No launcher activity (Meta's VR category only), started explicitly: **SIGABRT 0.3 s after loading Meta's `libovrplatformloader.so`**. Unconverted Quest APKs don't run. |
|
||||
| **OVRPort-only build** (Lucky's Tale, Unity 2019 GLES) | OVRPort's loader → AXRB runtime → instance + session, frames submitted (2 s each without a host: the image send times out), no crash in 40 s. |
|
||||
| **OVRPort-only build** (Pinball FX VR, UE5 Vulkan) | OVRPlugin pre-init OK (AXRB reports "Oculus 67.522.0"), then exits (ForceQuit) / with the no-ForceQuit build SIGSEGV in `gfxstream vkAllocateMemory` called from AXRB's runtime Vulkan layer. Not decided headless (no host attached, see below). |
|
||||
| Host bridge | Needs an OpenXR runtime with a D3D11 adapter. Headless options all failed: SteamVR's null driver (`failed to find D3D11 adapter requested by OpenXR runtime`), `vrlink` without a headset (`xrCreateInstance` -2), Meta XR Simulator (binary download needs a Meta developer login). → frames-to-SteamVR need a real headset. |
|
||||
|
||||
**Build decision: FramePort hands AXRB an OVRPort-only build** (the recipe's OVRPort patches, no Steam Frame fixes,
|
||||
signed with the game's FramePort key). The original APK crashes; FramePort's Frame fixes (FrameBridge adapter, Lepton
|
||||
and Frame-runtime workarounds) target the Frame. The recipe's alternate (no-ForceQuit) build is used when the recipe
|
||||
says so. (Since 2026-10-15 the PC build also carries the runtime-independent APK fixes and FrameBridge, see below.)
|
||||
|
||||
## Which patches reach the build for this PC
|
||||
|
||||
One recipe serves both builds; `patches/base.pc_selection(patches, analysis)` picks the PC part (used by
|
||||
`build.build(pc=True)`, `pipeline.pc_recipe_fingerprint`, the PC deployment record and `ui/components.pc_outdated`).
|
||||
`docs/PATCHES.md` marks each kept patch "also in builds for this PC (AXRB)".
|
||||
|
||||
- **All of OVRPort's patches** (category `overport`).
|
||||
- **APK fixes that don't depend on Lepton or the Frame's runtime** (`Patch.on_pc = True`): they fix the game's own
|
||||
code or its Meta libraries, which misbehave the same way in AXRB's Android (no Meta services, not a Quest device
|
||||
model, no Horizon app): `frame.ovrplatformcompat`, `frame.ovrstubs`, `frame.swapchain_limit` (OVRPort's
|
||||
dispatcher), `frame.ovr_stable_user`, `frame.unreal_ovrp_entrypoints`, `frame.avatar_stub`, `frame.vrapi_stub`,
|
||||
`frame.metaxr_telemetry`, `frame.oculusos`, `frame.ovr_microphone`, `frame.langpacks`, `frame.asset_files`,
|
||||
`frame.asset_files_stub`, `frame.ovr_trace`, `frame.blazerush`, `frame.unity_oculus_check` (with its ovrpshim),
|
||||
`frame.unity_text_input`, `frame.unreal_quest_precompile`, `frame.unreal_quest_keymap`,
|
||||
`frame.unreal_thumb_touch`, `frame.unreal_skip_obb_check`, `frame.unreal_skip_obb_delivery`, `frame.nodebug`,
|
||||
`frame.meta_permissions`, `frame.launcher`, and `frame.vrapi_bridge` (VrApi → OpenXR through OVRPort's loader,
|
||||
so AXRB's runtime; seen working in direct mode with The Climb 2, see "VrApi-direct games" below; the bridge
|
||||
doesn't need the GL shim, but GLES games keep `frame.gl_shim` for gfxstream, see "GLES games in the emulator").
|
||||
- **Experimental on the PC, for GLES games in the emulator**: `frame.gl_shim` (only with a GLES analysis,
|
||||
`Patch.pc_keeps`; Vulkan VrApi games never get it), `frame.unity_multipass` (also added by `pc_detect`), and the
|
||||
GLES FrameBridge defaults `scale` ≤ 0.5, `scale_max=1`, `projection_only=1`.
|
||||
- **Experimental on the PC** (`on_pc = "experimental"`, kept but not yet seen working in AXRB): `frame.vk_sanitize`
|
||||
(the Vulkan shim; gfxstream / the host driver instead of Lepton's Fossilize), `frame.unity_tls_key_pool`,
|
||||
`frame.eos_keychain_loop`.
|
||||
- **PC-only APK fix** `frame.vk_android_extensions` (`pc_detect`: direct-VrApi games whose engine creates VrApi's
|
||||
Vulkan system, analysis `graphics` "Vulkan (VrApi Vulkan system)"): the renderer's
|
||||
`vkEnumerateDeviceExtensionProperties` import goes to `libfp_vkext.so`, which also lists the Quest device
|
||||
extensions the PC's driver lacks (VK_EXT_fragment_density_map, Android external memory); AXRB's vkCreateDevice
|
||||
leaves them out again.
|
||||
- **FrameBridge** (`frame.adapter`) with its settings in `lib/<abi>/libframe_settings.so`: it wraps OVRPort's loader
|
||||
the same way in AXRB (scale, haptic_fix, pose_time_fix, rect_clamp, profile_remap, ...). Left out
|
||||
(`settings.PC_DENY`): `sync_guard` (a race in the Frame's vrclient.so), `focus_hold` / `focus_hold_ms` (the
|
||||
Frame's flickering wear sensor; FrameBridge's built-in default is on, so the PC build writes `focus_hold=0`,
|
||||
`settings.PC_VALUES`), `controller_models` (models the agent converts from the Frame's SteamVR at install) and the
|
||||
settings only the GL shim / Zink shader layer read (`gl_*`, `zink_*`). `controller_fix` stays: it is the game's
|
||||
choice (0 = hand tracking) and its Touch mapping of `/valve/` and generic profiles is runtime-independent.
|
||||
FrameBridge finds `libframe_settings.so` next to its own path (dladdr); on the Frame the agent also passes the
|
||||
settings as files, in AXRB the library is the only source, so the PC build turns `extractNativeLibs` on
|
||||
(`build.extract_native_libs`; apps with `extractNativeLibs="false"` would map their libraries from base.apk).
|
||||
Without OVRPort (a 32-bit recipe) the PC build drops FrameBridge: there is no loader to wrap.
|
||||
- **PC-only:** OVRPort's `patch_disable_meta_xr_audio_telemetry` (for x86_64 ARM translation, which AXRB is) is
|
||||
never in a Steam Frame recipe (`applies()` is False); `pc_selection` adds it, given the analysis, to games with
|
||||
Meta XR Audio (`Patch.pc_detect`; AXRB's own profile turns it on for North Star).
|
||||
- **Off on the PC:** Lepton/Android 11 workarounds (clipboard, Vivox audio route, start activity, ...), the Zink/Mesa
|
||||
GL shims and shader layer, pac_hints/luajit, hardware video decoding, every `device.*` option, the 32-bit bridge.
|
||||
- TODO: `device.files` (files written into the game's storage at install) could be reproduced with `adb push` in
|
||||
`targets/pc_android.py`.
|
||||
|
||||
### FramePort end to end (same day, headless, this branch)
|
||||
|
||||
`frameport install com.playful.LuckysTale --to pc --no-library` (isolated `FRAMEPORT_HOME`): PC build (19 patches:
|
||||
OVRPort's + `frame.ovrplatformcompat`/`frame.ovrstubs`/`frame.swapchain_limit`; static checks pass without the
|
||||
FrameBridge check) → AXRB found, requirements met → emulator → AXRB runtime → `adb install` → 3.7 GB OBB in ~95 s
|
||||
(39 MB/s) → `deployment.json` + launcher script. `frameport test com.playful.LuckysTale --to pc`: launcher → AXRB run
|
||||
script → host bridge → triage `axrb-no-headset` (expected without a headset). The Steam shortcut write (needs a Steam
|
||||
restart) is unit-tested only.
|
||||
|
||||
## How FramePort drives AXRB
|
||||
|
||||
- `tools/axrb.py`: find (env `FRAMEPORT_AXRB_DIR` > installed AXRB) / install (Setup exe, SHA256SUMS checked, `/S`) /
|
||||
runtime setup (above) / requirements (WHPX via AXRB's `check_windows.ps1`, ≥ 12 GB RAM, x64).
|
||||
- Environment for every AXRB script (the installed build sets none of it itself): `AXRB_DATA_HOME=<Runtime>\output`,
|
||||
`ANDROID_AVD_HOME=<Runtime>\avd`, `ANDROID_USER_HOME=<Runtime>\android`, `ANDROID_HOME`/`ANDROID_SDK_ROOT=<Runtime>\sdk`,
|
||||
`ANDROID_ADB_SERVER_PORT=5038`, `ADB_USB_LEGACY=1`, `ADB_LOCAL_TRANSPORT_MAX_PORT=5683`, AXRB's embedded Python
|
||||
(`resources\runtime\tools\python`) first on PATH; arguments `-Sdk <Runtime>\sdk -Avd axrb-managed-api36 -Port 5584`.
|
||||
- Install: start the emulator if needed (and stop it again if FramePort started it), install the AXRB runtime APK,
|
||||
`adb install -r` the build, push OBB/data to `/sdcard/Android/obb|data/<pkg>/`, record `<data>/pc/<pkg>/deployment.json`
|
||||
(`kind: "android"`).
|
||||
- Play: a Steam shortcut runs FramePort's small launcher script (`%LOCALAPPDATA%\FramePort\axrb\fp-axrb-run.ps1`),
|
||||
which sets the environment above and calls AXRB's `scripts\run\run_windows_game.ps1` (boots the emulator when
|
||||
needed and then owns it, registers a SteamVR app identity, starts the host bridge, `am start`, waits; exit codes
|
||||
0 ok, 1 error, 3 game lost, 4 host lost; `logs\game\session.json`, `host.err`).
|
||||
- Logs for diagnostics: `<Runtime>\output\logs\game\{host.log,host.err,session.json,guest.log}`,
|
||||
`logs\emulator\emulator.std{out,err}.log`.
|
||||
|
||||
## Headset results (2026-10-10, Steam Frame streaming to the PC through Steam Link / vrlink, 96 Hz)
|
||||
|
||||
AXRB's bridge opened a SteamVR session on the Frame each time (session state up to FOCUSED, both hands active), started
|
||||
through FramePort's launcher with the emulator booted by AXRB's run script (~1 min), and shut down cleanly.
|
||||
|
||||
- **Lucky's Tale (Unity, GLES): black.** GLES games go through AXRB's raw image path (eye readback → TCP), sized
|
||||
by SteamVR's recommended resolution: 3412×3412 per eye at the owner's 250 % supersampling = 93 MB per frame,
|
||||
~10 s per frame; at a lowered resolution 2644×2644 = 56 MB, 6.6 s per frame (~8.5 MB/s). AXRB's zero-copy GPU
|
||||
path covers Vulkan games only. The ~8.5 MB/s was the transport, not the readback: see "GLES games in the
|
||||
emulator" below (adb reverse: ~100 MB/s, half-size eyes, multipass: Lucky's Tale draws at 30 fps).
|
||||
- **Pinball FX VR (UE5, Vulkan): crash 4 s after start**, the same gfxstream `vkAllocateMemory` SIGSEGV from AXRB's
|
||||
runtime layer as headless (so not a headless artefact). AXRB's side.
|
||||
|
||||
Not reached: sound, controllers. Next candidates: a Vulkan game AXRB reports playable (Deadpool VR, Batman: Arkham
|
||||
Shadow); an AXRB issue for the Pinball crash.
|
||||
|
||||
## GLES games in the emulator (2026-10-16, headless under Monado's simulated HMD)
|
||||
|
||||
AXRB 1.0.4's emulator is the only backend with GLES (direct mode's EGL is a stub). A GLES frame is read back with
|
||||
`glReadPixels` on the game's thread inside `xrEndFrame` (`runtime/src/frame_transport.cpp`), sent as raw RGBA to the
|
||||
host (two eyes per frame) and uploaded there; `xrEndFrame` returns only after the send. Measured with
|
||||
`AXRB.Perf eye-readback` / `image-send` (guest log) and `host-image-arrival` (host.err):
|
||||
|
||||
| Eye size (per eye) | Bytes/frame | Route | Send | Frame rate |
|
||||
|---|---|---|---|---|
|
||||
| 896×1007 (Monado's recommendation) | 7.2 MB | default: TCP to 10.0.2.2 (QEMU user-mode network) | 850-950 ms | 1.1 fps |
|
||||
| 448×504 (`scale=0.5`) | 1.8 MB | default | 200-230 ms | 4.4 fps |
|
||||
| 896×1008 | 7.2 MB | **adb reverse** (`debug.axrb.image_transport=adb`) | 87 ms (~83 MB/s) | 9.4 fps |
|
||||
| 640×720 (`scale=0.7`) | 3.7 MB | adb reverse | 38 ms (~96 MB/s) | 17.6 fps |
|
||||
| 448×512 (`scale=0.5`) | 1.8 MB | adb reverse | 14.5 ms (~125 MB/s) | 30.5-30.8 fps |
|
||||
|
||||
The readback itself is 1-3 ms. The default route caps at ~8 MB/s (the same rate as in the headset run above); AXRB's
|
||||
adb reverse route (AXRB sets up `adb reverse tcp:38491` anyway) is 10-15x faster. For SteamVR's resolutions the math
|
||||
stays hard: 2016² per eye = 32.5 MB/frame (~3 fps), at half size 8.1 MB (~10 fps); the owner's 2644² at half size
|
||||
14 MB (~6 fps). Lowering SteamVR's resolution for the game is what helps further (AXRB has a minimum-extent setting,
|
||||
`AXRB_MIN_EYE_EXTENT`, but no maximum).
|
||||
|
||||
What FramePort does for GLES games on this PC (all in the PC build / launcher, nothing on the Frame changes):
|
||||
- FramePort's launcher (`fp-axrb-run.ps1`) starts Android itself when it isn't running (AXRB's Start action, as the run
|
||||
script would; the run script then gets `-OwnsEmulator` and shuts it down), sets `debug.axrb.image_transport=adb`
|
||||
(`FRAMEPORT_AXRB_IMAGE_TRANSPORT=default` leaves AXRB's choice) and `debug.wm.disable_deprecated_target_sdk_dialog=1`.
|
||||
- `pc_selection` with a GLES analysis: FrameBridge `scale` at most 0.5 (FrameBridge's minimum), `scale_max=1` (the
|
||||
maximum eye size reported is the scaled one too), `projection_only=2`: AXRB's emulator refuses every GLES frame with
|
||||
more than one layer (`xrEndFrame` -2), so FrameBridge submits the projection layer alone after drawing the quad
|
||||
layers that follow it into its eye images (`native/adapter/quad_compose_gl.c`, on the game's GL context, per eye at
|
||||
the eye's view and FOV, blending by the quad's flags); `projection_only=1` only drops them.
|
||||
- Game installs use `adb install -g` (runtime permissions granted, as Lepton does on the Frame): Android's permission
|
||||
dialog over the game's activity pauses Unity for good (BattleSisters asks for the microphone in its menu).
|
||||
- The VrApi bridge copies the game's eye textures into the OpenXR images with `glBlitFramebuffer` when the context
|
||||
has no `glCopyImageSubData` (the emulator's GLES translator is "OpenGL ES 3.1" without `GL_EXT_copy_image`; its stub
|
||||
only logs `libEGL: called unimplemented OpenGL ES API`, so every eye reached the runtime black).
|
||||
- `frame.unity_multipass` (experimental on the PC, `pc_detect` for Unity GLES + Oculus XR Plugin): gfxstream lists
|
||||
`GL_OVR_multiview2` but its encoder finds a multiview framebuffer incomplete and drops every draw
|
||||
(`GL2Encoder.cpp:s_glDrawElements … GL error 0x506 checkFramebufferCompleteness`): both eyes black.
|
||||
- `frame.gl_shim` (experimental on the PC, GLES only, `Patch.pc_keeps`): gfxstream has no
|
||||
`GL_EXT_disjoint_timer_query`; the shim lists it and hands out stand-ins ("available, 0 ns") so GLAD engines that
|
||||
call the timer queries unconditionally don't jump to NULL. Its multiview hiding also suits gfxstream.
|
||||
- FrameBridge settings without a rebuild: `frameport settings <pkg> --to pc key=value` writes
|
||||
`/sdcard/Android/data/<pkg>/files/framebridge.conf` (emulator: adb push, Android started for it if needed; direct
|
||||
mode: the file in AXRB's runtime folder); an empty value removes a key.
|
||||
|
||||
Per game (AXRB 1.0.4 emulator, Monado simulated HMD at 72 Hz, FramePort's PC build; Windows 11, RTX 4080 SUPER):
|
||||
|
||||
| Game | Build / settings | Furthest | Frame rate / time | Blocker |
|
||||
|---|---|---|---|---|
|
||||
| Lucky's Tale 1.0.55 (Unity 2019.4 + Oculus XR Plugin, GLES) | PC build + `frame.unity_multipass`, `scale=0.5`, adb route | **title scene drawn in both eyes** (Monado window captured) | 30.5-30.8 fps, image-send 14.5 ms | none headless; needs the headset (picture through SteamVR at its resolution, controllers) |
|
||||
| Accounting+ 1.24.35 (Unity 2017.4 built-in Oculus, GLES) | PC build (`frame.unity_oculus_check`), `projection_only`, old-SDK dialog off | **stance selection screen drawn in both eyes** | 10 fps, image-send 82 ms: its OVRPlugin makes 896×1024 eye buffers whatever FrameBridge's scale/max say | its quads (OVROverlay) were dropped by `projection_only=1` (AXRB rejects every multi-layer GLES frame with -2); rebuilt with `projection_only=2` (2026-10-16, qwerty head): same screen at 9.9 fps, no regression (its controller pointers are missing there because qwerty's controllers are inactive); eye size only shrinks with the PC runtime's resolution |
|
||||
| Path of the Warrior 21.11.10 (VrApi-direct GLES, own engine; from the `PATCHED/` copy) | VrApi bridge (blit copies) + GL shim (timer-query stand-ins), `scale=0.5`, `projection_only=2`, `--sim` with Monado's qwerty head | **its first screen drawn in both eyes**: the "Please ensure that your Oculus Touch Controllers are properly connected" panel (a VrApi cylinder → quad, drawn into the projection) | 38 fps, image-send ~15 ms | the simulator's controllers: Monado's qwerty builder (needed for a tracked head here, see `--sim` notes) has WMR controllers, which AXRB's bindings don't cover. Found on the way: (1) the simulated head: no tracked pose, `EnterVrMode` gave up after 30 s; (2) every frame -2 (projection + the cylinder quad); (3) black eyes: no `glCopyImageSubData` in the emulator's GLES. Before the stand-ins: SIGSEGV at pc 0 in `EgHalGrTimestampQueryGL` (NULL `glad_glGenQueriesEXT`). Needs a headset: controllers past this screen, gameplay |
|
||||
| BattleSisters 1.2.4 (Unity 2019.4 built-in VR, GLES) | PC build (ovrpshim frame loop), `scale=0.5`, installed with `-g`, `--sim` with Monado's qwerty head | **main menu drawn in both eyes** (Continue / New game / Level select hub / Last Bastion / Settings) | 31 fps for 90 s, no stall | none headless. The "hang after 3 frames" was Android's permission dialog: a few seconds into its menu the game asks for a runtime permission (microphone), `GrantPermissionsActivity` became the resumed activity over the game, Unity paused (AAudio pause, no Update2/WaitToBeginFrame/BeginFrame/EndFrame in progress per `ovrp_trace`) and nobody can answer it; not the ovrpshim frame wait and not AXRB's pacing. Fixed by installing with `adb install -g` (as Lepton does). Needs a headset: controllers, gameplay |
|
||||
|
||||
`--sim` notes: AXRB 1.0.4's emulator host only reads `AXRB_TEST_SYNTHETIC_HMD=1` (direct mode's `=2` is newer) and
|
||||
applies it only to a head *without* valid flags; Monado's simulated head is valid but not tracked, so the host never
|
||||
sets its LOCAL origin and VrApi games never get a tracked head. For games on the emulator backend `frameport test
|
||||
--sim` therefore runs Monado's **qwerty** builder (`SIMULATED_ENABLE=0`, `QWERTY_ENABLE=1`: its head reports
|
||||
POSITION_TRACKED; host.err `AXRB OpenXR: LOCAL origin in tracking world=(0.000 1.600 0.000)`). Its controllers are
|
||||
WMR ones, which AXRB's suggested bindings (Touch/Index/Vive) don't cover: no hands. `FRAMEPORT_PC_XR_SIM_HEAD=simulated`
|
||||
keeps the simulated head (and its ml2 controllers), `=tracked` forces qwerty. Monado's `remote` builder (tracked head +
|
||||
Index controllers) would cover both but listens on 0.0.0.0:4242 (a firewall prompt), so it isn't used. FrameBridge's
|
||||
`ovrp_trace=1` (ovrpshim, Unity 2017-2019 legacy frame loop) logs every 5 s how many Update2/WaitToBeginFrame/
|
||||
BeginFrame/EndFrame calls went through and which one is in progress (thread, frame, how long): where a stalled game
|
||||
waits. AXRB's opt-in host capture (`AXRB_CAPTURE_PREFIX`) only starts at sequence 2000 in 1.0.4 (hard-coded;
|
||||
`AXRB_CAPTURE_FIRST_SEQUENCE` isn't read), which GLES games at 10-30 fps don't reach in a test: use the Monado
|
||||
window captures and FrameBridge `snapshot=N`. AXRB's guest log only keeps warnings plus AXRB's own tags: read
|
||||
`adb logcat -d` for FrameBridge/OVRPlugin lines. `debuggerd -b <pid>` works from `adb shell` (stacks).
|
||||
|
||||
## Open (needs the owner + a headset)
|
||||
|
||||
- A game in the headset through SteamVR (picture, audio, controllers; Steam Frame controllers: AXRB #20).
|
||||
- Pinball FX VR's Vulkan crash with the host attached happens in the emulator only; in direct mode it reaches its lobby
|
||||
headless. Needs the headset: picture/latency through SteamVR, controllers, a table played.
|
||||
- Play from the PC's Steam library (shortcut → launcher script → AXRB).
|
||||
|
||||
## Testing without a headset (Monado's simulated HMD, 2026-10-15)
|
||||
|
||||
AXRB's host bridge needs an OpenXR session with a D3D11 binding, which SteamVR doesn't give without a headset. For
|
||||
unattended tests FramePort can run the bridge against **Monado for Windows** with Monado's simulated HMD instead,
|
||||
without changing the system's OpenXR runtime or touching SteamVR:
|
||||
|
||||
- **Monado build:** an official CI artifact of `monado/monado` (gitlab.freedesktop.org, project 2685), job `windows`
|
||||
of a `main` pipeline (there is no Windows release asset; the job's `install/` folder is the portable runtime:
|
||||
`bin\monado-service.exe`, `bin\openxr_monado.dll`, `openxr_monado.json`, SDL2/Vulkan loader DLLs). Tested build:
|
||||
pipeline 1766968, job 112793105, commit 8b259763f (`v25.1.0-917-g8b259763f`). Unpacked by hand into
|
||||
`%LOCALAPPDATA%\FramePort-dev\monado\install` (or `FRAMEPORT_MONADO_DIR`): no installer, no UAC, no registry. Its
|
||||
`share\steamvr-monado` (a SteamVR driver) is never registered.
|
||||
- **Selection per process only:** the OpenXR loader's `XR_RUNTIME_JSON=<monado>\openxr_monado.json`. HKLM's
|
||||
`ActiveRuntime` stays SteamVR. AXRB's run script registers an app identity with SteamVR whenever HKLM names SteamVR
|
||||
(an OpenVR utility client, which starts SteamVR), so under the simulator FramePort's launcher call answers that one
|
||||
`python steamvr_app_identity.py` call "failed" (the script only warns).
|
||||
- **Service settings** (`tools/xr_sim.SERVICE_ENV`): `SIMULATED_ENABLE=1` (the simulated builder; the Windows build
|
||||
only has the qwerty/remote/simulated builders, so no real device is probed), `SIMULATED_LEFT/RIGHT=ml2` (the only
|
||||
simulated controllers whose bindings cover the Vive wand profile: AXRB suggests Touch/Index/Vive, so with `simple`
|
||||
or `wmr` its hands stay inactive), `XRT_COMPOSITOR_DEFAULT_FRAMERATE=72`. Headless variant: `XRT_COMPOSITOR_NULL=1`
|
||||
+ `XRT_COMPOSITOR_NULL_FPS=72` (no window, nothing to capture).
|
||||
- **D3D11 + adapter:** Monado's D3D11 client compositor works (timeline semaphores); it renders on the discrete GPU
|
||||
(Vulkan device 0, RTX 4080 SUPER here; `XRT_COMPOSITOR_FORCE_GPU_INDEX` would change it) and asks D3D11 clients for
|
||||
that adapter's LUID, which DXGI finds.
|
||||
- **Results:** a minimal D3D11 client (`native/xrsimprobe/xr_sim_probe.cpp`, built with VS Build Tools against the
|
||||
Khronos `openxr_loader_windows` 1.1.63 release) went IDLE → READY → SYNCHRONIZED → VISIBLE → FOCUSED in 0.01 s
|
||||
and submitted 72 frames/s until it asked to exit. AXRB's host bridge (`--serve-openxr 38490 0 <title>`, no
|
||||
emulator) reached `D3D11 graphics binding ready`, session state 5 (FOCUSED), `AXRB TCP: listening on
|
||||
0.0.0.0:38490`, both controllers active with valid poses, `host-end-frame: rate=72.0/s`, its splash in both eyes.
|
||||
No game was run yet.
|
||||
- **Seeing what is drawn:** the windowed compositor ("Monado (Windowed)", 1264×681, both eyes side by side without
|
||||
distortion) can be saved with `native/xrsimprobe/xr_sim_capture.cpp` (`PrintWindow`, works behind other windows;
|
||||
`xr_sim.capture(path)`), and `--sim` also sets AXRB's own opt-in `AXRB_CAPTURE_PREFIX` (4 PPM readbacks of the
|
||||
submitted layers, 5 s apart, from frame 300) into `<data>/logs/xr-sim/`. A launch test that reached RUNNING saves
|
||||
Monado's window there too, just before it stops the game (`<time>-<pkg>-headset.bmp`, `pc_android.sim_capture`),
|
||||
and every AXRB launch test reports the frame rate from AXRB's `AXRB.Perf` summaries (game submits / bridge). Monado itself has no screenshot function;
|
||||
`XRT_WINDOW_PEEK` and `XRT_DEBUG_GUI` exist but only show windows.
|
||||
- **Use:** `frameport test <pkg> --to pc --sim` (or `FRAMEPORT_PC_XR_SIM=1`): starts `monado-service.exe` hidden
|
||||
(WMI, like AXRB's scripts; ready when its pipe `\\.\pipe\<%TEMP%>\monado_comp_ipc` exists), passes the environment to
|
||||
the AXRB launch (`pc_android.launch_test(extra_env=…)`, default `xr_sim.active_env()`), stops the service afterwards
|
||||
(an already running Monado is used and left running). Service log: `<data>/logs/xr-sim-service.log`.
|
||||
- **Head per backend:** when every game tested is on AXRB's emulator backend, the service runs Monado's qwerty builder
|
||||
instead of the simulated one (a tracked head; AXRB 1.0.4's emulator host has no synthetic head for Monado's
|
||||
untracked one, see the GLES section's `--sim` notes); its controllers stay inactive in AXRB.
|
||||
`FRAMEPORT_PC_XR_SIM_HEAD=tracked|simulated` overrides the choice. An already running Monado is used as it is.
|
||||
- **Limits:** the simulated head wobbles slowly and the controllers hold still with no buttons pressed, so it proves
|
||||
startup, frame submission and what is drawn, not gameplay; the windowed compositor opens a visible window on the
|
||||
desktop; frame pacing is Monado's, not a headset's.
|
||||
+69
-10
@@ -5,7 +5,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
|
||||
## Fast path for a new game
|
||||
1. `frameport scan <folder>` → check the suggested recipe (`frameport show <pkg>`). Direct-VrApi engines get the bridge.
|
||||
2. `frameport build <pkg>` → all static checks must pass (32-bit-only → stop, it can't run).
|
||||
2. `frameport build <pkg>` → all static checks must pass (32-bit-only → `frame.a32_bridge`, experimental).
|
||||
3. `frameport install <pkg>` → `frameport test <pkg>`: want **RUNNING** + "Submitting frames" at ~72 fps.
|
||||
4. Put the headset on and look. Headless tests can't judge visuals (no FOCUSED state without the headset worn).
|
||||
5. Fix by symptom below, rebuild, repeat. When it's good: **Save as known-good** (GUI) or add a catalog YAML.
|
||||
@@ -13,12 +13,22 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
## Startup failures (visible in launch.log)
|
||||
| Symptom | Cause | Fix |
|
||||
|---|---|---|
|
||||
| Startup exits through `libxlua.so (lj_err_throw)`, then Unity aborts in mutex cleanup; captured Lua error is `bad light userdata pointer` (GitHub #257, BattleTalent 4.7) | This older LuaJIT encodes lightuserdata in 47 bits; Frame supplies valid wider native pointers. Controlled tests with the unchanged library pass a real low-address allocation and fail its own high-address static pointer | `frame.luajit_pointers` automatically selects a full-pointer Lua engine only for the verified library SHA-256, retaining xLua bindings and custom helpers. The scoped patch reaches OpenXR startup for 60 s headless; rendering and gameplay remain unverified. A `lj_err_throw` cleanup stack without the original error message is insufficient to infer this cause |
|
||||
| A GL4ES Team Beef game draws stretched triangles or spikes across characters and the scene (GitHub #191, Lambda1VR) | The newer GL shim exports GLES draw functions that intercept GL4ES's desktop OpenGL calls, bypassing its client-array and immediate-mode translation | `frame.tbxr_vendor` keeps the shim's five draw symbols private when the APK bundles `libgl4es.so`. GL queries and single-sampled framebuffer fixes remain active; other games retain the draw hooks. A/B eye captures on SteamOS 0.4.5: old shim normal, current shim spikes, current shim with private draw symbols normal at ~72 fps. Worn-headset gameplay still needs confirmation |
|
||||
| A Team Beef game reports a crash after manually quitting: `fdm_injection_xrDestroySwapchain` → `TBXR_LeaveVR` (GitHub #191, Lambda1VR) | Valve's foveation layer dereferences a null pointer during swapchain cleanup | Triage `tbxr-fdm-shutdown-crash` identifies this as a teardown crash, separate from startup and distorted geometry. No verified cleanup fix yet |
|
||||
| Conversion fails with `NoSuchElementException: Sequence is empty` in `PatcherContext.appName` (GitHub #269, Accounting+) | OVRPort assumes an application label exists; some APKs only label their activity | FramePort retries that exact failure once using a temporary APK whose application inherits the activity's label; existing labels and the original APK are kept |
|
||||
| Updating a flat Android app after saving its recipe fails with `no OVRPort patches selected` (GitHub #271, Plezy) | older FramePort loads the saved recipe without restoring its unchanged-install setting or applying the flat-app build rules, then tries an empty VR conversion | update FramePort: saved recipes keep `as_is`, and flat apps still skip OVRPort; existing catalog-derived recipes refresh at the next app update. Until then, enable "Install as is" for an app whose APK needs no fixes |
|
||||
| A launch test suggests a patch (for example triage `sdl-no-clipboard` → `frame.sdl_clipboard`) but the game page doesn't show it / lists it as not applicable; or a game added long ago lacks warnings newer ones get (Android version, web wrapper, missing OBB) (GitHub #104, Dramatic Shape) | the library entry was analyzed by an older FramePort: the analysis field the patch reads (`sdl_java`, `min_sdk`, `web_wrapper`, `expects_obb`, …) is missing, so `applies()` is false | entries whose `analysis.extra.analysis_version` is below `detect.ANALYSIS_VERSION` are analyzed again at the GUI's start (background) and before a build (`pipeline.refresh_analyses`); by hand: game menu → "Analyze again", then Update on Frame. An unreadable APK is marked `analysis_failed` (retried after the next version bump). Adding an analysis field: bump `ANALYSIS_VERSION` |
|
||||
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, for example RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`, keeps the GPU saving) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
|
||||
| FDM layer loads but diagnostic logging reports `fdm_injection_CreateInstance: skipped` | Layer loading alone does not enable injection on the tested SteamOS 0.4.5 build; a skipped helper instance alone also does not establish game-wide inactivity | Opt-in `device.foveation` mode `tracked`: loads Valve's layer and sets `FDM_DEBUG=enable`. Batman probe reached foveated render passes with changing per-eye offsets. Validate graphics and matched gameplay GPU time; do not enable globally. Use `debug` only for brief diagnostics, preserving existing flags; never benchmark with debug spam. See FRAME_RUNTIME.md. |
|
||||
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, e.g. RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`; verify injection remains active on the installed runtime) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
|
||||
| A Unity OpenXR game closes right after the OpenXR instance is created: `F VrApiLoader: vrapi_SetPropertyInt was called before vrapi_Initialize()!`, SIGABRT on UnityMain (GitHub #62, Jurassic World Aftermath) | the APK still ships Meta's VrApi loader; OVRPlugin (1.89, on OpenXR) calls it without starting VrApi and Meta's loader aborts. The VrApi bridge can't replace it (39 of the loader's 114 functions: OVRPlugin wouldn't link) | `frame.vrapi_stub` (same exports, each returns 0); triage `vrapi-before-init` |
|
||||
| A VrApi game exits at once: `UnsatisfiedLinkError … dlopen failed: cannot locate symbol "vrapi_PollEvent"` (GitHub #57, BlazeRush) | the engine imports a VrApi function the VrApi bridge didn't implement | the bridge has `vrapi_PollEvent`, `RecenterPose`, `SetDisplayRefreshRate`, `GetSystemPropertyFloatArray` (rebuild the game); the static check "VrApi functions resolvable" names any other missing one; triage `vrapi-symbol-missing` |
|
||||
| A Team Beef port (Lambda1VR, RTCWQuest, …) exits at once: `UnsatisfiedLinkError: dlopen failed: library "libopenxr_loader_valve.so" not found` (GitHub #59) | TBXR loads `openxr_loader_<Build.MANUFACTURER>` (Lepton: valve) and takes the Meta path only when `strstr(OPENXR_HMD, "meta")` matches, else Pico's | `frame.tbxr_vendor` (empty `libopenxr_loader_valve.so` + the "meta" literal → "alve"). Game data (`xash/`, …) goes to /sdcard: upload it with the Files tab to the game's storage. Black eyes with `TBXR: Incomplete frame buffer object: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE`: TBXR always uses multisampled render-to-texture (even `--msaa 1`); `frame.tbxr_vendor` links the GL shim, which hands it single-sampled versions (log `GL shim: multisampled render-to-texture … drawn single-sampled`) |
|
||||
| Logos and a loading animation, then black (no crash, frames keep coming) in a game whose OBB folder has extra `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't know them, so the content never "arrives" | `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0) |
|
||||
| Black screen after VR starts; `Asset status error (code 100)` in `DLC_Manager:AssetStatusCallback` (GitHub #203, e.g. PixelRipped 1995) | Meta asset-file status fails after entitlement succeeds; the log does not identify the native call or asset ID | Try `frame.asset_files_stub` (opt-in, triage-only): native/langpack answers GetList with an empty successful list and StatusById with installed status, an empty path and the requested ID. No DLC files are supplied; download requests retain their existing behavior. Disable with `FRAMEPORT_ASSET_FILES_STUB=0`. Host-tested only; whether this fixes startup needs a game/device test |
|
||||
| Missing sound or extra content in a game whose OBB folder has separate `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't list them | copy every content/sound-bank PAK and use `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0). Tales also needs the splash and depth-size fixes below |
|
||||
| A SideQuest backup has `apk/` and a sibling `obb/` with content/sound-bank PAKs, but the Frame only has the main OBB (GitHub #61, Tales from the Galaxy's Edge) | older scans treated that layout as loose expansion files and selected only the named OBBs; the asset-file patch then found no PAKs | the scanner chooses the OBB folder by version first, then keeps the whole sibling data folder when all its expansion files are selected for this APK; app updates repair affected library entries and refresh asset/language-pack detection. Reinstall to copy the missing files, or scan the backup again first. Folders with other packages or unselected OBB versions still send only the selected OBBs |
|
||||
| Tales from the Galaxy's Edge stops during map loading (GitHub #61): game thread in `FlushRenderingCommands` / `UEngine::LoadMap`, render thread in `FSplash::RenderFrame_RenderThread` / `ovrp_WaitToBeginFrame` / SteamVR `WaitFrame` | the separate Oculus loading splash waits for an unbegun frame while map travel waits for rendering | `frame.unreal_splash_bypass`: returns from the splash renderer, with a checked symbol, size and prologue. The last image stays visible during loading; the normal renderer and menu layers continue. Headset test with the depth-size fix: gameplay, both eyes, controller input and sound work |
|
||||
| Upper part of the intro/environment is black or clipped, but a separate menu panel is intact (GitHub #61, Tales from the Galaxy's Edge) | `FSceneRenderTargets::AllocMobileMultiViewDepth` caches the initial Android window dimensions (1920x1016/1020), leaving the depth attachment shorter than the eye color texture (1728x1728); drawing is limited by the smaller attachment | `frame.unreal_multiview_depth`: refreshes both cached depth dimensions from the current scene `BufferSize` before allocation. Checks the exported symbol, function size and surrounding instructions, then replaces only the branch that skips refresh. Keeps multiview and multisampling. Headset test: full view and gameplay work |
|
||||
| `cannot locate symbol "ovrPeerConnectionState_ToString"` (or another `ovr<Enum>_ToString`) at start (BlazeRush, GitHub #57) | OVRPort's platform loader lacks several Platform SDK enum helpers | `frame.ovrstubs` now stubs them too; `*_ToString` stubs return "" (not NULL) |
|
||||
| Exits right after the OpenXR instance is created: `Failed to create XR session: -50` (`XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING`, Lambda1VR) | the game skips `xrGet*GraphicsRequirementsKHR`; Meta's runtime tolerates it, SteamVR's doesn't. Lambda1VR's TBXR doesn't even enable `XR_KHR_opengl_es_enable` (only `XR_EXT_local_floor`) | FrameBridge adds `XR_KHR_opengl_es_enable` when an app enables no graphics API extension, asks for the requirements on the game's behalf and retries xrCreateSession once (logs `added XR_KHR_opengl_es_enable …`, `the app skipped …; asked for it`; every launch logs the final extension list `xrCreateInstance with N extension(s)`); triage `graphics-requirements-missing`. Verified headless: Lambda1VR runs at 72 fps |
|
||||
| Exits at start: `OVRAvatar-Loader: DisplayErrorAndExit: Failed to launch SystemActivities` after `ovrAvatar_Initialize: Failed to load AvatarSDK driver` (BlazeRush, GitHub #57) | Meta's avatar loader needs Horizon; it then tries Meta's error screen and aborts | `frame.avatar_stub` (same exports, do nothing); triage `avatar-driver-missing`. Games that ship the library but don't start avatars at launch (Lucky's Tale, BattleSisters, Arcsmith) don't need it |
|
||||
@@ -31,12 +41,15 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| An overlay app (fpsVR, a wrist watch) installed on the Frame never appears, or SteamVR doesn't start it | not registered with the Frame's SteamVR, or registered with a manifest SteamVR skips: on the Frame vrserver reads only `binary_path_linux_arm` (vrserver.txt: "must specify binary_path for launch_type binary. Skipping") | `pcvr.vr_overlay` (Windows) / a Linux app with a bundled `.vrmanifest` (`is_dashboard_overlay`): agent v75 `register_vr_overlay` (check `vrcmd --overlays`, `~/.config/openvr/config/appconfig.json` manifest_paths); the app's own `--install` writes binary_path_linux only. fpsVR under Proton never loads OpenVR (quits after 60 s): unsupported for now |
|
||||
| An overlay app with **Start with SteamVR** on doesn't start by itself after the Frame or SteamVR starts (it works when started by hand) | SteamVR's own auto-launch flag (SetApplicationAutoLaunch) didn't persist on the Frame (no autolaunch entry in `~/.config/openvr/config/steamvr.vrsettings`) | agent v76: FramePort's service `frameport-vr-overlays.service` starts it at every new vrserver. Check `systemctl --user status frameport-vr-overlays`, `~/.local/share/frameport/vr-overlays.log` (`new SteamVR (vrserver N)` → `<pkg>: started` / `running` / `couldn't start it: …`), the deployment's `overlay.autostart`, and that `~/.local/share/frameport/vr-overlays.disabled` doesn't exist; `frameport frame info` (ensure_host_fixes) installs a missing service |
|
||||
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
|
||||
| Launch test "failed" although the game runs in the headset: frames paced, then `OVRPortVrApi: EnterVrMode: no tracked head pose before deadline`, then a crash (e.g. `zink: DEVICE LOST` + SIGSEGV in a `gdrv` thread) (GitHub #57, BlazeRush) | the VrApi bridge ends the VR session after 30 s without head tracking, which only happens without a worn headset; the game's renderer then crashes while tearing down | none needed: launch tests (`triage(..., headless=True)`) treat an exit or crash after a `headless_end` line (catalog/triage.yaml) as a pass when frames were paced before it (info finding `headless-end`); play sessions ignore it. Add new such markers to `headless_end` |
|
||||
| Launch test EXITED, launch.log has `Target app (<pkg>) did not start` and no `Start proc …:<pkg>` (GitHub #179) | Lepton occasionally doesn't start the app on the first start after an APK change; Android's `WebViewLoader-: System.exit` at boot is not the game (triage `app-not-started`) | start it again |
|
||||
| A game keeps no progress between starts although it saves (its storage gets a new `Profiles/Oculus/<id>/`-style folder per start; Walkabout Mini Golf, GitHub #182) | OVRPort's platform loader answers `ovr_GetLoggedInUserID` with a made-up id (6e18 + `random()`), new at every start; games file saves under the user id | `frame.ovr_stable_user` (default for games with the platform library): a fixed id per game and keystore. Old progress: copy the newest old profile into the new id's folder |
|
||||
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (for example Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
|
||||
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
|
||||
| FramePort's games disappear after Steam restarts, especially after a devkit registration (GitHub #263) | Steam saves `Shortcuts` / `AppName` with capital letters; older FramePort reads them case-sensitively and writes a second shortcut map that Steam ignores | agent v86 reads and updates keys case-insensitively, keeping Steam's spelling, appids and tags; update FramePort and add the missing games to the library again |
|
||||
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); see the casing fix above, other causes remain unconfirmed (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
|
||||
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
|
||||
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (for example I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
|
||||
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (for example SUPERHOT) | The game created a save folder with mode 1700; inside Lepton the app writes through the folder's group | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41); reinstall to get the new launcher |
|
||||
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (for example SUPERHOT); or stays at loading with `UnauthorizedAccessException` in `StartupLoading.Start` (GitHub #239, Jurassic World Aftermath) | The game created a cloud-save folder with mode 1700; inside Lepton the app writes through the folder's group. Its startup routine can fail before the permission watchdog repairs the newly created folder | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41). Close and start the game again without uninstalling: the folders are now repaired (Aftermath confirmed in the headset). Agent 84 creates `files/cloud/data` before `fix_perms` and startup, including in upgraded launchers, to prevent the first-start race. Triage `startup-save-permission` fails the launch test despite rendering frames |
|
||||
| The whole Frame slows to a halt, then the game is killed (`Out of memory: Killed process … anon-rss:10+ GB`), for example Lucky's Tale | The game's own memory grows ~1 GB/s on Unity's `Loading.PreloadManager` thread (perf page-fault profile); not the flat window, not the text-input patches | none yet: mark unsupported; profile with `perf record -p <pid> -e page-faults --call-graph fp` (works as steamos, `perf_event_paranoid` 2) |
|
||||
| A Linux app exits at once: `cannot execute binary file: Exec format error` in launch.log | an x86_64 program started directly (installed before FramePort ran x86 builds through FEX, or by hand) | reinstall it: x86_64 Linux apps install FEX on the Frame and start through it (agent v61, `kind: linux_x86`; FEX also needs `STEAM_COMPAT_DATA_PATH`: "No compat data path?" in launch.log = an agent v60 launcher, reinstall); triage `linux-x86-no-fex`. Prefer an arm64 build when the app offers one |
|
||||
| `APP_ACTIVITY is empty`, nothing starts | Manifest has category INFO only; Lepton needs LAUNCHER | `frame.launcher` (automatic) |
|
||||
@@ -48,16 +61,27 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Oculus Rift game won't run on the Frame | Oculus/LibOVR game: needs Revive, whose hooks don't work under Proton-arm64, and FramePort won't defeat the Oculus runtime signature check | Play it on this PC (SteamVR + Revive). Only OpenVR/OpenXR-native Rift games run on the Frame |
|
||||
| Un-cracked Oculus PC VR game: "Initializing OVR session" then exits / signature check on the runtime | Revive's hooks don't install on Proton-arm64; the Oculus shim rejects the unsigned Revive runtime | Not runnable on the Frame without the repack's crack extracted (not done by FramePort); use the PC version |
|
||||
| PC VR game: `Failed to initialize Oculus API (-3001)` / `Unable to load LibOVRRT DLL` | Revive's LoadLibrary hook doesn't work under Proton arm64 (ARM64EC kernelbase); the game's LibOVR shim finds no runtime DLL | Symlink `LibOVRRT64_1.dll` → Revive's DLL in the prefix's system32 (manual so far) → then -3021 (runtime signature check; open) |
|
||||
| Uploads to the Frame are slow (~15 MB/s) | PC and Frame both on Wi-Fi through the home router | Connect the PC to the Frame's own hotspot (or a USB cable): FramePort uses the direct link automatically (~80-100 MB/s); job log line "Transfer link" |
|
||||
| Uploads to the Frame are slow | The link, storage or transfer backend can limit throughput | Check the job's "Transfer link"; try the Frame's hotspot or USB cable. Large install files prefer system OpenSSH SFTP, retaining paired-host checks and `.part` resume; unavailable or failed native uploads fall back to Paramiko. The log names the backend. Settings → Installing → Parallel uploads accepts 1–8 (default 3; saved preferences are preserved). More is not always faster. Measure the production path with `scripts/upload_bench.py --methods app-files-3 --check-resume` (three repetitions, checksum verification) |
|
||||
| PC VR game exits right away: `Unhandled Exception: 0xc06d007e` (after `FOnlineSubsystemOculus::InitWithWindowsPlatform`) | Delay-loaded `LibOVRPlatform64_1.dll` (Oculus Platform SDK, installed with the Oculus app) is missing | None on the Frame (entitlement check; FramePort doesn't replace it). PC mode with the Oculus app |
|
||||
| Unity PC VR game (Oculus + SteamVR build: `OVRPlugin.dll` and `openvr_api.dll` in `<Name>_Data/Plugins`) opens a window and quits after ~20 s; no VR Vulkan instance after the game's DXVK device in launch.log; Unity log (`unity log … Player.log`, agent v67): `OpenVR failed initialization` / `Initialization of device … failed` | Unity's built-in VR tries its SDKs in list order (Oculus first) unless `-vrmode` picks one; a catalog recipe verified with another build of the game (for example SUPERHOT VR's OpenXR build, GitHub #105) used to drop the build's own arguments | `pcvr.launch_args` = `-vrmode OpenVR` (detected for such builds; kept when the catalog's `xr` differs from the build's). A game's Electron launcher next to it (SHVR.exe) is ranked below the game |
|
||||
| Unreal PC VR game opens the crash reporter instead of closing | UE starts CrashReportClient.exe on a crash | `pcvr.no_crash_reporter` (default for Unreal Rift games): `-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy |
|
||||
| A backup's game was added without its data (library `data_dir` null, `data_bytes` 0) although the folder has .obb files | The OBBs sit in a layout the scan didn't know: `<game>/obb/<package>/`, `Android/obb/<package>/`, or SideQuest-style `<game>/apk/x.apk` + `<game>/obb/<package>/` | `sources/quest_dump.find_data_dir` finds a `<package>` folder with .obb files ≤3 levels below the APK's folder or ≤2 below its parent (skipping neighboring folders with APKs: other games); an `apk`/`apks` folder counts as part of its game folder. Add the folder again (Analyze again doesn't look for data) |
|
||||
| "Failed to correctly load the game files" at the menu; `Error loading FMOD bank "…/Android/obb/<package>/Master.bank": ERROR` (GitHub #239, Jurassic World Aftermath Collection); launch test previously passed at 72 fps | SideQuest's `<package>/<backup time>/apk/x.apk` + `obb/Master.bank` + `obb/Master.strings.bank` backup was scanned without data: these are raw sound banks, not .obb expansion files, so the sibling-folder search missed them | `quest_dump.find_data_dir` checks the parent game folder's `obb/` (or `obbs/`) when the APK is in `apk/` or `apks/`, including raw assets with or without a package subfolder. Add the backup folder again and reinstall; triage `fmod-bank-missing` fails the launch test even when the error screen renders frames. Copy the whole data folder from the same backup as the APK |
|
||||
| A game from an AXRB download starts and stops at once (Steam shows Resume), no OBB on the Frame; or a SideQuest backup adds a second game named after an APK in its `obb/` folder (reddit 2026-10-11) | AXRB keeps its own PC builds in `AXRB/patched/<package>/*-axrb.apk` (OVRPort-converted for its runtime, no OBBs); the scan added them over the original `AXRB/<app id>/<binary id>/base.apk`. SideQuest's VR4 backup has Unreal's `VR4-Android-Shipping-arm64.apk` next to the OBBs | `quest_dump._axrb_patched` skips AXRB's patched copies; a rescan replaces entries made from them; AXRB downloads send every non-APK file next to `base.apk` (DLC, assets) and are named after the package; APKs inside another game's data folder are ignored; SideQuest backups are named after the package folder, not the backup time. docs/FAQ.md has both layouts |
|
||||
| Game hangs at start / never loads although its .obb files are right there: next to the APK, in an `obb` folder beside an `apk` folder inside a `<package>` folder, or a SideQuest backup (`<timestamp>_<versionCode>.apk`) (GitHub #85, #91) | No folder named after the package, so the folder-layout checks found nothing and no OBB was uploaded | `quest_dump.find_data` then looks for the files by name, `(main\|patch).<versionCode>.<package>.obb` (any case), in the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games); prefers the folder and files of the APK's own versionCode, else the newest older, else any version. When that folder also holds other things (the APK itself, other games' OBBs), the library entry gets `data_files` and only those files are uploaded, counted and deleted with the game. Add the folder again |
|
||||
| CryEngine game: `Powered by CRYENGINE`, then SIGTRAP in `libAndroidLauncher.so` during `CreateSystemInterface`, before any OpenXR instance (GitHub #238, The Climb 666.0) | Installed without its OBB: the SideQuest backup has `apk/com.crytek.climb.apk` + `obb/main.com.crytek.climb.obb`, but the scan required a versionCode in the OBB name and skipped it. The reported backtrace's fatal-error call formats `Engine initialization failed: Open Engine Paks: Unable to find "engine" pak files (%s)` | `quest_dump.find_data` accepts `(main\|patch).<package>.obb` as well as numbered names, keeping the original filename. Update on Frame finds the previously skipped data; a rescan finds it too. Analysis version 12 recognizes monolithic CryEngine through `assets/game.cryproject`, Vulkan through `assets/system.cfg` (`r_Driver = vk`), and an expected OBB through the launcher's expansion-path format strings; a missing OBB now gets the existing `missing-obb` warning/finding. This fixes the original missing-content startup failure; the rendering failures below were found once the data was installed |
|
||||
| The Climb 666.0: audio with no headset picture, `OVRPortVrApi: Unsupported frame flags or swap interval`; then SIGSEGV in `vulkan.freedreno.so` during `vkCmdEndRenderPass` once frames are accepted (GitHub #238) | The game submits the obsolete Quest texture-density debug flag (`0x100`), which the bridge rejected. It also binds the bridge's full-rate texture as a fragment-density attachment even though foveation support is reported off; Turnip reads density maps on the CPU, but an ordinary sampled image has no mapped backing memory | Updated `frame.vrapi_bridge` accepts the compositor debug/volume flags and creates the compatibility texture with `VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT`. Do not gate that usage on the advertised format features (the Frame reports R8G8_UNORM without the density bit). `device.files` selects `r_vr_foveated = 0` when the engine contains that cvar; The Climb 2 keeps `r_variable_rate_shading = 0`. Triage `vrapi-frame-rejected` marks rejected frames as fatal despite pacing logs. Picture confirmed on the headset. With the corrected config, an uncapped launch stayed running for over four minutes at a median 72 fps with no native crash or GPU fault. The user confirmed working menus and gameplay on 2026-10-12 |
|
||||
| Unreal game: `JNI_OnLoad` (OVRPlugin), then silence: no OpenXR instance, no crash, no frames (GitHub #85 TRIANGLE STRATEGY; launch-test finding `missing-obb`) | Installed without its OBB: the manifest says `com.epicgames.ue4.GameActivity.bHasOBBFiles` = true (UE5: `com.epicgames.unreal.…`) but the library has no data folder (`data_dir` null, `data_bytes` 0) | Put the .obb files in a `<package>` (or `obb/`) folder next to the APK, add the folder again, reinstall. Analysis `extra.expects_obb`; the game page, the install question and `frameport scan`/`install` warn; launch tests that sent no frames get the `missing-obb` finding from the library (the game logs nothing). Unity split-binary builds count too (`extra.unity_split`, `analysis/unity_split.py`): an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without `assets/bin/Data/UnitySubsystems/` in the APK, or BuildSettings listing more scenes than the APK has `levelN` files (globalgamemanagers loose or read from the head of data.unity3d); exact on the 48 Unity APKs of the dumps (13 split, 17 full games; OBBs of full builds are asset bundles or sound banks) |
|
||||
| Unreal game: launch.log ends with `ActivityTaskManager: START u0 {… cmp=<pkg>/.DownloaderActivity}` and `Displayed <pkg>/.DownloaderActivity`, then nothing: no OpenXR instance, no crash (GitHub #159 Contractors; triage `unreal-obb-check-stuck`, also when the OBB is on the Frame) | Epic's DownloaderActivity (started by GameActivity.onResume before the engine's main init) checks every OBB's name + size compiled into the APK (OBBData); with manifest meta-data `com.epicgames.ue4.GameActivity.bVerifyOBBOnStartUp=true` it then reads the whole OBB and compares each entry's CRC32 (cached in `files/cacheFile.txt` by the OBB's mtime). Its progress and error screens are invisible in Lepton (headless VR); a CRC mismatch waits for a button forever. A missing / wrong-size OBB starts Google Play's downloader (or a "No Google Play Store Key" dialog) and also waits | `frame.unreal_skip_obb_check` (suggested by analysis `unreal_verify_obb`): sets that meta-data to false (one boolean in the manifest, `axml.set_meta_data_bool`), which skips only the CRC pass. Still stuck: the OBB doesn't match the APK version (name `main.<versionCode>.<pkg>.obb` and its size) - copy APK + OBB from the same install |
|
||||
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
|
||||
| Unreal game has CRC verification off but the delivery bypass is unavailable (GitHub #159, Medal of Honor: Above and Beyond) | Obfuscation renamed `expansionFilesDelivered`: MoH calls boolean predicates `a()` and `d()` from its package DownloaderActivity.onCreate, both logging `Checking for file : ` and calling Google expansion filename/delivery helpers. The second gate can show “Select OBB to use” | Analysis recognizes these predicates by activity, caller, log and helper return types; stuck-downloader triage offers `frame.unreal_skip_obb_delivery` as an experimental opt-in. CRC stays off. The inspected build checks three Java OBB entries and has native indexed-patch filename support; its backup has 22 OBBs and 34 MP4s, all selected from the package folder. Bypassing Java delivery does not establish native data completeness or headset success |
|
||||
| Unreal game still stays on `DownloaderActivity` with CRC checking off (`bVerifyOBBOnStartUp=false`) and a fully uploaded matching OBB (GitHub #283, Into The Radius) | The separate Java `expansionFilesDelivered()` name and size gate can reject an OBB through Android external storage in Lepton; disabling CRC does not bypass it | Try `frame.unreal_skip_obb_delivery` (opt-in, experimental, triage-only). It returns true from known Unreal/package delivery predicates in every dex, preserving normal downloader success and main init. Analysis `unreal_obb_delivery` (version 16) controls applicability. The native engine still needs complete, matching, readable OBB data; unverified on a device |
|
||||
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK (Gear VR / Go / early Quest); Frame has no AArch32 | `frame.a32_bridge` (suggested for every 32-bit-only APK, experimental): the a32 translator runs the game's 32-bit libraries inside the 64-bit app (native/a32translator/bridge) |
|
||||
| a32 bridge faults at a low Thumb PC while loading a library, with the same unrelocated pointer in `.init_array` (e.g. Journey of the Gods: `0x1259e9` in OVRPlugin) | The guest loader ignored the older `DT_ANDROID_RELR` / `DT_ANDROID_RELRSZ` tags, leaving relative pointers at their link addresses | Fixed in the guest loader: both Android and standard RELR tags use the existing RELR decoder. Rebuild the a32 runtime and APK; host regression tests cover both tag families, but game startup still needs a Frame run |
|
||||
| 32-bit game on the bridge: framerate falls over minutes, purple/garbled geometry, then `Could not allocate memory: System out of memory!` (Spunky Dungeon) | The bridge's guest copies of mapped GL buffers were tracked per buffer target: a second buffer mapped on the same target lost the first one's copy (never written back: garbage vertices; never freed: ~10 MB/s until the guest's 4 GiB were full) | Fixed in the bridge (gl.c: mappings per buffer object). Check: the guest's `[anon:scudo:*]` maps below 4 GiB in /proc/<pid>/maps must stay flat |
|
||||
| 32-bit game on the bridge loads, leaves VR and its engine threads end, no crash, no finish() (Gunjack) | The game checks its own APK signature (UE4 `AndroidThunkJava_GetSignature` = Base64 of the signing certificate's SHA-1, compared in AndroidMain): every FramePort build is re-signed | `frame.a32_bridge` stores the original APK's value in `assets/fp_a32_signature.txt` (Unreal games) and the bridge answers the guest's call with it (log `AndroidThunkJava_GetSignature: original signature returned`). Find other such checks with `A32_BREAK` on the game's exit path (vrapi_LeaveVrMode logs its caller) |
|
||||
| 32-bit NativeActivity game on the bridge ignores every controller (Gunjack, UE 4.10 Gear VR: no vrapi input functions, it reads the Gear VR touchpad/back button as Android input events from its AInputQueue) | The bridge sent its controller events through `Activity.dispatchKeyEvent`, which a NativeActivity never passes to native code | input.c puts synthetic touchpad (motion, touchscreen source) and back-key events in front of the game's AInputQueue: `ALooper_pollAll/pollOnce` return the queue's ident while one waits, `AInputQueue_getEvent` hands it out, the AInputEvent/AKeyEvent/AMotionEvent imports answer for it. Right trigger = hold the touchpad, A = tap, right stick = swipe (up/down = swipe forward/back along the touchpad's X axis: Gunjack's `OnFlick` takes flick angles <45°/>315° as reload, 135-225° as special weapon), B/left menu = back (log `controllers: the game reads its AInputQueue`) |
|
||||
| GLES VrApi game aborts in `vrclient.so` (`CSharedSemaphoreLinux::WaitFromGPU` ← `CSxrGraphicsBindingGLOpenVR::PreBeginFrame`) right after it left VR mode and entered it again (Gunjack after loading) | The Frame's runtime fails the first frame of a second OpenXR session on the same GL context | VrApi bridge: `vrapi_LeaveVrMode` keeps a running GLES session, `vrapi_EnterVrMode` with the same context reuses it (log `Entered VR mode again (kept GLES session)`) |
|
||||
| 32-bit Unity game on the bridge: player stands in the floor (Spunky Dungeon) | Unity's floor-level tracking origin: `vrapi_SetTrackingSpace(1)` (LOCAL_FLOOR) was ignored | The VrApi bridge puts the origin on the STAGE floor for LOCAL_FLOOR/STAGE |
|
||||
| Crash at start: `NoClassDefFoundError: … Landroid/window/OnBackInvokedCallback;` or `NoSuchMethodError: No static method storeStoreFence()V in class Ljava/lang/invoke/VarHandle;` (GitHub #71/#72, triage `android-too-new`) | The APK needs Android 13+ (minSdk 33 or more; those were 34) and calls its classes at start; Lepton's Android is 11 (API 30). OVRPort lowers minSdk to 29, so it installs anyway. minSdk ≤ 32 (Quest's Android 12L) is fine: 16 working catalog games declare 32 | None (analysis `extra.min_sdk` > 32 → a warning on the game page/CLI and in the recipe notes; never unsupported from the manifest alone, the launch test's triage decides). Waits for Valve to update Lepton's Android |
|
||||
| Nothing opens; `TWALauncherActivity: Using URL from Manifest (https://…)`, `Creating TwaLauncher for com.oculus.browser`, `NameNotFoundException: com.oculus.browser` (GitHub #86 Mahjong Table VR, triage `web-wrapper`) | The APK is a Trusted Web Activity (Bubblewrap / Meta's PWA packaging): a website that opens in Meta's browser, which Lepton doesn't have | None: open the URL in a browser. Analysis `extra.web_wrapper` (manifest meta-data `android.support.customtabs.trusted.DEFAULT_URL`, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) → a warning with the URL (not unsupported: the manifest alone never decides) |
|
||||
| `UnsatisfiedLinkError` / `cannot locate symbol "ovr_…"` | overport's platform loader lacks Meta platform functions | `frame.ovrstubs` (automatic, generated stubs) |
|
||||
@@ -65,6 +89,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| The game stays in its built-in language or waits at start although its OBB / files hold language packs (`<tag>.lang`, for example `de.lang`) | overport's platform loader answers `ovr_LanguagePack_GetCurrent/SetCurrent` with request id 0, so the game never gets the pack's path | `frame.langpacks` (opt-in, experimental, shown for games whose data has `*.lang`; `native/langpack`, build it with `python native/build.py --only langpack`). Default pack: the one the game applies, else env `FRAMEPORT_LANGPACK=<tag>`, else the only pack; search path override `FRAMEPORT_LANGPACK_DIRS`. Unreal games (Deadpool VR) gray out a pack whose asset `Metadata` differs from the game's version string: the patch writes the APK's versionName as Metadata (env `FRAMEPORT_LANGPACK_META` overrides) and reports the pack under the `/storage/emulated/0/Android/obb/<pkg>/` spelling of its path; with `/sdcard/…` the text switched but the dialogue stayed silent (verified in the headset with Deadpool VR) |
|
||||
| `ClassNotFoundException com.oculus.os.AnalyticsEvent` → abort | Quest telemetry lookup in Meta XR Audio (Unreal build) or native code | `frame.metaxr_telemetry` + `frame.oculusos` (automatic) |
|
||||
| `JNI DETECTED ERROR`, `GetStringUTFChars … NULL` | CheckJNI is on because overport marks the app debuggable | `frame.nodebug` |
|
||||
| Unreal game shows a one-time "optimizing" screen on its very first start, then closes (`System.exit` status 0 right after the system log's `ActivityTaskManager: START … LAUNCHER … pkg=<own package> … from uid 10xxx`, Lepton "Exited!"); the next start works | UE 4.21+ restarts the app after its first-run shader precompile (`r.ProgramBinaryCache.RestartAndroidAfterPrecompile`, `AndroidThunkJava_RestartApplication`); Lepton ends the container with the first process, the restarted one with it (Sports Scramble). Skipping the restart or setting the cvar to 0 (`-ini:Engine:[ConsoleVariables]:…` in UE4CommandLine.txt: read, no restart requested) left Sports Scramble on the "optimizing" level for good: the game relies on the restart | launch.sh starts Lepton once more (agent v86 `_restart_requested` matches both log lines within 5 s; `launch-before-restart.log` keeps the first run; `FRAMEPORT_NO_RESTART=1` turns it off). Works for 32- and 64-bit games |
|
||||
| Unreal game quits a few seconds after start (`System.exit`) | ForceQuit after a failed Quest platform check | alternate build with `patch_remove_unreal_force_quit` (`use_alt`) |
|
||||
| Unreal game crashes a few seconds after the logo with no backtrace (Unreal's own signal handler hides it: logcat-crash.log empty, Zygote `exited due to signal 11`); the crashing thread is `GameThread`, pc in `libaaudio.so`, lr `libovrplatformloader.so (ovr_Microphone_GetOutputBufferMaxSize+0x10)`; the last platform call is `ovr_Microphone_Create` (for example The Walking Dead: Saints & Sinners Ch. 2) | OVRPort's platform loader opens the microphone's AAudio stream only in `ovr_Microphone_Start`, but `GetOutputBufferMaxSize` reads that stream unchecked; Unreal's Oculus voice asks for the size right after `Create` | `frame.ovr_microphone` (NULL check rewritten in place; size 0 until the microphone starts). OVRPort runtime 3.4.3-aa54c3f has the check itself: builds made with it leave the patch out (log "not needed: frame.ovr_microphone", `patches/upstream.py`) |
|
||||
| `xrCreateSwapchain` -26 / format unsupported (GLES) | Frame takes only sRGB formats, no MSAA | adapter `swapchain_fix` (default on) |
|
||||
@@ -74,9 +99,12 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| SIGABRT right after start, backtrace `libopenxr_loader.so (xrCreateSwapchain+…)` | overport's dispatcher aborts on swapchains > 4096 px ("Wrong createInfo size"); video players use 7680×3840 theater textures | `frame.swapchain_limit` (default on; guard → 16384 px; triage `swapchain-size-abort`), for example 4XVR |
|
||||
| Video/menu panel missing, log `dropped N unusable layer(s)` with cylinder (1000017000) or equirect2 (1000091000) layers | the Frame runtime lacks XR_KHR_composition_layer_cylinder/equirect(2)/cube (its SteamVR runtime only composites quad + projection layers) | adapter shows cylinders as flat strips (setting `cylinder_strips`, default on); 360° equirect layers (theaters, 360° videos): `adapter.equirect_emul` (GLES only, per game) |
|
||||
| 360° theater / 360° video black or missing (for example 4XVR) | equirect layers dropped | `adapter.equirect_emul=1`: a worker thread with a shared GLES context converts each 360° image to a cube map when it changes and draws one adapter projection layer from it for every frame with exactly that frame's views; it replaces the 360° layers in place, so the game's own projection layer (balcony, controllers, 360° videos it draws itself) stays on top. Quads can't be used: the Frame draws quad layers above every projection layer whatever the order. Log: `first 360 view ready`, `in 5 s: N 360 image update(s) … M view redraw(s)`. Upside down / mirrored / behind you: `equirect_flip` 1/2/4 (`frameport settings <pkg> equirect_flip=1`, no rebuild). Never Vulkan (a Vulkan renderer hung the Frame's GPU in AC Nexus) |
|
||||
| Fades to black don't show: you see the level loading behind a loading screen (Batman: Arkham Shadow, GitHub #197); with `layer_debug=1` launch.log shows `color scale 0.00 0.00 0.00 …` on the projection layer | the game fades by dimming its eye image with XR_KHR_composition_layer_color_scale_bias; whether the Frame's runtime applies it isn't confirmed in the headset yet | `adapter.fade_quad=1` (opt-in, `native/adapter/fade_quad.c`): FrameBridge adds a black, alpha-blended quad right after the dimmed projection layer (VIEW space, 1 m ahead, 6×6 m; opacity = 1 − scale in 16 steps from one 8×8 swapchain refilled only when the step changes: Vulkan clear / GLES clear; one swapchain per step hit XR_ERROR_LIMIT_REACHED in Batman), log `fade_quad: drawing fades over the picture`; `fade_quad=2` also removes the layer's own scale (if both show, the fade is doubled) |
|
||||
| Vermillion: the hand and brush disappear over the canvas while painting, but still paint (GitHub #200) | the game shows a canvas being painted as its own compositor (quad) layer and turns the canvas's scene renderer off; the Frame draws quad layers above every projection layer whatever the order, so the canvas covers the hand (Vulkan game: no GL layer emulation) | `frame.vermillion_scene_canvas` (catalog): `PaintableMesh.HasCompositorLayerAvailable` / `ShouldUseCompositorOverlay` -> false in libil2cpp.so (Cpp2IL), so the game's own fallback draws the canvas in the scene (Klownicle's finding) |
|
||||
| Unity game hangs right after its first frames, no `pacing:` lines; SIGQUIT dump shows UnityMain in a game library's `JNI_OnLoad` → `usleep` (for example SKYBOX: `libskybox.so`, `SignatureChecker`) | the game checks its APK signing certificate; every port is re-signed | can't be fixed without defeating anti-tamper (FramePort doesn't): mark "Can't run". Diagnose hangs: `podman exec <container> kill -3 <pid>` writes all thread stacks to launch.log |
|
||||
| Video player doesn't list sent videos (for example 4XVR "Internal Storage" only shows some) | the player lists its own /sdcard folder (4XVR: /sdcard/4XPlayer), not /sdcard/Movies; Android's media index doesn't work in Lepton | game page "Add videos" / game menu "Add videos and files" (Videos + the app's own folder, hard links) or `frameport frame send <files> --app <pkg>` |
|
||||
| One eye gray in a stereo video, log `xrCreateSwapchain … result=-10` | the runtime refused a swapchain (XR_ERROR_LIMIT_REACHED) | fewer/smaller swapchains: lower `equirect_res`; unresolved |
|
||||
| VrApi game (32-bit bridge or `frame.vrapi_bridge`): holding the menu button to recenter turns the view ~90-120 degrees to the side | the bridge's app space is LOCAL + the head's yaw at the start; the Frame's recenter moves LOCAL to the head, so the old yaw was added again | fixed in the VrApi bridge (2026-10-13): on XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING (LOCAL) and on `vrapi_RecenterPose` it takes the origin from the head again (log `recentered: head yaw …`); rebuild the game |
|
||||
| Menu/screen jumps to where you look (for example 4XVR) | the app re-creates LOCAL spaces (4XVR: every 2–4 s) and the Frame places them at the current head yaw, or the app recenters after the Frame's brief focus dips | turn on `adapter.layer_debug`, check `that LOCAL space sits at … deg` vs `focus_hold: hid a … ms focus dip`; patches: `adapter.stable_local` (new LOCAL spaces line up with the first) / `adapter.focus_hold` (on by default: hides dips up to `focus_hold_ms` once the game has been focused for a second; never at start-up: a global debounce broke AC Nexus) |
|
||||
| Pointer misses menu items | the Frame's aim pose differs from Touch's | `adapter.layer_debug` logs `aim in grip … pitch/yaw`; correct with `aim_pitch`/`aim_yaw`/`aim_forward` (`frameport settings`, no rebuild) |
|
||||
| Video stutters although fps is steady | video frame rate doesn't divide the refresh rate (30 fps at 72 Hz) | `adapter.refresh_rate` (for example 90 for 30 fps, 72 for 24 fps); `layer_debug` logs the offered rates and the app's own requests |
|
||||
@@ -85,11 +113,11 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
|
||||
| Batman: Arkham Shadow closes during smoke-bomb effects; later input-tree corruption | Meta XR Audio Wwise deletes queued metadata still referenced by the current audio frame, then writes through the stale pointer | FrameBridge automatically retires metadata after current-frame references disappear, for the verified AArch64 SDK build only; see [AUDIO_METADATA.md](AUDIO_METADATA.md) |
|
||||
| Game stays on a loading or "Waiting" box although it reached FOCUSED; log `FrameBridge: xrEndFrame failed -25` then no more `pacing:` lines (for example PowerWash Simulator on some Frames, GitHub #39) | The eye image rect ends a few pixels past its swapchain (Unity rounds the swapchain width, the runtime's recommended size differs per Frame); SteamVR rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID | FrameBridge clamps every projection/quad image rect to its swapchain (`rect_clamp`, default on since 0.11.0; log `rect_clamp: view N image rect clamped`): rebuild + reinstall the game |
|
||||
| Unity game (OVRPlugin, GLES) crashes ~10 s in: `FrameBridge: xrCreateSwapchain … faces=6 … result=-2`, OVRPlugin `CreateSwapchain for eye 0: 0x0, 0 stages`, then render-thread SIGSEGV in memset ← libOVRPlugin ← `ovrp_EndFrame4` (libgallium/ANR follow; for example Budget Cuts Ultimate, GitHub #107); triage `cube-swapchain-refused` | The game shows a cube-map layer (OVROverlay cubemap); the Frame's runtime has no cube layers and refuses cube swapchains (XR_ERROR_RUNTIME_FAILURE); OVRPlugin doesn't check and writes into the image list it never got | FrameBridge `cube_standin` (default on): a refused cube swapchain is served as a GL cube map in the game's context and its layers are dropped (log `cube_standin: runtime refused …`): rebuild + reinstall. GLES only; a Vulkan game keeps the error |
|
||||
| Unity game (OVRPlugin, GLES or Vulkan) crashes ~10 s in: `FrameBridge: xrCreateSwapchain … faces=6 … result=-2`, OVRPlugin `CreateSwapchain for eye 0: 0x0, 0 stages`, then render-thread SIGSEGV in memset ← libOVRPlugin ← `ovrp_EndFrame4` (libgallium/ANR follow; for example Budget Cuts Ultimate, GitHub #107); triage `cube-swapchain-refused` | The game shows a cube-map layer (OVROverlay cubemap); the Frame's runtime has no cube layers and refuses cube swapchains (XR_ERROR_RUNTIME_FAILURE); OVRPlugin doesn't check and writes into the image list it never got | FrameBridge `cube_standin` (default on): a refused cube swapchain is served as a GL cube map in the game's context or a device-local Vulkan cube image transitioned to COLOR_ATTACHMENT_OPTIMAL, and its layers are dropped (log `cube_standin: runtime refused …`): rebuild + reinstall. Vulkan path covers UNDERDOGS (GitHub #296); host-tested, headset verification pending |
|
||||
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
|
||||
| Unreal GLES game crashes ~3 s after start: `Fatal signal 11 … fault addr 0x10000 in tid … (RHIThread)`, `#01 … libgallium_dri.so` (GitHub #83 Star Wars Pinball VR, triage `unreal-msrtt-crash`) | Unreal's mobile MSAA renders through multisampled render-to-texture; Zink's `find_rp_state` then indexes `rendering_state_cache[6]` one past its end (sample count ≥ 32) and calls a junk hash function (0x10000). Mesa bug (no bounds check) | `frame.unreal_gl_shim` (GL shim with `gl_hide_msrtt`, multiview kept for Unreal: Unreal 4.25 only enables multiview with GL_OVR_multiview, GL_OVR_multiview2 **and** GL_OVR_multiview_multisampled_render_to_texture, so the shim keeps the last one visible for Unreal and maps glFramebufferTextureMultisampleMultiviewOVR to the single-sampled glFramebufferTextureMultiviewOVR; log `multiview multisampled render-to-texture (N samples) drawn single-sampled`) |
|
||||
| Crash with `SIGILL (ILL_ILLOPN)` and `*pc=0xd50323bf` (autiasp), for example on Unreal's HttpManager thread (GitHub #83 Star Wars Pinball VR, triage `pac-unpaired`) | The engine's OpenSSL ARMv8 assembly has autiasp without a matching paciasp (libUE4.so: 38 paciasp, 40 autiasp; Poly1305 NEON). Quest CPUs treat PAC hints as NOPs, the Frame's CPU checks them | `frame.pac_hints`: in a library with unpaired counts every paciasp/autiasp becomes a NOP (in place) |
|
||||
| launch.log ends with `logcat: Unexpected EOF!` right after `Waiting for app …`; the game runs, but Steam's "Resume game" menu isn't closed and the launch test shows nothing (Vader Immortal on Lepton 3.0.5, Under Cover on 2.8.14; about 1 launch in 50) | Lepton's logcat mirror died | Agent v67 `_logcat_keeper` (started by launch.sh, added to older launchers by `upgrade_launchers`) reads the container's logcat itself (`podman exec lepton-steamlaunch-<appid> logcat -v threadtime -T 2000`) and appends it to launch.log; log `<base>/logcat-keeper.log` |
|
||||
| launch.log stops at `Waiting for app …` (nothing after it, `logcat: Unexpected EOF!` or `Logcat read failure`); the game runs, but Steam's "Resume game" menu isn't closed, the launch test shows nothing and session triage has no log (Vader Immortal on Lepton 3.0.5, Under Cover on 2.8.14; a silent mirror twice on 3.0.5 on 2026-10-14) | Lepton's logcat mirror died or never wrote | `_logcat_keeper` (started by launch.sh, added to older launchers by `upgrade_launchers`; agent v91) reads the container's logcat itself after a failure line or 20 s without a logcat line (`podman exec lepton-steamlaunch-<appid> logcat -v threadtime -T <epoch>`: from the launcher's start, or from just before the mirror's last line), sets a 16 MiB log buffer and appends to launch.log; log `<base>/logcat-keeper.log` |
|
||||
| A game no longer starts after a reinstall that was launch-tested right away: logcat `Zip: EOCD not found, …/base.apk is not zip` / `Failed to parse …base.apk`, no `Start proc` for the game (VR HOT, 2026-10-09) | The launch test's 45 s ran from the launcher, but the first start after an APK change spends ~1–2 min booting Lepton and installing the app: stopping the container mid-install left a broken installed copy | Agent v68: the test window counts from Lepton's `Waiting for app` (at most 240 s extra for boot + install). Repair a broken one: `touch <base>/lepton-app/game.apk` (Lepton re-installs it on the next start) |
|
||||
| Unreal game (OVRPlugin) never starts VR: launch.log has `OVRPlugin: JNI_OnLoad` but never `CompositorOpenXR::PreInitialize`, no OpenXR session, then a crash a few seconds in (for example Star Wars Pinball VR, UE 4.25: null pointer in `FSceneRenderer::GetMultiViewSceneColor`, GitHub #83) | Unreal's Oculus module looks up every `ovrp_*` function of the OVRPlugin it was built against (`InitializeOculusPluginWrapper`, all ANDed); OVRPort's OpenXR OVRPlugin lacks a few old ones (UE 4.25 / OVRPlugin 1.44: `ovrp_GetPTWNear`), so the wrapper fails and OculusHMD is never pre-initialized | `frame.unreal_ovrp_entrypoints` (suggested when analysis `unreal_ovrp_lookups` name functions the shipped OVRPlugin lacks): generated `libfp_ovrpstubs.so` (DT_NEEDED of libOVRPlugin.so; dlsym on the plugin's handle searches its dependencies) with a stand-in per missing name returning ovrpFailure (-1000); build note lists the names |
|
||||
| Only the Android home screen shows; the log has Unity's VR device as `None` (for example Accounting+, Unity 2017) | Unity 2017–2018 built-in Oculus support starts VR only when `com.oculus.systemactivities` is installed; Lepton has no Meta system apps, so Unity falls back to non-VR | `frame.unity_oculus_check`: that package name in libunity.so → `android`, plus `native/ovrpshim` (libfp_ovrp.so): Unity 2017's legacy frame loop (`ovrp_Update2`/`ovrp_BeginFrame`) never calls `ovrp_WaitToBeginFrame`, so without the shim no `xrWaitFrame` happens, `CompositorOpenXR::Update … outside of frame bounds` floods the log and the dashboard freezes. With it: log `ovrp frame loop shim: waited for frame N`, ~71 fps. Accounting+ then stops at "press any button" although its OVRInput gets clean input (`INPUT_PROBE` in the patch logs connected controllers/buttons/input focus per call) — unresolved |
|
||||
@@ -105,6 +133,10 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| SDL / LÖVE app crashes at start: `NullPointerException … ClipboardManager.addPrimaryClipChangedListener` in `SDLClipboardHandler.<init>` (for example Dramatic Shape) | Lepton's Android has no clipboard service (`service check clipboard`: not found) | `frame.sdl_clipboard` (that call → nops in classes.dex, in place, `apk/dex.py`); reproduced and verified with LÖVE for Android 11.5 |
|
||||
| Godot 4 app crashes at start: `java.lang.NullPointerException: null cannot be cast to non-null type android.content.ClipboardManager` at `org.godotengine.godot.Godot.<init>` (Godot 4.3/4.4; 4.2 when the clipboard is first used, in `Godot$mClipboard$2.invoke`) (for example EndoparasiticVR, GitHub #134); triage `godot-no-clipboard` | Lepton's Android has no clipboard service and Godot's Kotlin code casts it with a non-null `as ClipboardManager` (`Intrinsics.checkNotNull` before the check-cast). Godot 4.1 (Java) and 4.5+ (`as?`) don't throw | `frame.godot_clipboard` (suggested by analysis `godot_clipboard`): that checkNotNull call → nops in classes.dex (check-cast accepts null), and Godot's getClipboard/hasClipboard/setClipboard return at once ("" / false / nothing; `Dex.return_early`), in place; matched exactly, other dex files untouched. Checked against the Maven godot-lib 4.2.2/4.3.0/4.4.1 and the 4.3/4.4.1 release export templates (D8 re-reads the result); not yet run on the device |
|
||||
| Game crashes at start: `java.lang.NoSuchMethodError: No virtual method getAvailableCommunicationDevices()… in class Landroid/media/AudioManager` at `com.vivox.sdk.AudioChangeListener.checkAudioRouteAndApplyChanges` (for example Green Hell VR, GitHub #101); triage `vivox-api31` | Newer Vivox (voice chat) builds call Android 12 audio-routing methods without a version check; Lepton is Android 11. Older Vivox builds (Eleven Table Tennis, BattleSisters) don't have that code | `frame.vivox_audio_route` (suggested by analysis `vivox_api31`): every AudioChangeListener method that calls one of them returns at once (`Dex.return_early`: return-void / `const/4 v0, 0; return v0`, in place); voice chat keeps the default audio route |
|
||||
| A game on a microSD card or another drive doesn't start, loses its saves or loops at start; launch.log has `ln: cannot create symbolic link from 'Frame' to '/data/data/<pkg>'` or `Couldn't create directory for SharedPreferences file /data/user/0/<pkg>/…` (GitHub #213/#214/#215/#221: a card named "Steam Frame 512g"); triage `lepton-data-link-failed` | Valve's Lepton pastes `STEAM_COMPAT_DATA_PATH` unquoted into `sh -c "ln -s …/internal/<pkg> /data/data/<pkg>"` (liblepton mounting.sh) and APK paths into unquoted substitutions, so a path with a space never gets the app's internal storage | agent v83: the Quest launcher links the game folder to `~/.local/share/frameport/lepton-paths/<pkg>` at every start and gives Lepton that path (`app_dir_lines`); `upgrade_launchers` converts existing launchers at the next connection; deployment.json keeps the real path |
|
||||
| Start never finishes, 100 % CPU, launch.log of gigabytes repeating `EOSSDK.createKeychain` / `resetKeychain` (Beyond Sandbox, GitHub #214); triage `eos-keychain-loop` | Epic Online Services' Java keychain can't write its SharedPreferences and resets/creates without end (seen when the app had no internal storage, row above) | fix the storage first; `frame.eos_keychain_loop` (opt-in, offered by triage; analysis `eos_keychain`) makes `EOSSDK.resetKeychain` return at once (`Dex.return_early`) |
|
||||
| Unity game freezes on its loading screen ~10-15 s in (Yupitergrad, GitHub #235); launch.log has `GrantPermissionsActivity: Permission grant result … permission=android.permission.BLUETOOTH_CONNECT`, then OVRPlugin `SetupDisplayObjects(): Unable to find EGLConfig for configId 0` and no more frames; triage `bhaptics-permission-prompt` | bHaptics' vest SDK (`com.bhaptics.commons.PermissionUtils.requestBluetoothPermission`) asks for Android 12's BLUETOOTH_CONNECT; on Lepton's Android 11 it can't be granted at install, so Android's permission screen takes the foreground for a moment, the game pauses/resumes and OVRPlugin's GLES compositor stops drawing | `frame.bhaptics_permission` (suggested by analysis `bhaptics_permission`): the request returns at once (`Dex.return_early`) |
|
||||
| Unity game aborts at start: `Abort message: 'cannot create thread specific key for __cxa_get_globals()'` (SIGABRT in a library such as `libFirebaseCppApp-*.so`, for example Wander 0.3570, GitHub #198); triage `pthread-keys-exhausted` | Bionic allows 128 pthread keys per process; Unity 6 takes ~40 (most without a destructor), large native libraries (Gecko `libxul.so`, Firebase, avatar SDKs) and the Frame's own libraries (Mesa/Zink, FrameBridge, OVRPort, Valve's Vulkan layers) take the rest | `frame.unity_tls_key_pool` (opt-in; suggested for Unity 6 with Firebase C++ or Gecko): libunity.so's `pthread_key_*`/`pthread_get/setspecific` imports are renamed to `fp_tkey_*` (`elf.rename_imports`, versions set global) and `libfp_tkeys.so` (`native/tlskeys`) is added to its DT_NEEDED; destructor-less keys become slots behind one real key (logs `fp_tkeys: pooling Unity's thread keys`). Approach by Klownicle (#198) |
|
||||
| Controllers do nothing (for example stuck on a setup screen); log: `xrSuggestInteractionProfileBindings … XR_ERROR_PATH_UNSUPPORTED` | the game only suggests bindings for Meta's newer profiles (Touch Plus / Touch Pro); the Frame's Android runtime knows `oculus/touch_controller`, not those | adapter `profile_remap` (default on): the bindings are suggested again for Touch (log: `controller profile … -> oculus/touch_controller`) |
|
||||
| Some buttons do nothing or the wrong thing (for example a Quest game's X/Y on the Frame's left controller) | the game binds only Quest Touch and SteamVR maps Touch onto the Frame controllers with its own remap (Touch left X/Y land on the d-pad, right X and Y repeat B), or the runtime rejected a profile or an input call | turn on adapter `input_diag` (diagnostics, off by default; `frameport settings <pkg> input_diag=1`) and look for `input_diag:` lines: `bindings: <profile> accepted` or `unsupported: interaction profile <profile> -> <result>` with the rejected paths, `bindings: /user/hand/<hand> uses <profile>`, `unsupported: function <name>`, `unsupported: xrCreateAction -> <result> (<action>)` |
|
||||
| Unity game hangs or the whole Frame restarts (for example in a menu); log: `The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level.` (for example Lucky's Tale) | Meta's OVRManager (`useRecommendedMSAALevel`) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU | `frame.unity_runtime_msaa_off` (Cpp2IL: `OVRDisplay.get_recommendedMSAALevel` → 0) |
|
||||
@@ -125,11 +157,12 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Unreal game (ILMxLAB, for example Vader Immortal): controllers track but grip/trigger do nothing, grabbing never works (Unreal's own input values move, the game's stay 0) | `URPOCKeyMapManagerComponent` picks the Quest or the Gear VR key set by `IsRunningOnSantaCruz()`; on the Frame it takes Gear VR, empty in a Quest build | `frame.unreal_quest_keymap` (the Oculus case keeps the Quest set, for action and axis mappings; found by Klownicle, GitHub #49) |
|
||||
| The hands' thumbs never move when you touch the thumbstick or buttons (Unreal `ThumbUp` stays 1, for example Vader Immortal) | OVRPlugin reports thumb proximity from XR_FB_touch_controller_proximity, which the Frame's runtime lacks; OVRPort's loader offers it anyway and the proximity actions never get a binding | adapter `proximity_emul=1` (thumb proximity from the touch inputs: thumbstick, face buttons, thumb rest; 2 = also the index finger from trigger touch); log `proximity_emul: finger proximity bound to touch`. **For UE4 Oculus games this didn't animate the thumbs** (Vader, GitHub #49): use `frame.unreal_thumb_touch` (found by Klownicle): `OculusInput::FOculusInput::SendControllerEvents` computes ThumbUp from NearTouches (masks 0x2/0x8); the patch makes it read Touches (the slot 4 bytes before) with masks 0x0f00 (X/Y/stick/thumb rest) / 0x000f (A/B/stick/thumb rest), keeping the inversion; three instructions, matched exactly (build note `OculusInput ThumbUp: from the capacitive touches`). Matches Vader Immortal Ep. I, Robo Recall, Phantom: Covert Ops, Time Stall, Star Wars: Tales from the Galaxy's Edge; newer UE4 builds (for example Asgard's Wrath 2, RE4, In Death) compile it differently (shared mask registers) and aren't matched |
|
||||
| Vulkan game (Unreal / own engine with the Vulkan shim): the GPU hangs at one effect or cutscene (kernel `hangcheck detected gpu lockup`, freeze/exit; for example a VR4 cutscene, GitHub #140) | a SPIR-V shader reads a loop counter/accumulator before setting it (VR4's campaign shader, GitHub #10) | adapter `vk_shader_dump=1` (`frame.vk_sanitize`'s shim; log `vk shim: dumping SPIR-V modules to …`) writes every distinct module once to `files/fp_vk_shaders/<size>_<sha256>.spv` + `index.txt` (`<seq> <ms> <unix ms> <name> new\|known\|again`); play to the hang, collect diagnostics (`target/shaders/fp_vk_shaders/`, newest 4 MB) and take the modules first created (`new`) shortly before the kernel's hangcheck time; disassemble (`spirv-dis`), find the variable read before its first store, write a `vk_shader_fix` (`<size>:<sha256>:<byte offset>:<words>` = inserted OpStores; log `vk shim: fixed shader module`); switch the dump off again |
|
||||
| OpenGL ES game: memory and GPU mappings grow every frame (~20 MB/s, `/dev/dri/renderD128` mappings ~6 per frame) until the frame rate collapses; the game's `xrclient_<package>.txt` (Steam logs) has one `SXR_GL_CHECK: error:0x502 ... glGenTextures` before the session starts (GitHub #285, Vader Immortal) | The game leaves GL errors pending on its context; the runtime's GL interop reads glGetError after its own calls and takes the stale error as its own failure. From then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a new command buffer every frame instead of reusing one (perf page-fault stacks) | Adapter `gl_error_clear=1` (GLES only) clears pending GL errors before xrCreateSwapchain/xrBeginFrame/xrEndFrame; Vader's catalog recipes set it. Verified headless 2026-10-14: 191 GPU mappings and ~1.07 GB flat over 100 s (before: +430 mappings/s, +22 MB/s), no SXR_GL_CHECK |
|
||||
| OpenGL ES game: the GPU hangs at one effect (freeze/exit, compositor watchdog, for example Vader Immortal's lightspeed jump) | a shader (as Zink compiles it) reads loop counters/accumulators before setting them | capture the SPIR-V (adapter `zink_shader_dump=1` writes every module to `files/fp_spirv/`, or a GPU capture), then a `zink_shader_fix` entry (same format as `vk_shader_fix`) + `frame.zink_shader_fix` (Vulkan layer under Zink, activated through GraphicsEnv's debug layer list); log `shader fix layer: fixed shader module N`; triage `zink-shader-fix-mismatch` when a Frame update changed the driver's output |
|
||||
| 2D Android app: Steam says it's running but nothing shows | Lepton runs apps headless unless the app folder has `lepton-show-flatscreen` | FramePort adds it for apps without VR (agent v28+); reinstall apps installed before |
|
||||
| A phone/tablet app shows nothing in the headset, or a VR app opens as a flat window | FramePort's VR/2D guess (`vr_kind`) is wrong for this app | patch `device.display_mode` → **Flat window** or **VR** (Customize → "Show as VR or as a flat window"), then Update on Frame |
|
||||
| An install button opens another program (or nothing) instead of FramePort | another program owns the link type, or the switch is off, or macOS (Flet can't receive links there) | Settings → Install links → **Use FramePort for these links**; else Add games → Install from a link… (paste the button's address) |
|
||||
| 2D Android game ignores the controllers: they only move a pointer, an SDL game keeps its touch controls ("no controller attached"); Android's log lists only `wayland_touch`/`wayland_keyboard`/`wayland_pointer` (GitHub #162, Skate 3) | Lepton's Android gets keyboard, pointer and touch from the Wayland seat only: no gamepad device | patch `device.steam_gamepad` (2D apps; suggested when the manifest declares `android.hardware.gamepad` or `LEANBACK_LAUNCHER`; no APK change, reinstall): the launcher puts FramePort's Podman wrapper (`~/.local/share/frameport/agent/bin/podman`) first on PATH, which bind-mounts Steam Input's virtual pads (uinput, 28de, "Microsoft X-Box 360 pad N") at `/dev/input/eventN` plus an Xbox 360 key layout, and exports `LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD=1`. Check: launch.log `FramePort gamepad: Steam Input virtual gamepads for this container: event5 (…)` ("none" = Steam had no pad when the game started: Steam only makes it while the controllers are on), `podman exec lepton-steamlaunch-<appid> dumpsys input` lists the pad. Steam Input must be on for the shortcut. A pad Steam makes after the start (controllers woke later, reconnect) isn't seen until the next start. Off for one start: `FRAMEPORT_NO_GAMEPAD=1 %command%` |
|
||||
| 2D Android game ignores the controllers: they only move a pointer, an SDL game keeps its touch controls ("no controller attached"); Android's log lists only `wayland_touch`/`wayland_keyboard`/`wayland_pointer` (GitHub #162, Skate 3) | Lepton's Android gets keyboard, pointer and touch from the Wayland seat only: no gamepad device | patch `device.steam_gamepad` (2D apps; suggested when the manifest declares `android.hardware.gamepad` or `LEANBACK_LAUNCHER`; no APK change, reinstall): the launcher puts FramePort's Podman wrapper (`~/.local/share/frameport/agent/bin/podman`) first on PATH, which binds the host's `/dev/input` at `/dev/fp-input` plus an Xbox 360 key layout (Vendor_28de_Product_11ff.kl, incl. D-pad buttons), and exports `LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD=1`; the launcher's `_gamepad_links` worker (agent v85) keeps `/dev/input/eventN` links to Steam Input's virtual pads (uinput, 28de, "Microsoft X-Box 360 pad N") in step while the game runs, so a pad Steam makes later (controllers woke up, reconnected) is added and a gone one removed (Android's EventHub follows through inotify). Check: `<base>/gamepad.log` (`pads: event5` / `pads: none`), launch.log `EventHub: New device … pad`, `podman exec lepton-steamlaunch-<appid> dumpsys input` lists the pad. Steam Input must be on for the shortcut; Steam activates the shortcut's own layout while the game has focus (controller.txt `Queueing activation for controller: 0 app: <shortcut appid as signed int>`), and Steam's UI layout (app 769) while the dashboard is open. Off for one start: `FRAMEPORT_NO_GAMEPAD=1 %command%` |
|
||||
| 2D Android app: back/home/recents buttons cover the app's own buttons | Android's navigation bar | patch `device.hide_navbar` (on by default for apps without VR) sets `qemu.hw.mainkeys=1`; reinstall to apply |
|
||||
| Black screen, audio works, GLES engine with direct VrApi | Mesa rejects Quest-style GLSL | `frame.gl_shim` (logs `GLShim: SHADER COMPILE FAILED` + source lines) |
|
||||
| Black screen, audio works, log `Unsupported VrApi layer type N` | bridge drops frames containing that layer | extend the bridge (cylinder=3 is converted to a quad already) |
|
||||
@@ -143,6 +176,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter `scene_emul=1` (+ `frame.meta_permissions`) |
|
||||
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | `controller_fix=0` passes hands through; not really fixable |
|
||||
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
|
||||
| The Climb 666.0: hand outlines ripple in both eyes while menus and gameplay work (GitHub #238) | Unknown. Sessions paced around 72 fps, controller tracking reported valid, and SteamVR motion smoothing was already off; these checks do not establish the cause | Unresolved after wearer comparisons on 2026-10-12: disabling Valve's Vulkan layers, setting `r_AntialiasingMode = 1`, and setting `r_AntialiasingMode = 0` with `r_MotionBlur = 0` each gave the same or worse result. These were config comparisons; runtime cvar values were not verified. Restored the playable configuration (`r_vr_foveated = 0` with the default Vulkan layers), retaining the startup/rendering crash fixes above. Do not keep the unsuccessful experimental settings as a fix |
|
||||
| One eye gray / only effects (I Am Cat, Unity Oculus XR Plugin on GLES) | the game's multiview pass draws array slice 1 wrong on Zink | `frame.unity_multipass` (also rewrites the getter's inlined read in `OculusLoader.Initialize`; check for two `array=1` eye swapchains) |
|
||||
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
|
||||
| Game freezes / pauses for 0.5-2 s now and then, no flicker (for example Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.txt` `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
|
||||
@@ -233,3 +267,28 @@ Scan a folder with Rift game dumps (Windows game folders) like Quest dumps; they
|
||||
| Proton game hangs at start in a headless/SSH launch; log `no driver could be loaded` / `explorer process failed to start` | no display session (DISPLAY/GAMESCOPE_WAYLAND_DISPLAY) | the Proton launch.sh takes them from the running Steam (built in) |
|
||||
| Unreal game starts (window created) then `CrashReportClient` runs | the game crashed under Proton; often no VR runtime reached it (Revive off) | keep `pcvr.revive` on (repacks' bundled LibRevive64.dll isn't loaded by itself); read the game log + crash summary in the launch log |
|
||||
| `VK_ERROR_DEVICE_LOST` under DXVK | freedreno GPU hang | `pcvr.proton_log` to capture; PC mode |
|
||||
|
||||
## Quest games on this PC (AXRB, `docs/PC_ANDROID.md`)
|
||||
|
||||
| Symptom | Cause | Fix |
|
||||
|---|---|---|
|
||||
| Unconverted Quest APK in AXRB: no launcher activity, SIGABRT ~0.3 s after `libovrplatformloader.so` loads | Meta's platform loader aborts outside a Quest | FramePort always gives AXRB its OVRPort build (the PC build: OVRPort + `on_pc` APK fixes, no Steam Frame fixes) |
|
||||
| `axrb-no-headset`: host.err `failed to find D3D11 adapter requested by OpenXR runtime` / `xrCreateInstance failed: XR_ERROR_RUNTIME_FAILURE` | SteamVR has no headset (null driver: no D3D11 adapter; vrlink with no Frame connected: no instance) | connect the headset and let SteamVR show it first; for unattended tests use Monado's simulated headset: `frameport test <pkg> --to pc --sim` (docs/PC_ANDROID.md "Testing without a headset") |
|
||||
| Testing a PC (AXRB) game without a headset: need a D3D11 OpenXR session, but SteamVR must stay untouched | SteamVR without a headset gives no D3D11 adapter / no instance | `--sim` (or `FRAMEPORT_PC_XR_SIM=1`): portable Monado for Windows, simulated HMD + `ml2` controllers, selected per process with `XR_RUNTIME_JSON` (the system runtime stays SteamVR); AXRB's SteamVR app registration is skipped; frames in `<data>/logs/xr-sim/` (AXRB_CAPTURE_PREFIX), Monado's window via `xr_sim.capture()`. Service log `<data>/logs/xr-sim-service.log` |
|
||||
| `axrb-gfxstream-crash`: SIGSEGV in `vulkan.ranchu.so (gfxstream::vk::ResourceTracker::on_vkAllocateMemory)` from `libVkLayer_AXRB_runtime.so` (Pinball FX VR, UE5 Vulkan, headless) | the emulator's Vulkan path through AXRB's runtime layer | report to AXRB with diagnostics (`axrb/*` logs); recheck with the host attached |
|
||||
| `axrb-translation-crash`: crash in `libndk_translation.so (berberis::…)` | Android's ARM translation (AXRB issue #9, some Unity games) | nothing to patch; wait for AXRB's other translator |
|
||||
| Reinstall fails `INSTALL_FAILED_UPDATE_INCOMPATIBLE`, or the game data must be copied again | a copy signed with another key was installed in AXRB (e.g. by AXRB's own launcher); a full uninstall deletes the OBB folder and saves | uninstall it in AXRB first; FramePort keeps one key per game, so its own updates keep data |
|
||||
| A FramePort call that runs an AXRB script never returns although the script ended (emulator already up) | QEMU (`Start-Process`) and the adb server inherit the caller's handles; through WSL interop even a file or /dev/null keeps the relay open | `axrb.spawn_detached` starts the script through WMI (`Win32_Process.Create`, nothing inherited) and polls its PID; exit code from the log's `FP_EXIT` line |
|
||||
| Which AXRB runs a game? (`deployment.json` `backend`) | AXRB 2.x (AXRB-Emulatorless) has a direct mode (`axrb-direct.exe`, no emulator) that only renders Vulkan; 1.0.4 is the emulator | automatic: direct for `graphics` Vulkan, emulator for GLES/unknown; `pc.axrb_backend` (backend / translator / precompose / legacy-driver options) or `frameport install <pkg> --to pc --axrb-backend direct\|emulator`; a switch leaves the other backend's copy and saves where they are |
|
||||
| `axrb-direct-no-gles`: direct.log `eglInitialize … EGL_BAD_DISPLAY` / `Unable to initialize EGL` / Unity's `Unable to retrieve the default EGL display!` | the game draws with OpenGL ES; direct mode's EGL is a stub (no GLES renderer). Not reported once a Vulkan device exists (Unreal Vulkan builds probe EGL first) | install it for the emulator (`pc.axrb_backend` backend=emulator); automatic choice already does this when the analysis says GLES |
|
||||
| `axrb-direct-incomplete`: `Direct mode installation is incomplete` / `Direct mode is missing …` / `Preparing the AOSP application failed` | a direct-mode file of AXRB is missing, or the sysroot (`<runtime>\direct\sysroot`, receipt `.axrb-sysroot.json` digest + format) isn't complete | reinstall AXRB-Emulatorless or rebuild the local build (`FRAMEPORT_AXRB_DIRECT_DIR`), then `frameport pc install-axrb --backend direct` (re-runs AXRB's `make_sysroot.py --art`) |
|
||||
| `axrb-direct-no-vulkan`: `vulkan-1.dll is not installed: the guest has no GPU` | no Windows Vulkan loader/driver | install the GPU's current driver |
|
||||
| `axrb-direct-unhandled-instruction`: `fatal signal 4 (SIGILL)` in direct.log | Dynarmic (or Digitalis) can't execute an arm64 instruction | report to AXRB with diagnostics (`axrb/direct/*`); try `pc.axrb_backend` translator=digitalis (or dynarmic) or the emulator |
|
||||
| `axrb-direct-guest-crash` (`E/cpu: thread … fatal signal 11/7/6/5`), `axrb-direct-host-fault` (`E/host-fault:` / `E/fatal:` = axrb-direct.exe itself), `axrb-direct-java-crash` (`FATAL EXCEPTION`, `Runtime aborting`) | a crash under direct mode's translator/ART; usually a missing Android service (Meta/Play/account/DRM), a translation bug or an unsupported syscall/Binder call (`axrb-direct-unsupported-syscall`, warning) | the other translator or the emulator; report to AXRB with the backtrace in direct.log |
|
||||
| `axrb-direct-no-native-window`: `AXRB_AOSP_HOST_SURFACES 0`, then nothing (The Climb 2: last line `Loading plug-in CryHTTP`, the main thread busy-polls its looper) | NativeActivity games take their surface with `Window.takeSurface`; AXRB's direct mode (`HostWindow.attach`) only bridges SurfaceViews, so `APP_CMD_INIT_WINDOW` never comes | AXRB's side (drafted upstream issue + a ~40-line HostWindow patch, tested); FramePort can't fix it in the APK. With the patched bootstrap the game gets its window (`AXRB_AOSP_TAKEN_SURFACE`) |
|
||||
| `axrb-direct-vulkan-extensions`: CryEngine `Renderer initialization` → `CrySystem initialization failed!` with no vkCreateDevice (The Climb 2, direct mode) | the PC's driver lacks Quest-only device extensions (VK_EXT_fragment_density_map is the one Climb 2 requires; Android external memory too); AXRB's runtime also asks for AHB in direct mode | `frame.vk_android_extensions` (PC builds only, added automatically for direct-VrApi Vulkan games): the renderer's `vkEnumerateDeviceExtensionProperties` import → `libfp_vkext.so`, which lists them; AXRB drops them again at vkCreateDevice. The VrApi bridge leaves runtime extensions no device has out of `vrapi_GetDeviceExtensionsVulkan` |
|
||||
| AXRB under Monado's simulator: VrApi games only submit empty frames; bridge `initial recenter: head flags=0x0`, `EnterVrMode: no tracked head pose before deadline` | Monado's simulated head lacks POSITION_TRACKED, so AXRB's host never sets up its LOCAL origin (`local_origin_flags` 0) and every pose in LOCAL has flags 0 | `--sim` sets AXRB's test-only `AXRB_TEST_SYNTHETIC_HMD=2` (fixed standing head + valid LOCAL; direct mode's host only: AXRB 1.0.4's emulator host only knows `=1`, which it ignores for a valid head) and, for games on the emulator backend, runs Monado's qwerty head instead (POSITION_TRACKED, the host sets LOCAL: `AXRB OpenXR: LOCAL origin in tracking world=(0.000 1.600 0.000)`; its WMR controllers stay inactive in AXRB, `FRAMEPORT_PC_XR_SIM_HEAD=simulated` keeps the simulated head); real headsets need neither |
|
||||
| AXRB emulator, GLES VrApi game (Path of the Warrior): frames submitted but both eyes pure black (FrameBridge `snapshot` of the eye images: all 0), guest log `libEGL: called unimplemented OpenGL ES API` about once a second | the emulator's GLES translator ("OpenGL ES 3.1") has no `glCopyImageSubData`: the VrApi bridge's copy of the game's eye texture into the OpenXR image did nothing | the bridge copies with `glBlitFramebuffer` when the context lacks ES 3.2 / `GL_EXT_copy_image` (log `GLES eye copies: glBlitFramebuffer, no glCopyImageSubData (OpenGL ES 3.1 …)`) |
|
||||
| AXRB emulator, GLES game with menus/messages as quad layers (VrApi cylinders, OVROverlay): `xrEndFrame failed: -2` on every frame, or with `projection_only=1` the menus missing | AXRB 1.0.4's emulator refuses GLES frames with more than one layer | FrameBridge `projection_only=2` (the PC default for GLES): the quads after the projection layer are drawn into its eye images on the game's GL context, then the projection layer goes alone (log `projection_only=2: 1 quad layer(s) drawn into the main picture`) |
|
||||
| A direct-mode launch test ran its full time but ends in `axrb-direct-guest-crash` | the game crashed during AXRB's own stop (after `AXRB_AOSP_ACTIVITIES_STOPPED`; The Climb 2 after `ovr_Shutdown finished`) | triage turns it into the info finding `axrb-direct-crash-at-stop`; the verdict passes |
|
||||
| Direct-mode launch test: "NEVER_STARTED" although AXRB's bridge ran | direct.out never printed `AXRB_AOSP_ACTIVITY_CREATED`/`AXRB_AOSP_LIFECYCLE` (ART's first start is interpreted, `-Xint`: slow); the run script stops when the bridge loses its headset | check host.err (`axrb-no-headset`), direct.out/err; the test waits 5 min for the activity and stops through AXRB's `stop_game.ps1` (closes the bridge window, the game pauses and saves) |
|
||||
@@ -73,6 +73,42 @@ panoramas retain their layer rotation and have no translational parallax.
|
||||
|
||||
## Stable composition
|
||||
|
||||
Adapter-owned video outputs explicitly request a static
|
||||
`XR_FOVEATION_LEVEL_NONE_FB` runtime profile before image enumeration. This
|
||||
prevents shared Valve foveation from coarsening the side-by-side video output.
|
||||
The profile applies only to those outputs; application eye swapchains retain
|
||||
foveation and gaze tracking. The runtime result is logged as
|
||||
`surface_video: full-rate runtime profile result=...`.
|
||||
|
||||
Composition retains the original raster pipeline, linear-light blending and
|
||||
sRGB colour attachment. A compute compositor was also tested, but did not alone
|
||||
fix pixelation and added a private full-size image copy. The full-rate runtime
|
||||
profile fixed pixelation in the headset; the restored raster path was confirmed sharp and improved in-game presentation
|
||||
from roughly 40–44 to 65–71 FPS in the sampled cutscene. It still needs further
|
||||
performance work. Fully opaque video pixels skip the invisible scene texture
|
||||
sample and colour transform; partially transparent pixels retain the full blend. The next live cutscene run reported about 84 FPS across its first five post-startup samples, versus about 69 in the preceding run, with decoding steady at 60 FPS. These separate samples do not control for head motion or temperature; smooth playback is not yet fully established. The video surface patch revision marks affected
|
||||
recipes for rebuilding without forcing unrelated game updates.
|
||||
|
||||
Once native video composition is active, the compositor can sample an sRGB view
|
||||
of the worker's shared hardware buffer directly. The renderer retains the slot
|
||||
across repeated frames; replacement queues a foreign-queue ownership handoff
|
||||
behind earlier compositor reads, and only its signalled fence makes the old slot
|
||||
reusable by the worker. Missing compatible views and initial/fallback presentation
|
||||
retain the copy path. The full-rate video profile and output resolution are
|
||||
unchanged. Deployment/performance validation is initially limited to Batman.
|
||||
The headset playback check confirmed good performance, and the live log confirms
|
||||
`direct shared-buffer sampling; cache copy skipped`. During active video,
|
||||
recorded application pacing was approximately 105–107 FPS, with decoding around
|
||||
60 FPS and visible-view GPU waits around 4.0–4.8 ms, versus roughly 6 ms in the
|
||||
preceding copy-path run. These are separate live runs, not a thermally controlled
|
||||
benchmark. The 8192x4096 decoded input and 2560x2560-per-eye output are retained;
|
||||
other games have not been redeployed or performance-tested with this change.
|
||||
|
||||
The native GPU fixture checks stereo pixels, fades, image orientation, colour
|
||||
transforms, held frames and teardown, plus single-pixel alternating detail across
|
||||
both eyes including edges and corners. This is a compositor regression check;
|
||||
in-game playback with injection still needs visual confirmation on the headset.
|
||||
|
||||
A separately submitted projected video layer can alternate with the main game
|
||||
projection as opaque coverage changes during head movement. That presentation
|
||||
path exhibited snap-back/doubled video in headset tests even when rendering
|
||||
@@ -104,6 +140,19 @@ combined output with the exact camera that produced it; old pixels are never
|
||||
relabelled with a newer pose. Teardown retires snapshot writers and compositor
|
||||
readers. Depth/motion-vector images from another render are not attached.
|
||||
|
||||
## Loading-screen blackout
|
||||
|
||||
The native video adapter also preserves Batman's fully black loading state.
|
||||
When the first opaque projection requests zero RGB scale, unit alpha scale and
|
||||
zero bias, it omits that scene projection so the opaque runtime background stays
|
||||
black. Later loading UI layers retain their order. This avoids displaying assets
|
||||
as they stream in, without adding a GPU pass or changing the video resolution.
|
||||
Partially faded scenes, alpha-blended projections and composed video retain their
|
||||
existing paths. This fallback is limited to the native video adapter setting;
|
||||
other games do not gain it automatically. In-headset testing confirmed the black
|
||||
loading screen is restored. Revision 4 requests a rebuild of older native-video
|
||||
installs while leaving ordinary game recipes unchanged.
|
||||
|
||||
## Building and validation
|
||||
|
||||
Rebuild FrameBridge with Android NDK r27c:
|
||||
|
||||
@@ -0,0 +1,195 @@
|
||||
# Transfer measurements and incremental installs
|
||||
|
||||
## Production OpenSSH follow-up
|
||||
|
||||
OpenSSH is now the preferred installer backend for files >=8 MiB. The new default is three workers (range 1–8),
|
||||
with saved preferences preserved. Fresh files use `put`; existing partial files use `reput`. Each worker keeps
|
||||
one SFTP batch session. Progress is polled through a separate bounded SFTP channel. Native failures resume via
|
||||
Paramiko; cancellation stops the owned SFTP/SSH process trees and does not trigger fallback.
|
||||
|
||||
Windows matched production comparison: eight 64 MiB files, 512 MiB total, three shuffled repetitions per backend,
|
||||
three workers, same home Wi-Fi/internal storage. OpenSSH median **15.51 MB/s**, Paramiko median **11.08 MB/s**
|
||||
(about 40% faster). All six checksums passed. OpenSSH trials ranged 9.5–16.8 MB/s, so link variability still
|
||||
matters; it was slower than Paramiko in one pass. Native credential/progress setup took 0.12–0.13 seconds.
|
||||
|
||||
The separate Windows 128 MiB production test also passed every checksum. Native cancellation left a partial file
|
||||
of 74,752,000 bytes; resuming with OpenSSH produced the expected SHA-256. The log confirmed no fallback for the
|
||||
resumed production upload. Reports:
|
||||
`/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-production-comparison-windows.json` and
|
||||
`/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-production-windows.json`.
|
||||
|
||||
The earlier sections below preserve measurements made before the production backend switch.
|
||||
|
||||
The WSL production validation (128 MiB, three workers, three repetitions) measured 14.1 / 19.1 / 15.0 MB/s,
|
||||
with every checksum passing and native backend logs recorded. Production cancellation left a 72,330,240-byte
|
||||
partial file; OpenSSH resumed it in 4.23 seconds with the expected SHA-256 and no Paramiko fallback. Report:
|
||||
`/tmp/frameport-upload-native-production-wsl.json`.
|
||||
|
||||
## Measurements (2026-10-14)
|
||||
|
||||
Both runs used the same paired Frame, the home-router connection and internal ext4 storage under the paired user's
|
||||
home. Each large-file trial sent the same 128 MiB random payload; each small-file trial sent 512 files of 64 KiB
|
||||
(32 MiB total). Methods were shuffled for each of three repetitions. Windows and WSL runs were sequential, not
|
||||
concurrent. Every completed transfer passed SHA-256 verification. Rates below include connection/setup and transfer
|
||||
completion, but exclude checksum verification and cleanup; MB/s uses decimal bytes.
|
||||
|
||||
| Method | WSL2 median MB/s | Windows 11 native median MB/s |
|
||||
|---|---:|---:|
|
||||
| FramePort pipelined SFTP | 10.4 | 6.1 |
|
||||
| Paramiko SFTP, 64 MiB window | 17.1 | 4.5 |
|
||||
| OpenSSH SFTP | 16.8 | 15.4 |
|
||||
| OpenSSH SCP (default protocol) | 11.1 | 10.1 |
|
||||
| OpenSSH `ssh` + streamed file | 9.9 | 8.1 |
|
||||
| FramePort tar stream | 14.9 | 6.8 |
|
||||
| OpenSSH tar stream | 15.0 | 7.2 |
|
||||
|
||||
The network varied considerably: WSL's application trials ranged from 9.6–12.8 MB/s, native SFTP from
|
||||
16.2–17.3 MB/s, and some other methods dropped below 5 MB/s. Windows application trials ranged from 5.6–6.4 MB/s;
|
||||
native SFTP ranged from 9.1–16.5 MB/s. These are useful end-to-end comparisons on this setup, not a measurement of
|
||||
the maximum throughput each transport can achieve. Window tuning did not help the Windows run.
|
||||
|
||||
Cancellation/resume checks interrupted the application upload at 64 MiB, then independently resumed that partial
|
||||
file with the application and with OpenSSH SFTP `reput`. All four resumed files passed SHA-256 verification. This
|
||||
checks application cancellation and both resume paths; native SFTP cancellation itself remains unmeasured.
|
||||
|
||||
The Frame's USB and hotspot interfaces were up, but neither direct endpoint was reachable from the PC. No removable
|
||||
storage was mounted. USB, hotspot and microSD performance remain **unmeasured** in this round. The Frame's router
|
||||
connection used 5 GHz / 80 MHz Wi-Fi, with roughly -56 dBm signal during a read-only probe. This does not reproduce
|
||||
the 6 GHz direct-hotspot setup in [discussion #242](https://github.com/spoopyghosty0/frameport/discussions/242), where
|
||||
the reporter measured about 114 MB/s with OpenSSH versus 23 MB/s with Paramiko.
|
||||
|
||||
**Recommendation:** prototype an optional OpenSSH SFTP backend for large files, retaining `.part`/`reput`,
|
||||
cancellation, retries, strict paired-host verification and Paramiko fallback. Validate it on a fast direct link
|
||||
before making it the default. On this Windows run SFTP was about 2.5 times faster than the current application,
|
||||
and it beat SCP. The small-file tar measurements do not justify selecting a new tar transport yet. Production
|
||||
transport selection remains Paramiko pending that decision. The bounded parallel-file setting described below
|
||||
uses independent Paramiko connections.
|
||||
|
||||
## Parallel-file uploads
|
||||
|
||||
### Matched native OpenSSH comparison
|
||||
|
||||
The later comparison tested both backends sequentially on Windows and WSL, with three shuffled repetitions of
|
||||
the same eight 16 MiB files per worker count. Native `sftp-files-N` balances files across N persistent OpenSSH
|
||||
SFTP batch processes. Setup and completion are included; checksum verification is excluded. All 60 transfers
|
||||
passed SHA-256 checks. This is benchmark code; the production uploader still uses Paramiko.
|
||||
|
||||
| Workers | Windows Paramiko MB/s | Windows OpenSSH MB/s | WSL Paramiko MB/s | WSL OpenSSH MB/s |
|
||||
|---|---:|---:|---:|---:|
|
||||
| 1 | 6.22 | 14.96 | 6.17 | 14.64 |
|
||||
| 2 | 10.61 | 17.73 | 14.41 | 14.45 |
|
||||
| 3 | 8.90 | 18.89 | 13.65 | 17.75 |
|
||||
| 4 | 14.90 | 16.80 | 15.67 | 16.63 |
|
||||
| 8 | 13.50 | 20.16 | 17.03 | 16.82 |
|
||||
|
||||
Three is a reasonable default candidate for a future OpenSSH backend: versus two it improved median throughput
|
||||
by 6.5% on Windows and 22.8% on WSL. Eight was faster on Windows but slower on WSL. The production Paramiko
|
||||
default remains two because three regressed by 16.1% on Windows and 5.3% on WSL in this matched comparison.
|
||||
Link variability remains substantial, and no fast hotspot/USB result is claimed.
|
||||
|
||||
Reports: `/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-parallel-windows.json` and
|
||||
`/tmp/frameport-upload-native-parallel-wsl.json`.
|
||||
|
||||
Settings → Installing → **Parallel uploads** accepts **1–8**, default **2**. It controls large files within one
|
||||
install; the FIFO still runs one install job at a time. A single APK is not split into chunks. Large files are
|
||||
scheduled largest first, with at most one authenticated SSH connection per active worker and never more workers
|
||||
than files. Small files still use tar batches after the large-file uploads. Choose 1 on a busy network; a higher
|
||||
count can consume all available bandwidth and is not automatically faster.
|
||||
|
||||
The parallel comparison uses the same eight 16 MiB OBB-shaped files (128 MiB total) for every worker count, with
|
||||
three shuffled repetitions. The production uploader is used by `app-files-N`, including its aggregate progress,
|
||||
resume baselines, cancellation checks and connection cleanup. A failed or cancelled cohort stops queued work and
|
||||
closes only its worker transports; completed files and interrupted `.part` files remain resumable.
|
||||
|
||||
| Workers | WSL2 production median MB/s | Windows 11 production median MB/s |
|
||||
|---|---:|---:|
|
||||
| 1 | 9.6 | 5.6 |
|
||||
| 2 (default) | 9.1 | 10.9 |
|
||||
| 3 | 6.5 | Not measured in the final production run |
|
||||
| 4 | 12.4 | 14.8 |
|
||||
| 8 | 11.2 | 17.3 |
|
||||
|
||||
On Windows, the production uploader improved from 5.6 to 10.9 MB/s with 2 workers (**1.95 times faster**), and
|
||||
17.3 MB/s with 8 (**3.08 times faster**). All twelve Windows production transfers passed SHA-256 verification.
|
||||
The preceding Windows prototype also tested 3 workers (12.2 MB/s median), before aggregate progress/cancellation
|
||||
were integrated; that is not included as a production measurement in the table.
|
||||
|
||||
WSL was noisy: four workers improved its median by about 29%, but 2 did not improve its median, and 3 was slower.
|
||||
There is no evidence that a particular worker count is universally fastest. The option is retained because it
|
||||
produced a repeatable benefit on Windows and higher counts improved the WSL median. Default 2 limits competing
|
||||
transfers while retaining a measured Windows benefit; users can measure higher counts or select 1 in their own
|
||||
environment. Production code, including cleanup and progress checks, was used for both final comparisons.
|
||||
|
||||
```sh
|
||||
uv run python scripts/upload_bench.py --mib 128 --repeat 3 --methods app-files-1,app-files-2,app-files-3,app-files-4,app-files-8 --json parallel.json
|
||||
```
|
||||
|
||||
`install.upload_threads` persists the setting. Malformed values use 2 and numeric values are clamped to 1–8.
|
||||
The serial setting reuses the existing control connection; parallel workers verify that the new transport reaches
|
||||
the same paired headset before sending any files.
|
||||
|
||||
## Reproducing the measurements
|
||||
|
||||
Run from the checkout using the Python environment for the platform being measured:
|
||||
|
||||
```sh
|
||||
uv run python scripts/upload_bench.py --mib 512 --repeat 3 --check-resume --json uploads.json
|
||||
uv run python scripts/upload_bench.py --fast-link --probe
|
||||
uv run python scripts/upload_bench.py --fast-link --remote-dir /path/on/card --mib 512 --repeat 3 --json card.json
|
||||
```
|
||||
|
||||
`--host` selects a specific paired endpoint; `--fast-link` uses the same authenticated direct-link discovery as an
|
||||
install. Inspect the reported endpoint and link before comparing methods. Join the Frame's hotspot or connect its
|
||||
USB cable before testing those paths; the benchmark does not change PC networking. Keep the headset awake and avoid
|
||||
other network traffic. A 512 MiB payload is preferred for follow-up tests on fast links; the available-link runs
|
||||
above used 128 MiB.
|
||||
|
||||
The script creates a unique scratch directory on the selected filesystem, checks content outside the timed upload,
|
||||
and removes its own temporary remote files and temporary key copy. It never modifies the pairing key's ACL. Windows
|
||||
OpenSSH rejects an `OWNER RIGHTS` ACL entry; the temporary copy grants only the current user, without Python's
|
||||
Windows `chmod` behaviour that can introduce that entry. Native clients use the application's key and known-hosts
|
||||
file with strict host verification.
|
||||
|
||||
JSON rows contain bytes, total seconds, separately measured setup seconds where available, payload and total rates,
|
||||
verification duration and checksums. SCP/SFTP's setup is included in total time because their command-line clients
|
||||
do not expose its completion separately. On POSIX, CPU includes the Python parent and child processes; on Windows,
|
||||
`os.times()` measures only the parent, so native subprocess CPU numbers must not be compared with Paramiko's CPU.
|
||||
An error is recorded rather than counted as a successful trial. `--methods` can restrict the run; `--small-files`
|
||||
controls the tar corpus. Cipher comparisons are available as `ssh-gcm` and `ssh-chacha`.
|
||||
|
||||
## Incremental install behaviour
|
||||
|
||||
`game_update.plan_update` is the shared, I/O-free Quest/Android classifier used by badges and installation. Recipe
|
||||
source, notes and catalog revision do not affect it. A newer tested catalog recipe remains a separate suggestion
|
||||
when the user customized their recipe.
|
||||
|
||||
- Build records keep an APK recipe fingerprint, source hash/stat, selected native-asset identities, converter
|
||||
identity and the existing validated APK hashes. Reusable local APKs are checksum-checked before installation.
|
||||
- Deployment records keep applied runtime configuration and its fingerprint, APK stat/hash, source version,
|
||||
data manifest/digest and artwork hashes. Routine device samples carry only the digest, and updates fetch a
|
||||
detailed manifest only when necessary. Live numeric settings writes update only the applied runtime configuration,
|
||||
leaving APK build identity intact. Desired data manifests are cached locally for badges, without render-path I/O.
|
||||
- Runtime-only updates use agent v87 `configure`: no conversion, signing, APK transfer, artwork, Steam restart or
|
||||
automatic launch test. They still require the installed APK identity and an available destination, and refuse
|
||||
changes while the game is running. Defaults explicitly reset overrides embedded in an older APK. Generated
|
||||
configuration files are restored or removed only when they still match FramePort's last write; user edits survive.
|
||||
- Build support dependencies remain conservative: controller models/native surfaces/haptic support, Zink-layer
|
||||
selection, mixed foveation patches and revised adapter support can require a new APK. A recorded alternate
|
||||
variant can be reused when switching variants.
|
||||
- Data-only updates transfer missing/different-size data using the resumable uploader. Recipe/APK updates skip
|
||||
data synchronization when the source data manifest is unchanged, preserving Frame-side mods; explicit forced
|
||||
reinstalls still check/repair data. Artwork-only
|
||||
updates send changed slots; unchanged artwork avoids a Steam refresh. APK/data changes retain the configured
|
||||
automatic launch test. Settings/artwork changes skip it.
|
||||
- APK-only updates preserve installed OBBs, including mods, and do not apply old staged OBBs or artwork from an
|
||||
interrupted upload. Ordinary data comparison still uses sizes, matching existing behaviour; equal-size content
|
||||
replacement is not detected automatically. Explicit rebuild/reinstall remains available (`install --force`).
|
||||
- Legacy build identities take the full path once because their original build inputs cannot be established
|
||||
safely. Converted-copy cleanup and `build.keep_copies` remain in effect; a configuration/data update does not
|
||||
require the deleted converted APK.
|
||||
|
||||
Install results record `stage_seconds` in the library's install history. This includes planning, conversion,
|
||||
validation, transfer and finalization stages reached by that operation; the GUI's subsequent optional launch test
|
||||
is separate. Use these timings to distinguish build cost, network transfer and device/Steam work when reviewing a
|
||||
slow install. Configuration success is recorded after writing the configuration and completing its sync; a failed
|
||||
operation leaves the prior applied fingerprint so it remains retryable.
|
||||
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