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Author SHA1 Message Date
spoopyghosty0 6a71734552 fexrift perf: default settings launch exactly like the verified headset run
First Contact and Dreamdeck didn't render in the headset with the new defaults, which differed from the launch
verified in the headset on 2026-10-10: a regenerated Revive eye-scale copy, a dxvk.conf and
WINE_LARGE_ADDRESS_AWARE=1. Defaults now add none of them (eye scale 1.5 = the uploaded Revive itself, no
dxvk.conf unless a DXVK setting changed, large-address-aware off); a changed setting still applies at launch.
2026-10-16 11:06:39 -04:00
spoopyghosty0 3441f3ee39 fexrift bench: report SteamVR's IMU fallback (no tracking universe)
Without a tracking universe Rift games wait at startup and a headless run only counts SteamVR's own frames
(~1.9/s, game GPU ~0 %): First Contact, Dreamdeck and Chronos all looked broken on the Frame (2026-10-16). The
summary now carries imu_fallback (SteamVR logged "Rejecting new committed universe since IMU fallback is active"
during the run) and such a run is never valid.
2026-10-16 10:51:18 -04:00
spoopyghosty0 b9a9757a64 fexrift bench: Steam's controller log isn't owner input once the game starts
The starting OpenVR game loads its input bindings, which writes Steam's controller.txt: the bench stopped itself
("owner interaction (activity 0)") with Dreamdeck. During the wait and the window only activity 1 (headset
worn/moved) stops it; the controller log stays a pre-start guard.
2026-10-16 10:41:11 -04:00
spoopyghosty0 f9f3a63e0c fexrift install: launch arguments from the PC's Meta app library
Meta launches many Rift games with arguments (Unreal: -vr) that only its manifest carries. A copy installed from
elsewhere now takes the launch arguments of the same build (same exe name) from this PC's Meta Horizon/Oculus
libraries (Program Files + the libraries registered under HKCU\Software\Oculus VR, LLC\Oculus\Libraries),
matched by app ID or canonical name.
2026-10-16 10:07:37 -04:00
spoopyghosty0 95fd2e5b0b fexrift install: a folder from a Meta app library uses Meta's manifest
Installing <library>/Software/<name> (e.g. the Windows Meta app's C:\Program Files\Meta Horizon\Software) takes
exe, launch arguments, app ID and version from <library>/Manifests/<name>.json. Unreal Rift games need its
-vr argument (Dreamdeck: -fullscreen -vr), which nothing else provided for a folder install.
2026-10-16 09:54:43 -04:00
spoopyghosty0 98f91abe97 fexrift: per-game ime_patch "off"; Chronos renders without the IME fix
On the Frame Chronos (UE 4.10) with the generic IME patch (found at member +0x100) connected to SteamVR but never
submitted a frame; with its original exe a bounded headless run submitted 202 frames in 105 s. The profile can
now turn the finder off (ime_patch: "off"), set for Chronos.
2026-10-16 09:33:54 -04:00
spoopyghosty0 5eb6c8389d fexrift bench: start the window when the game's process appears
The launcher waits 60-100 s for Meta's runtime before it starts the game, so a 90 s window ended before the
game existed (0 frames on the Frame). The bench now waits up to START_WAIT (180 s) for the game's process,
still stopping on real interaction, and the agent/CLI timeouts grow to match (agent 94).
2026-10-16 09:26:24 -04:00
spoopyghosty0 c811dbabe5 fexrift bench: the launched game waking the compositor isn't owner interaction
The run must start with the headset in standby (activity 3), but the game itself takes it out of standby, so
the first Frame run stopped itself after a few seconds. During the run only activity 1 (worn/moved) or new
controller input stops it; the error names the level.
2026-10-16 09:22:10 -04:00
spoopyghosty0 14a58443d3 fexrift bench: SteamVR settings writes in their own process
Reproduced on the Frame: cmd_vrsetting in the process holding the bench's VR() connection segfaults on its second
call. The bench's first write (pauseCompositorOnStandby=false) succeeded and the second (screen timeout)
crashed it, leaving the display on. vr_set now runs fexrift.py vrsetting in a fresh process per write and checks
its answer.
2026-10-16 09:20:40 -04:00
spoopyghosty0 e27dce210f fexrift bench: measure in a child, restore the display even if it crashes
On the Frame the bench helper died silently before launching the game and left SteamVR's
pauseCompositorOnStandby=false (display kept on): a native crash in the ctypes SteamVR calls skips Python's
finally. The measurement now runs in a forked child that records the original screen timeout and the game's
process group in a guard file; when no result comes back the parent kills the game group, runs wineserver -k and
restores both display settings, each through its own vrsetting process.
2026-10-16 09:19:23 -04:00
spoopyghosty0 5e38e4b46e fexrift: re-upload the helper scripts before every install
Only fex setup uploaded fexrift.py, its extensions and games json, so a helper fixed on the PC never reached
a Frame set up earlier (the Frame kept the old runtime probe: Chronos timed out although the runtime listed
it as installed). sync_helpers uploads them (~200 KB) at the start of both install paths.
2026-10-16 00:50:22 -04:00
spoopyghosty0 387c0eb28c fexrift: Meta's session folder is <user id>-<n>, not only digits
The signed-in PC prefix names it sessions/<numeric user id>-<n>/ (7dcb601 required digits only and refused
that prefix for import-login).
2026-10-15 23:57:08 -04:00
spoopyghosty0 7dcb601792 fexrift: a Meta sign-in is sessions/<user id>/, not any file in sessions/
On the Frame Meta's app framework created sessions/_oaf/data.sqlite as soon as the runtime started (the
install's runtime probe), so fex status said login: true without a sign-in. A real sign-in (PC prefix,
2026-10-09) adds sessions/<numeric Meta user id>/. fex login's done signal looked for files directly under
sessions/, which a real sign-in never has: it would have waited forever. One check (signed_in) for status,
fex login and the PC import.
2026-10-15 23:52:41 -04:00
spoopyghosty0 3733a38e4e fexrift install: count Meta's 'Currently installed package' line as registered
On the Frame the runtime lists every registered package at start (PackageManager "Currently installed
package: lies-beneath, version code: 1") but writes no "state:" line before an app tracker / sign-in, so the
probe timed out although the registration worked. Seen with Lies Beneath, 2026-10-15.
2026-10-15 20:43:47 -04:00
spoopyghosty0 e1c16a4bf2 fexrift perf: accept the Revive upload fex setup actually makes
prepare_scales hashed the upload after undoing the eye-size redirect but compared it with the hash of the
upload as made (with the redirect): setup failed on the device. Compare the raw upload against both valid
forms; a new test runs prepare_scales on the real Revive 3.2.0 DLL patched like setup does.
2026-10-15 20:06:15 -04:00
spoopyghosty0 61d728fd21 fexrift artifacts: fp_pipesend.exe (Meta sign-in callback) and fp_mem v3 (FP_MEM_ZERO)
Built from native/fexwine/pipesend.c with llvm-mingw 20261006 and fp_mem.c with gcc (glibc 2.34 symbols),
both with -ffile-prefix-map; SHA256SUMS updated.
2026-10-15 19:59:20 -04:00
spoopyghosty0 122845308f agent 93: fex login/local-install/settings/bench commands 2026-10-15 19:58:12 -04:00
spoopyghosty0 451b4d6e5b fexrift: one per-game dxvk.conf for compat profiles and perf settings
With the perf extension loaded the compat profile's dxvk lines go into perf_prepare's per-game config (its
managed keys win) instead of a second DXVK_CONFIG_FILE that perf overrode. perf_prepare creates the settings
folder itself (a first launch without settings_set failed). Compat launcher test expects the per-game core
mask; the temporary-handler test only checks the handler's own files.
2026-10-15 19:54:45 -04:00
spoopyghosty0 c21126ec7d Merge rift/perf: launch-time perf settings, fp_mem zero-on-reuse, bounded bench
# Conflicts:
#	agent/fexrift.py
2026-10-15 19:42:16 -04:00
spoopyghosty0 879bcbf9b0 Merge rift/compat: per-game profiles, graphics routes, triage
# Conflicts:
#	agent/fexrift.py
2026-10-15 19:41:38 -04:00
spoopyghosty0 351a1af31d Merge rift/login: sign in to Meta on the Frame
# Conflicts:
#	agent/frameport_agent.py
2026-10-15 19:41:09 -04:00
spoopyghosty0 5739646ce1 Merge rift/install: install local Rift copies + Meta library registration 2026-10-15 19:40:31 -04:00
spoopyghosty0 6b002d0799 Validate login callbacks, broker expiry and desktop handler quoting 2026-10-15 19:40:06 -04:00
spoopyghosty0 6b4e50cf7c Record offline validation and preserve direct OpenVR survey profiles 2026-10-15 19:37:12 -04:00
spoopyghosty0 30b1c78b99 Tighten benchmark attribution and document Rift performance experiments 2026-10-15 19:37:04 -04:00
spoopyghosty0 45563c5047 Add surveyed Rift game profiles and maintainer validation steps 2026-10-15 19:33:57 -04:00
spoopyghosty0 58489eeb75 Document local Rift installation device validation 2026-10-15 19:32:42 -04:00
spoopyghosty0 0ce121f2dc Harden local Rift resume and runtime probing 2026-10-15 19:32:00 -04:00
spoopyghosty0 06b289f7fc Stop the Meta sign-in launcher before restoring browser handlers 2026-10-15 19:30:57 -04:00
spoopyghosty0 25ac577365 Add launch-time Rift performance settings and bounded benchmarks 2026-10-15 19:28:36 -04:00
spoopyghosty0 c9240670d4 Add Meta browser sign-in for the Frame FEX prefix 2026-10-15 19:28:00 -04:00
spoopyghosty0 ebda4d644a Install local Rift copies in FEX Meta libraries 2026-10-15 19:26:22 -04:00
spoopyghosty0 9e96fb8fb4 Add FEX compatibility profiles, graphics routes and runtime diagnostics 2026-10-15 19:26:18 -04:00
spoopyghosty0 98786ab110 fexrift: per-game data in fexrift_games.json, extension modules per area
GAMES moves to agent/fexrift_games.json (uploaded with the helper). fexrift.py loads fexrift_<area>.py
extensions (login, install, compat, perf) by path; each registers commands and launcher-env / install-check
hooks and reads the core's live globals. The PC uploads every fexrift*.py/json, release bundles carry
.txt copies of all of them. Launcher and install accept a game_dir outside Meta's library.
2026-10-15 19:14:43 -04:00
spoopyghosty0 18f45702de fexrift: keep build paths out of the arm64 wineserver
The committed wineserver.arm64 carried its Frame build folder in wine's assert paths, which main's
test_no_local_paths_in_artifacts rejects. The 41-byte prefix is replaced in place by one of the same
length (code and offsets unchanged), SHA256SUMS updated, and build_wineserver.sh now maps source and
build dirs with -ffile-prefix-map.
2026-10-15 17:44:54 -04:00
spoopyghosty0 3b71e5a560 rift_fex_survey: static survey of Rift games for the FEX mode
Engine, VR APIs and the Platform SDK from FramePort's Rift analysis; Unreal version from the branch string
(any ++… form naming a version) else the pak format's range; the RHI from DefaultEngine.ini (TargetedRHIs /
DefaultGraphicsRHI, else Unreal's D3D11 default) instead of the import list, which names every RHI; pak
indexes v1-v11 (v10+ bit-packed entries + full directory index, zlib/gzip; encrypted index and Oodle noted);
IME fix site in the exe or modular ApplicationCore/Slate; CryEngine detected. The report stays in the user
data dir (local paths).
2026-10-15 17:38:48 -04:00
spoopyghosty0 c023ea28f7 fexrift: generic install (manifest exe/args, Unreal IME fix found in the binaries, --force-unverified)
GAMES keeps only verified games and their per-game opt-ins (fp_mem, msaa_ini). Any other game Meta's app
downloaded gets its exe and launch arguments from Meta's manifest, the IME-deadlock fix located by
find_ime_patch (also in modular ApplicationCore/Slate DLLs) and static checks (engine, imported graphics
DLLs); installing it needs --force-unverified. import-login takes --app. Launcher arguments are quoted,
the title sanitised. Lint fixes in the fexrift files.
2026-10-15 17:38:46 -04:00
spoopyghosty0 8b1e2cdf43 fex install: mark --msaa as unverified (both Steam launches with r.MobileMSAA=2 never rendered) 2026-10-15 17:38:45 -04:00
spoopyghosty0 633fcde50d fexrift launcher: gamescope's WSI layer off, no Steam overlay preload
Started from Steam, gamescope's Vulkan WSI layer took over First Contact's desktop mirror window, which gamescope
doesn't show while SteamVR runs: the game delivered about one frame a second (research launches, started outside
Steam, never had the layer and ran at 72 fps).
2026-10-15 17:38:44 -04:00
spoopyghosty0 d063bad128 fexrift: register Meta's default library in the prefix
Found on the device: in a fresh prefix with an imported login, Meta's runtime listed First Contact as
"install_available" (no HKCU\Software\Oculus VR, LLC\Oculus\Libraries entry, which Meta's app had written in
the research prefix), so the game waited forever at startup when launched from Steam. The prefix fixes now write
DefaultLibrary + its OriginalPath/Path (C: by its volume name) like Meta's app; the runtime then reports the game
"ready" (checked on the dev Frame).
2026-10-15 17:38:43 -04:00
spoopyghosty0 90cb7b575e fexrift: copy Revive's files without their permission bits (a system install's are read-only) 2026-10-15 17:38:42 -04:00
spoopyghosty0 e1bc723f71 Experimental: Rift games with Meta's runtime on the Frame alone (CLI, FRAMEPORT_EXPERIMENTAL_FEX=1)
Step 1 of making the Rift-on-Frame research usable: a hidden `frameport fex` group (setup, import-login,
install, status) that sets up x86_64 GE-Proton under FEX + Meta's PC runtime + Revive on the Frame and installs
Oculus First Contact as a Steam game.

- agent/fexrift.py (Frame, stdlib): GE-Proton11-7 x86_64 (SHA-512), FEX wrappers + native arm64 wineserver,
  patched DLLs, x86 GnuTLS from the Arch archive (repo SHA-256), Vulkan thunk, prefix, Meta's runtime from Meta's
  CDN with Meta's signature checks, prefix fixes, login import (owner-only, archive deleted), per-game fixes
  (First Contact IME deadlock patch, optional r.MobileMSAA) and the launcher (ntsync, fp_mem, motion smoothing
  off for the game, OVRLibrarian ended, cores 4-7)
- agent v77: fex_prepare/status/setup/import_login/install, kind frame_fex (uninstall keeps the shared prefix,
  launch tests refused)
- src/frameport/fexrift.py: uploads the helper + artifacts/fexrift + Revive 3.2.0 with 6 byte patches (other
  builds refused), packs the login from a signed-in PC prefix
- artifacts/fexrift: crypt32/sechost/dnsapi/DeviceWatcher DLLs rebuilt from GE's exact source +
  native/fexwine/patches (build_pe_dlls.sh; exports = GE's + 8 DnsService*), Wi-Fi WinRT stand-in, wineserver.arm64,
  fp_mem.so, DigiCert Assured ID Root CA (public)
- tests/test_fexrift.py (16 tests)

Not yet run end to end on the device.
2026-10-15 17:38:39 -04:00
spoopyghosty0 73839b2dda Research: fp_mem cache default 12 regions / 6 GB
Second headset run (MSAA off + multi-block cache): frames shown once 83 -> 95 %, shown twice 16 -> 3.2 %,
~125 ms hitches 17 -> 6; 95 of 101 released blocks were reused. The remaining long hitches came when ~2 GB
were already kept and new blocks did not fit the 3 GB cap.
2026-10-15 17:38:00 -04:00
spoopyghosty0 e4f9ca6bd3 Research: fp_mem keeps several big blocks and reuses them at other sizes
In the headset First Contact allocates and releases 0.5-1.6 GB blocks, often several at once (~100-128k page
faults per 100 ms, RSS up to 3.5 GB), which the single exact-size cache missed: 17 hitches of ~125 ms in 4 min.
Up to 8 kept regions (3 GB), reuse by start address (shorter: rest released, longer: only the tail mapped fresh),
no protection change while kept. PC test: same size 41.6 -> 1.7 ms, shorter 31.5 -> 1.6 ms, longer 95.5 -> 25.1 ms.
2026-10-15 17:37:59 -04:00
spoopyghosty0 aa9c605ccc Research: native arm64 wineserver + ntsync and a big-block cache fix First Contact's hitches under FEX
native/fexwine: prep_ge_wine.sh recreates GE-Proton's exact Wine source, build_wineserver.sh builds a
native aarch64 wineserver from it (same protocol as GE's x86_64 server, x86_64 machine model), fp_mem.c is
a guest preload that keeps Unreal's 514 MB block between uses instead of re-faulting it.
Headless on the dev Frame: hitches 17 -> 0 per 20 s, timed-out frames 40 % -> 5.5 %.
2026-10-15 17:37:57 -04:00
spoopyghosty0 607b0946da Research note: Meta login under Wine and Oculus First Contact running in VR on the Frame (stutters, CPU-bound) 2026-10-15 17:37:56 -04:00
spoopyghosty0 772d08a1a1 Research note: Rift Platform SDK handshake on the Frame blocked by OVRLibrarian never exiting under FEX 2026-10-15 17:37:55 -04:00
spoopyghosty0 d32c49d4f5 CLAUDE.md: Rift via x86_64 Wine under FEX (research): x86_64 GE-Proton + Revive injection + OpenVR to SteamVR work headless; Platform SDK / Meta app is the blocker 2026-10-15 17:37:54 -04:00
spoopyghosty0 b9a1fe67bc CLAUDE.md: document the GitHub triage workflow
Consolidates the reusable mechanics: issue templates/labels, the
working-recipe -> catalog path (scripts/catalog_from_issue.py), handling
diagnostics zips (and the attachment-vs-placeholder gotcha), how a change
reaches users (catalog ~6 h vs code needing a release/dev build, and not
bumping a shared revision for a narrow fix), and verifying a device fix
headless. Identity/credentials stay in CLAUDE.local.md.
2026-10-15 17:34:39 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00
spoopyghosty0 741af0651e adapter: log the created swapchain handle in xrCreateSwapchain
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
2026-10-15 15:13:37 -04:00
spoopyghosty0 a2f46a17fa Catalog: 16 community-verified recipes
Headset-confirmed working configs shared through the issue form:
Tea For God (#295), Ghost Town (#299), Eye of the Temple (#302),
Ocean Rift (#304), Quantum Void (#307), AugmentedEmpire (#311),
Battlemarked (#312), Demeo (#313), Homeworld: Vast Reaches (#314),
Moss (#315), Maestro (#316), Mini Motor Racing X (#317),
Operation Wolf Returns (#318), Ragnarock (#319), Smash Drums (#320),
Vendetta Forever (#321).

Quantum Void, Homeworld: Vast Reaches and Ragnarock go in as status: issues.
2026-10-15 14:05:29 -04:00
spoopyghosty0 cbc3416ada FramePort 1.2.0
Version 1.2.0; catalog min_app 1.1.2 -> 1.2.0 for the entries that need this release (Shadow Point, Medal of Honor, Assassin's Creed Nexus, Journey of the Gods).
2026-10-15 09:14:51 -04:00
spoopyghosty0 5b6ddc2048 Catalog: Medal of Honor: Above and Beyond with the OBB delivery skip on (#159)
Turns on frame.unreal_skip_obb_delivery (and keeps frame.hw_video_decode) so
the fix applies without the user finding the toggle. Not device-verified (the
game is ~41 GB); status unknown, min_app 1.1.2 so only builds that recognise
the obfuscated DownloaderActivity get it.
2026-10-15 08:11:46 -04:00
spoopyghosty0 8f932dfd9b Unreal OBB delivery: recognise obfuscated DownloaderActivity predicates (#159 Medal of Honor)
Medal of Honor (com.Virtuos.R6DLM) keeps Epic's DownloaderActivity and log text but renames the delivery predicates
and OBBData, so expansionFilesDelivered wasn't found and frame.unreal_skip_obb_delivery was never offered. Detection
now also matches a boolean method in the package's DownloaderActivity, called from onCreate, that carries Epic's
"Checking for file : " log and calls the expansion-downloader helpers; the patch rewrites those too. ANALYSIS_VERSION
18 -> 19. Heuristics eval unchanged (10/66); no existing recipe affected.
2026-10-15 01:54:33 -04:00
spoopyghosty0 9eef555bf2 cube_standin: serve a refused cube swapchain on Vulkan too (#296 UNDERDOGS)
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
2026-10-15 01:43:29 -04:00
spoopyghosty0 8169574d89 Agent: merge case-variant duplicate shortcut keys instead of refusing them (#300 follow-up)
Pre-#263 agents left shortcuts.vdf entries with both appname and AppName; vdf_decode then refused the file
("duplicate VDF key") and Add to Steam library failed. Duplicates are now merged into one key: Steam's capitalized
spelling kept, the last value taken. Clean files still round-trip unchanged.
2026-10-15 00:50:33 -04:00
spoopyghosty0 aeabb3df5a Uploads: stream small-file tar batches over OpenSSH too, Paramiko fallback (Discussion #242)
Only big files (>=8 MiB) used OpenSSH; games made mostly of small files stayed on Paramiko and were slow on a fast
link. native_upload.put_tar streams the same tar batch through system ssh with the paired key and pinned host key;
on any failure the install falls back to Paramiko's put_tar and logs it, and doesn't retry OpenSSH for later batches.
The job log now names the transport for each part. upload_bench gains app-small / paramiko-small comparisons.
2026-10-15 00:46:11 -04:00
spoopyghosty0 d073541a83 Triage: name both OBB-check options (#159), Vulkan caveat for cube stand-in (#296), flag frames-that-started-then-stopped (#301)
- unreal-obb-check-stuck names frame.unreal_skip_obb_check (CRC, needs bVerifyOBBOnStartUp) and
  frame.unreal_skip_obb_delivery (the Java name/size gate), and says neither is a guaranteed fix.
- cube-swapchain-refused: the stand-in is GLES-only; a Vulkan game can't use it yet.
- A game that submitted projection frames but then logged no pacing summary for 20 s (process alive) is reported as
  frames-stopped (info), so a hang like SKYBOX's signature check isn't a false pass. Headless no-tracking ends are
  excluded.
2026-10-15 00:38:10 -04:00
spoopyghosty0 02dce78618 Library: side notes never create an entry; drop recipe-less stubs (#294)
Play on the Steam Frame tab for a game no longer in the library wrote last_played with upsert_game, which created an
entry with only that field: listed under its package name, "Update ready", and Update / Game settings failed with
KeyError 'recipe'. library.set_fields updates existing entries only (last played, test and session results, tags,
toggles); a one-time migration drops entries made of side notes alone.
2026-10-14 23:56:02 -04:00
spoopyghosty0 5910a8d3c7 Agent 91: the logcat keeper also catches a silent or failing Lepton mirror
After "Waiting for app", a failure line or 20 s without a logcat line start FramePort's own reader, from the
launcher's start (logcat -T <epoch>) when the mirror never wrote, else from just before its last line. The reader
restarts from where it ended, stops when Lepton's lines come back, the container's log buffer is 16 MiB, and every
decision goes to logcat-keeper.log.
2026-10-14 22:27:49 -04:00
spoopyghosty0 22413e21e9 Showcase: the fake Monitor history gets exact 1 s steps (smoothed numbers differed between renders on slow runners) 2026-10-14 20:47:31 -04:00
spoopyghosty0 4d5c5fa091 Merge pull request #231 from UnicronNL/aarch32testing
32-bit Gear VR / Oculus Go / early Quest games through the a32 bridge (frame.a32_bridge, experimental, on by default for 32-bit-only games).
2026-10-14 20:23:42 -04:00
spoopyghosty0 5007ad26a2 Lint: wrap three lines over 120 characters 2026-10-14 20:21:00 -04:00
spoopyghosty0 927dae5ff8 Merge main into aarch32testing; maintainer fixes for the 32-bit bridge
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).

Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
  time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
  the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
  and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
  stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
  LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
2026-10-14 20:10:10 -04:00
spoopyghosty0 57bb69f79c VrApi bridge: save the headset's FOV only when it really changes (it was rewritten every frame)
Rebuilt libvrapi.so and libvrapi_foveation.so without the local NDK paths a worktree build left in their debug info; a test checks that no artifact contains a local path.
2026-10-14 19:45:34 -04:00
spoopyghosty0 a87ccf4c7b Merge pull request #292 from spoopyghosty0/catalog/issue-270
catalog: com.edde746.plezy
2026-10-14 14:01:56 -04:00
spoopyghosty0 6b8605a83e Merge remote-tracking branch 'origin/main' into fix-270
# Conflicts:
#	docs/PATCHES.md
2026-10-14 14:01:13 -04:00
spoopyghosty0 bef42dfd1b Merge pull request #291 from spoopyghosty0/catalog/issue-279
catalog: com.nDreams.Ghostbusters
2026-10-14 14:00:47 -04:00
spoopyghosty0 c29c3a3fe2 Docs regenerated 2026-10-14 14:00:06 -04:00
spoopyghosty0 2a608e92f4 Merge remote-tracking branch 'origin/main' into fix-279 2026-10-14 13:59:53 -04:00
spoopyghosty0 90ebabab01 Merge pull request #290 from spoopyghosty0/catalog/issue-268
catalog: com.fulldivegames.majorasmaskvr
2026-10-14 13:59:38 -04:00
spoopyghosty0 5f2dd4bf27 Docs regenerated 2026-10-14 13:58:51 -04:00
spoopyghosty0 2e2fac2348 Catalog notes in neutral wording 2026-10-14 13:58:00 -04:00
spoopyghosty0 5b1f09e79a Catalog notes in neutral wording 2026-10-14 13:57:41 -04:00
spoopyghosty0 fb0fe55c6d Catalog notes in neutral wording 2026-10-14 13:57:24 -04:00
github-actions[bot] 84ae3c1ce0 catalog: com.edde746.plezy (from #270) 2026-10-14 17:54:26 +00:00
github-actions[bot] 2ee1dcbfcb catalog: com.nDreams.Ghostbusters (from #279) 2026-10-14 17:54:22 +00:00
github-actions[bot] 14f026c529 catalog: com.fulldivegames.majorasmaskvr (from #268) 2026-10-14 17:54:22 +00:00
spoopyghosty0 30a71a1ad4 Catalog: Assassin's Creed Nexus works (upside-down panels fixed in place, #138) 2026-10-14 13:52:33 -04:00
spoopyghosty0 a2515f13a7 FrameBridge: turn upside-down quads upright in place (#138); gl_error_clear stops Vader's runtime memory leak (#285) 2026-10-14 13:40:15 -04:00
spoopyghosty0 5d6072e11e Live view: Take screenshot button (the Screenshots tab's Steam screenshot, without switching tabs) 2026-10-14 13:06:52 -04:00
spoopyghosty0 0e588f74f7 Catalog: Vader Immortal's runtime leak wasn't reported to Valve 2026-10-14 12:56:28 -04:00
coah 13a350b3bf fix: fall back to a devkit entry when Steam drops the library shortcut
On Frames whose Steam drops FramePort's shortcuts.vdf entries on every restart
(GitHub #41/#42), "Add to Steam library" restarted Steam twice and then failed
with "Steam removed the new library entry again after restarting". Play's
fallback (the devkit entry, the one Steam keeps) was never reached because
_add_then_play gave up first.

After the second loss the shortcuts worker now adds the devkit entry while
Steam runs, so the game ends up in the library as "Devkit Game: <title>" and
the job succeeds. Agent v89.
2026-10-14 12:36:53 -04:00
spoopyghosty0 36dbbe0de7 Merge pull request #286 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-14 12:32:10 -04:00
spoopyghosty0 eb251c45b5 Merge pull request #264 from UnicronNL/fix/library-hover-crash
GUI: a late hover on a replaced Library card no longer crashes FramePort
2026-10-14 12:32:06 -04:00
spoopyghosty0 df0cc6a34f Monitor: smooth the shown numbers (time-based moving average) so they don't flicker at fast intervals 2026-10-14 12:29:22 -04:00
spoopyghosty0 3b018b6976 Opt-in frame.unreal_skip_obb_delivery for Unreal games still stuck on the downloader with the CRC check off (#283) 2026-10-14 12:27:39 -04:00
spoopyghosty0 7c066b5fea Opt-in frame.asset_files_stub: answer Meta asset-file requests for DLC managers that stall without the service (#203) 2026-10-14 12:22:13 -04:00
spoopyghosty0 095281fca5 Clear errors for a moved game APK, installer-only Linux archives and intercepted HTTPS (#278, #287, #232) 2026-10-14 12:22:00 -04:00
spoopyghosty0 8453408d24 Library: a hovered card's left border is no longer cut off at the grid and shelf edge 2026-10-14 12:16:40 -04:00
spoopyghosty0 f5368d73ea FramePort 1.1.1
Config files written by an older FramePort are no longer kept as the user's own (their backup brought them
back when a recipe dropped them).
2026-10-14 11:14:12 -04:00
spoopyghosty0 bd92c25a09 Site: contributor data refreshed (1.1.1) 2026-10-14 11:14:10 -04:00
spoopyghosty0 05024e02bf Docs: games list regenerated with the new catalog entries 2026-10-14 10:58:25 -04:00
spoopyghosty0 56e122d85f Fix release blockers in the update-skip and upload changes (agent v88)
- Check the Steam shortcut on every update, also when nothing else changed: a connection lost during
  "Add to Steam" or Steam putting its old shortcuts.vdf back left games without a library entry. The
  agent restarts Steam only when the entry really changes.
- Artwork updates for installs without a recorded artwork manifest start from a clean folder again
  (an old portrait.jpg next to a new portrait.png was picked at random for the Steam grid).
- OpenSSH uploads only rename .part files that are already complete (sftp's reput refuses them, which
  sent every resume to the Paramiko fallback).
- frame.tbxr_vendor revision 2: GL4ES ports get "Update on Frame" for the #191 draw fix.
- Configuration-only updates send the library's current Steam tags.
- finalize drops fingerprints and the artwork record an older app didn't send.
- set_settings: malformed numbers are refused before anything is written; int settings keep a
  fractional value.
- Display diagnostics use Windows PowerShell 5.1 without pwsh's PSModulePath; window diagnostics and
  the instance owner file can't stop the GUI from starting.
2026-10-14 10:58:24 -04:00
spoopyghosty0 d7a26ca181 Docs: update screenshots and videos 2026-10-14 14:34:48 +00:00
spoopyghosty0 3fcb901f8c Prefer OpenSSH for bulk uploads with resumable Paramiko fallback 2026-10-14 10:28:55 -04:00
spoopyghosty0 faea99e837 Skip unnecessary game update work and add bounded parallel uploads 2026-10-14 10:09:24 -04:00
spoopyghosty0 05c4f5603b Merge pull request #277 from spoopyghosty0/catalog/issue-266
catalog: com.arkio.arkio
2026-10-14 09:43:35 -04:00
spoopyghosty0 60fa213862 Refresh catalog PR #277 against main 2026-10-14 09:43:30 -04:00
spoopyghosty0 b67c403447 Merge pull request #276 from spoopyghosty0/catalog/issue-262
catalog: com.NiVision.RacketPinball
2026-10-14 09:43:17 -04:00
spoopyghosty0 21e2693568 Refresh catalog PR #276 against main 2026-10-14 09:43:11 -04:00
spoopyghosty0 8d8a5dab59 Merge pull request #275 from spoopyghosty0/catalog/issue-267
catalog: quest.eleven.forfunlabs
2026-10-14 09:43:00 -04:00
spoopyghosty0 185a947ba1 Refresh catalog PR #275 against main 2026-10-14 09:42:54 -04:00
spoopyghosty0 8622f8bc5c Merge pull request #274 from spoopyghosty0/catalog/issue-260
catalog: com.notdead.COMPOUNDQUEST
2026-10-14 09:42:31 -04:00
spoopyghosty0 70d722063e Refresh catalog PR #274 against main 2026-10-14 09:42:11 -04:00
spoopyghosty0 e9ab42bcab Merge pull request #273 from spoopyghosty0/catalog/issue-248
catalog: com.polyarc.Moss2
2026-10-14 09:42:02 -04:00
spoopyghosty0 6d9944844a Refresh catalog PR #273 against main 2026-10-14 09:41:57 -04:00
spoopyghosty0 11c52636c3 Merge pull request #272 from spoopyghosty0/catalog/issue-259
catalog: pl.idreams.zombirds
2026-10-14 09:41:44 -04:00
spoopyghosty0 bf455baeb5 Refresh catalog PR #272 against main 2026-10-14 09:41:37 -04:00
spoopyghosty0 986e554fa5 Fix sunglasses lens symmetry in Cool Game demo artwork 2026-10-14 09:34:49 -04:00
spoopyghosty0 f6ae3f7724 Fix xLua startup on Frame with full-pointer Lua engine 2026-10-14 09:19:19 -04:00
spoopyghosty0 310863900f Add lightweight Windows display diagnostics 2026-10-13 23:41:13 -04:00
spoopyghosty0 7462317dcb Fix GL4ES draw dispatch in Team Beef ports 2026-10-13 23:25:29 -04:00
spoopyghosty0 32a2694b05 Recover windowless FramePort instances when Windows hides the lock owner 2026-10-13 20:46:47 -04:00
spoopyghosty0 421ee8cb5f Enable reported working fades for Batman and Iron Man VR (#197) 2026-10-13 20:29:29 -04:00
spoopyghosty0 693e75b19a Retry OVRPort's missing application label failure (#269) 2026-10-13 20:21:57 -04:00
spoopyghosty0 bdbe9550ba Keep saved Android recipes out of empty OVRPort conversions (#271) 2026-10-13 20:12:50 -04:00
spoopyghosty0 c1653f21b1 Fix case-insensitive Steam shortcut keys (#263) 2026-10-13 19:20:39 -04:00
github-actions[bot] f251129c11 catalog: com.arkio.arkio (from #266) 2026-10-13 22:36:56 +00:00
github-actions[bot] 5acf9f1d7a catalog: quest.eleven.forfunlabs (from #267) 2026-10-13 22:36:55 +00:00
github-actions[bot] 88dd4a99a6 catalog: com.NiVision.RacketPinball (from #262) 2026-10-13 22:36:54 +00:00
github-actions[bot] e30c9735dc catalog: com.notdead.COMPOUNDQUEST (from #260) 2026-10-13 22:36:52 +00:00
github-actions[bot] f237f64d84 catalog: com.polyarc.Moss2 (from #248) 2026-10-13 22:36:50 +00:00
github-actions[bot] fd11975ffb catalog: pl.idreams.zombirds (from #259) 2026-10-13 22:36:48 +00:00
UnicronNLandClaude Opus 5.5 a37c75aec8 VrApi bridge: recenter from the head after the runtime's recenter
Holding the Frame's menu button turned 32-bit (and other VrApi bridge)
games 90-120 degrees to the side. The bridge's app space is LOCAL plus
the head's yaw at the start; the runtime's recenter moves LOCAL to the
head, so that old yaw was applied again. On a LOCAL reference space
change (and on vrapi_RecenterPose, ignored before) the origin is taken
from the head again in the first frame after the change, and VrApi's
recenter count goes up. Owner-verified with Gunjack.

The upstream patches are regenerated against OVRPort 5e7df52 (they
were missing the FOV cache changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:58:03 +02:00
UnicronNLandClaude Opus 5.5 536fba2145 GUI: a late hover on a replaced Library card no longer crashes FramePort
Moving the mouse over the Library right after its cards were rebuilt (e.g.
the library changed at start, or a view switch) could deliver a hover event
for a card that was already off the page. Its handler called tile.update(),
Flet 1.0 raised "Container(…) Control must be added to the page first", and
an error in an event handler takes the whole app down to Flet's error
screen.

- Library grid and shelf card hover handlers use the safe C.update(tile),
  which skips controls that aren't on the page any more (the convention
  everywhere else in ui/)
- Settings' index: scroll_to on a page that has already left the screen
  (or a closed window: "Session closed") is ignored instead of raising in
  the task callback

Seen on the desktop app (Linux) while testing the a32 branch; the code is
the same on main. No automated reproduction (needs a real hover during a
redraw).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:13:45 +02:00
UnicronNLandClaude Opus 5.5 a7b5acbd14 Library migration a32_bridge_on: the 32-bit bridge for existing 32-bit games
Recipes the user edited (source "user") are never re-derived, so a 32-bit
game whose recipe was saved before the bridge existed kept OVRPort and the
64-bit fixes and no bridge. Since 95c5de9 such a recipe can't be built at
all (build.check_a32), so it needed fixing by hand.

The one-time migration a32_bridge_on (library._migrate, after
quest_binary_fixes_v2, which adds frame.vk_sanitize to every Quest recipe)
goes over every 32-bit-only game once:
- adds frame.a32_bridge with the patch's own reason, unless the game's
  catalog entry removes it (frame_remove)
- then engine.a32_recipe as for a bridge just turned on: OVRPort and the
  64-bit fixes off, device.text_input_window for Unity, a pre-bridge
  "unsupported" becomes "unknown"; the recipe stays the user's
- recipes that already have the bridge only lose what it replaces
- skips 64-bit games, PC VR / Linux entries and "install unchanged" games

It runs once per library, so a bridge the user switches off afterwards
stays off.

Tests: a user recipe from before the bridge is migrated, a catalog
frame_remove and a 64-bit game are left alone, switching the bridge off
afterwards sticks; the game page switch test now starts from a migrated
library.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:50:05 +02:00
UnicronNLandClaude Opus 5.5 a305ecc43b a32 bridge: switch off what it replaces, and win over pre-bridge catalog verdicts
Two ways a 32-bit game ended up with a recipe that couldn't work:

- Catalog entries written before the bridge existed (Journey of the Gods,
  Shadow Point: "unsupported: the Frame has no AArch32") dropped the
  heuristic bridge suggestion like any other patch the entry didn't choose.
- Turning the bridge on by hand kept OVRPort and the 64-bit-only fixes
  (e.g. frame.vk_sanitize) on; they then failed in the build.

Now:
- A catalog entry for a 32-bit game that neither names nor removes
  frame.a32_bridge counts as older than the bridge: the bridge stays in,
  "unsupported" becomes "unknown" and the note says it's untested with the
  bridge (quoting the old verdict). Entries that name the bridge keep their
  own verdict.
- engine.a32_recipe (was _a32) also runs in pipeline.set_recipe (game page,
  CLI `recipe --enable`, Game settings dialog) and before every build. When
  the bridge has just been turned on it also adds what it needs (Unity:
  device.text_input_window) and lifts a pre-bridge "unsupported"; later
  saves only remove, so a patch the user turns off stays off.
- Which patches work on the bridge is declared per patch instead of two
  lists in the engine: Patch.a32 / base.works_on_a32. OVRPort and Frame
  fixes are off unless they say a32 = True (the bridge, the adapter, the
  launcher entry); FrameBridge settings work unless they need the xrshim
  (settings.XRSHIM_SETTINGS, the same list frame.adapter's needs_xrshim
  reads now, so a new xrshim setting is excluded by itself). Such patches
  are hidden for 32-bit games, also in the Game settings dialog.
- build.check_a32 refuses a 32-bit build without the bridge, or with OVRPort
  or a 64-bit fix on, with a plain message instead of failing inside a tool
  or producing an APK the Frame rejects (INSTALL_FAILED_NO_MATCHING_ABIS).
  engine.warnings(recipe, analysis) says the same on the game page.
- The game page redraws the patch list when the bridge switch changed other
  patches; its save uses C.update (warn.update raised when not mounted).
- Parity: a bridge build whose known-good APK is from before the bridge gets
  "new build (no baseline)" (no alt check either) and is listed apart from
  the games at parity, instead of UNEXPLAINED.

Tests: catalog verdict old vs tested, bridge turned on by hand (incl. a
later switch-off staying off), the lifted status, works_on_a32 per category,
check_a32, warnings, parity baseline + report, and the game page's switch
driven headless (no browser). Not yet built for or run on the Frame with
Journey of the Gods / Shadow Point.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:49:43 +02:00
UnicronNLandClaude Opus 5.5 2acfd64f7f Sports Scramble runs: Quest builds on the a32 bridge, Unreal's self-restart
Sports Scramble (a 32-bit Santa Cruz build: UE 4.21, OVRPlugin on VrApi 1.21)
now plays in the headset with both controllers.

a32 bridge:
- AAsset_getBuffer: the host buffer lies above 4 GiB, so the guest gets a
  copy in its own memory, freed in AAsset_close (Unreal read its
  UE4CommandLine.txt this way and aborted on the NULL it got before)
- AKeyEvent_getFlags and the remaining AConfiguration getters
- Touch controllers for Quest builds: apps that require 6DoF head tracking
  (uses-feature android.hardware.vr.headtracking version 1) get
  assets/fp_a32_headset.txt = "quest" at conversion; the bridge then passes
  both Frame controllers through (input devices, caps, state, tracking,
  vibration; struct tails per VrApi minor) and sends no synthetic touchpad
  events. Gear VR / Go games keep the remote emulation. A32_TOUCH=1/0
  overrides.

Analysis: detect.requires_6dof, headset "quest" for such 32-bit apps
(ANALYSIS_VERSION 13).

Agent 82: Unreal restarts the app once after its first-run shader precompile
(the "optimizing" screen): it starts its own launcher activity and exits, and
Lepton ends the container with the first process. Skipping the restart or
turning it off (r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0) left
the game on that screen for good. launch.sh now starts Lepton once more when
the system log shows the app's own LAUNCHER start right before its
System.exit(0) (_restart_requested; first run kept as
launch-before-restart.log; FRAMEPORT_NO_RESTART=1 turns it off).
upgrade_launchers adds it to existing launchers. Crashes, quitting from the
game and Steam's Exit game don't match.

Catalog: Sports Scramble works (owner, headset, 2026-10-13).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:48:53 +02:00
UnicronNLandClaude Opus 5.5 324b3401f7 a32translator: lock-free dispatch and per-page invalidation (profiled on the Frame)
Profiled Gunjack and Spunky Dungeon on the Frame with perf and a new
A32_PERFMAP option (a perf map of the translated code: block bodies, exit
stubs, FPCR writes). FPCR switches turned out negligible (8 of 86k samples,
none in Gunjack). The cost was elsewhere:

- The run loop took the translation mutex on every dispatch and walked a hash
  chain under it (Gunjack: jit_run 23.6 % of all samples, pthread_mutex_*
  about 7 %, plus futex time in the kernel).
- The inline lookup table for indirect branches was only written at
  translation, so a hot return target lost its slot for good to any block
  translated later into the same slot and went through the run loop ever after.
- Every dispatch did an atomic add/sub on a counter all threads share (4.7 %).
- jit_invalidate scanned every block on each cacheflush that touched a code
  page: Unity's Mono JIT does that constantly (72 % of Spunky Dungeon's main
  thread in one run).

Now:
- the run loop looks blocks up without the lock (inline table first, then
  the hash chains, published with release stores); the lock is only taken to
  translate or to chain the exit it came from
- it refills the inline table with every block it dispatches; the refill and
  invalidate_block are fenced against each other, so an invalidated block
  never stays reachable
- HASH_BITS / LTAB_BITS 16 -> 18 (Gunjack translates well over 100k blocks)
- a per-thread in_jit_section flag + fence instead of the shared counter;
  flush_cache sets flush_pending and waits for the flags (threads_any_in_jit)
- per-guest-page block lists: an invalidation visits only the blocks on the
  affected pages and drops invalid ones from the lists on the way

Results on the Frame (same build otherwise, same launch conditions):
- Gunjack, 25-45 s after start with OVP_HEADLESS_TEST: 100,462 -> about
  45,000 samples in 20 s (about 55 % less CPU), jit_run 23.6 % -> 1.6 %,
  pthread_mutex_lock about 7 % -> 0.4 %
- Gunjack, 12-27 s: 72 fps in both, 11,306 -> 9,801 samples, jit_run
  10.4 % -> 1.0 %
- Spunky Dungeon, 12-27 s: 72 fps in both; translated code is only 2-3 %
  there, so no change. The jit_invalidate phase wasn't reproducible headless
  under identical conditions: not yet measured in a played session.
- bench.c (single thread, few dispatches): unchanged.

Tests: run_programs.py (jit + interp, and A32_CACHE_KB=300), bridge harness,
fuzz.py arm-dp / t32 / arm-vfp / arm-neon (0 mismatches), pytest. Both games
pass their launch tests at 72 fps with the final build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:46:01 +02:00
UnicronNLandClaude Opus 5.5 694621c71f Catalog: Gunjack (Gear VR, 32-bit bridge) works in the headset
Gunjack (CCP, Unreal Engine 4.10 NativeActivity, VrApi, GLES) runs on the
Frame through frame.a32_bridge, confirmed in the headset by the owner
(2026-10-12). The recipe needs only frame.a32_bridge: the engine adds the
adapter and the LAUNCHER fix and turns OVRPort off, the same patch set as
the build now on the dev Frame.

Notes give the controls (right controller): trigger = fire, A = tap, stick
down = reload (swipe back), stick up = special weapon (swipe forward),
B = back. GAMES.md and the patch docs regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:46:01 +02:00
UnicronNLandClaude Opus 5.5 9df1d35003 a32 bridge: right stick up/down = swipe forward/back for NativeActivity games
Gunjack (UE 4.10, Gear VR) has no separate reload or special-weapon input on
the touchpad: every swipe goes to UE4's Gesture_Flick, and
ATDPlayerController::OnFlick reads the flick angle. Below 45 or above 315
degrees (+X, a swipe towards the back of the Gear VR touchpad) it reloads;
135 to 225 degrees (-X, a swipe forward) fires the special weapon. Up and down
swipes do nothing. The bridge sent the stick's up/down as Y swipes, so in
Gunjack those directions did nothing.

For games that read their AInputQueue (NativeActivity), the right stick's
up/down now swipe along the touchpad's own X axis: up = swipe forward
(special weapon), down = swipe back (reload). Left/right are unchanged.
Unity games (AFFECTED, Spunky Dungeon) keep their mapping.

Rebuilt liba32bridge.so. Gunjack was rebuilt and installed on the dev Frame;
the headless launch test passes. Not yet tried in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:43 +02:00
UnicronNL a86a86df3d a32 bridge: controller input for NativeActivity games (Gunjack)
Gunjack (UE 4.10, Gear VR) imports no vrapi input functions: it reads the
Gear VR touchpad and back button as Android input events from its
AInputQueue (native_app_glue). The bridge delivered its controller events
through Activity.dispatchKeyEvent, which never reaches native code, so no
control worked at all.

input.c now queues synthetic events in front of the game's AInputQueue:
- AInputQueue_attachLooper (without a callback) registers the queue;
  ALooper_pollAll/pollOnce return its ident while a synthetic event waits
  (ALooper_wake ends a blocking poll), AInputQueue_getEvent hands it out,
  finishEvent frees it.
- The AInputQueue/AInputEvent/AKeyEvent/AMotionEvent imports are written
  by hand ("!" in imports.txt) and answer for synthetic events; real
  events go to libandroid as before.
- Touch positions are scaled to the activity's window size
  (native_activity.c records it).

Mapping (right controller, as for AFFECTED: The Manor): trigger = hold
the touchpad, A = tap, right stick = swipe, B / left menu = back. Unity
and other Java-delivered games are unchanged. A new input_start (VR
re-entry) ends the previous poll thread.

Also: the libandroid functions the host side calls directly are weak
references again, so the PC test harness links (it broke with the
AAsset calls of the signature loader); bridge/test/run.py passes.

Headless on the Frame: "controllers: the game reads its AInputQueue",
72 fps. Not yet verified in the headset.
2026-10-13 14:45:43 +02:00
UnicronNLandClaude Opus 5.5 626950e52e Gunjack runs: original APK signature for UE4's check, GLES session kept across VR re-entry
Gunjack (CCP, UE 4.10, Gear VR) quit after loading because AndroidMain compares
GameActivity.AndroidThunkJava_GetSignature() with the original signing
certificate, and then crashed in the Frame's runtime when it entered VR again.

a32 bridge:
- frame.a32_bridge: original_signature() = Base64.DEFAULT(SHA-1(signing
  certificate DER)) of the original APK (META-INF/*.RSA|DSA|EC), stored as
  assets/fp_a32_signature.txt for libUE4.so games (convert(), shared with
  bridge/convert.py)
- the bridge loads it at activity creation and answers guest calls on the
  method ID of AndroidThunkJava_GetSignature()Ljava/lang/String; with it
  (replaces the unused hex/OpenSSL prototype)

VrApi bridge: after loading, Unreal leaves VR mode and enters it again on the
same GL context; the first frame of a second OpenXR session there aborted in
vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL binding's
PreBeginFrame). vrapi_LeaveVrMode now keeps a running GLES session and
vrapi_EnterVrMode reuses it for the same context (another context still gets
a new session; Vulkan unchanged). upstream-patches/runtime.cpp.patch updated,
libvrapi.so and liba32bridge.so rebuilt.

Verified on the Frame: headless launch test passes (72 fps after re-entry);
owner-verified in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:43 +02:00
UnicronNLandClaude Opus 5.5 4be8e3be37 a32 bridge in FramePort: patch frame.a32_bridge, Spunky Dungeon, Gunjack findings
32-bit-only APKs (Gear VR / Oculus Go games) are no longer "unsupported": the
recipe engine suggests frame.a32_bridge, which converts the APK with the
translator bridge (convert() shared with bridge/convert.py) and ships
liba32bridge.so / liba32rt.so / liba32stub.so (native/build.py --only a32).

FramePort:
- engine._a32: overport off (OVRPort is 64-bit only; the patch ships OVRPort's
  loader chain + its 32-bit platform dispatcher, overport.ensure_runtime_lib),
  only frame.a32_bridge/adapter/launcher of the frame patches, 64-bit-only
  adapter settings dropped, device.text_input_window for Unity; such patches
  are hidden in the UI
- analysis extra.headset (ANALYSIS_VERSION 9): quest / go / gearvr ->
  "Gear VR" / "Oculus Go" platform + Steam tag; catalog `headset:` field
- expects_obb ignores Unreal's OBB-inside-the-APK (assets/main.obb.png)
- catalog: com.fallen.affected, net.mobilemischief.spunkydungeon

Bridge / translator:
- VrApi 1.31 + Unity 2019 (no-config EGL contexts, LOCAL_FLOOR/STAGE tracking
  space), GL buffer mappings per buffer object (fixes a ~10 MB/s guest leak and
  garbled vertices), Go controller mapped to the right Frame controller
- native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*) for
  UE4 NativeActivity games (Gunjack: runs, then quits on its own APK signature
  check, which FramePort doesn't defeat)
- debugging aids: A32_BREAK, A32_STRACE to logcat, lifecycle/LeaveVrMode logs

vrapi-bridge: honours LOCAL_FLOOR/STAGE, picks a window/RGBA8 ES3 config for
no-config contexts; upstream patch updated, libvrapi.so rebuilt.

Verified on the Frame: Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46) plays at
72 fps; AFFECTED The Manor still runs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:24 +02:00
UnicronNLandClaude Opus 5.5 98b16b211a a32translator: Android bridge for 32-bit games (first game: AFFECTED The Manor)
32-bit ARM (armeabi-v7a) libraries run inside a normal 64-bit Android app on the
Steam Frame, without Android's native-bridge mechanism (no Lepton changes): each
libX.so becomes libX.a32.so plus a 64-bit stub, next to liba32bridge.so (the
translator + host glue) and liba32rt.so (a 32-bit static-PIE runtime with bionic's
libc/libm/libz/libstdc++ and a loader for the game's libraries). Guest and host
talk through hypercalls (SVC 0, r7 = 0x0a32xxxx).

Bridge (native/a32translator/bridge):
- JNI both ways: generated + hand-written JNIEnv/JavaVM, RegisterNatives and
  Java_* exports through AAPCS64 -> AAPCS32 trampolines, handles for references,
  arrays/strings shared when below 4 GiB, else copied
- NativeActivity glue, libandroid imports (weak, generated from imports.txt)
- GLES 3.2 + extensions + EGL: 996 functions generated from the NDK headers
- OpenSL ES output implemented in the guest, played through AAudio
- VrApi 1.x (Gear VR era) translated to the 64-bit VrApi -> OpenXR bridge,
  including OVRPlugin 1.12's frame layout and its wrapped (app texture) chains
- controller input as Gear VR touchpad/back/gamepad events (UnityPlayer.injectEvent)
- convert.py: prototype of the APK conversion (FramePort patch to follow)
- PC harness with a fake JVM (32 checks, qemu or native) and an on-device test APK

Translator fixes found on the way: guest signals during blocking system calls
and in host code (Boehm GC deadlock in Unity's Mono), static-PIE start files and
PT_TLS/PT_GNU_RELRO bias, host fault chaining, stderr to logcat in bridge mode.

vrapi-bridge: OVP_HEADLESS_TEST=1 skips the wait for a tracked head (automated
tests without a worn headset); upstream-patches/runtime.cpp.patch updated.

Verified on the Frame (2026-10-10): AFFECTED The Manor (Unity 5.6 + Mono,
OVRPlugin 1.12) runs in the headset with picture and sound; controls in progress.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:41:43 +02:00
UnicronNLandClaude Opus 5.5 4f042f7225 native/a32translator: AArch32 -> AArch64 user-mode translator (a32run)
Interpreter + JIT for ARM, Thumb-2, VFPv4 and NEON, ARM EABI syscall
translation, signals, threads and self-modifying code. Runs static bionic
programs on the Frame. Tests: A64 encoders vs llvm-mc, a differential
instruction fuzzer and program tests against qemu-arm. Not shipped; the
README lists the steps towards running 32-bit-only APKs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:41:43 +02:00
spoopyghosty0 54fdeaca14 Site: the download page's arriving badge uses the site's easing again (reverts that part of 1182f8f) 2026-10-13 00:00:52 -04:00
spoopyghosty0 1182f8f275 Site: release and contributor data refreshed (1.1.0); the download page's arriving badge overshoots like before (1.0.3) 2026-10-12 23:55:20 -04:00
spoopyghosty0 90248b6742 Merge pull request #253 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 23:47:48 -04:00
spoopyghosty0 8b2d24a9f5 FramePort 1.1.0 2026-10-12 23:44:06 -04:00
spoopyghosty0 c8f399da57 Docs: update screenshots and videos 2026-10-13 03:22:34 +00:00
spoopyghosty0 d787abb5df Gamepads that appear after the start reach a running 2D app; D-pad buttons in the pad layout (#162)
Agent 85: the game's container gets the host's /dev/input at /dev/fp-input (Lepton's /dev/input holds its own Wayland
input pipes) and the launcher's _gamepad_links worker keeps /dev/input/eventN links to Steam Input's virtual pads in
step while the game runs: controllers switched off and on again (Steam makes a new pad) work without a restart.
Android's EventHub adds and removes the links through inotify (dev Frame, uinput stand-in pad created after boot:
New device, Device removed, added again). Older launchers get the new gamepad line through upgrade_launchers.
The key layout also maps BTN_DPAD_* (a Steam Input layout that sends the D-pad as buttons, e.g. a stick set to
D-pad; the Frame's controllers have no D-pad of their own).
2026-10-12 23:20:29 -04:00
spoopyghosty0 81e33e7a26 Game menu: Update with a newer APK… (#161)
Pick the new APK from the game's right-click or … menu: pipeline.replace_apk checks it's the same app (refuses
another package, warns when its versionCode is older), points the entry at it and analyses it again; title, art, tags
and the user's own recipe stay, the game data stays unless the new APK's folder has its own. The game page then
offers Update on Frame.
2026-10-12 23:15:07 -04:00
spoopyghosty0 2a33c218b1 Merge branch 'worktree-agent-a259646b4d1d00ab3' into worktree-merge-pr240 2026-10-12 23:04:01 -04:00
spoopyghosty0 fbdeb700d0 A changed Frame SSH key gets its own message and a Trust the new key button; uninstall gives up its own lock
- HostKeyChanged (paramiko BadHostKeyException): not treated as "can't reach" (jobs don't pause and retry); the
  Steam Frame page explains it and offers Trust the new key (forget_host_key + reconnect); CLI frameport frame trust-key.
- Uninstall from the running app: instance.release() drops gui.lock before the data folder goes, and files still in
  use are reported as left over instead of stopping the uninstall (Windows).
Both from Reddit reports (2026-10-12).
2026-10-12 22:57:54 -04:00
spoopyghosty0 26ef64ebf9 bHaptics: skip the Android 12 Bluetooth permission request (frame.bhaptics_permission, #235)
bHaptics' vest SDK asks for BLUETOOTH_CONNECT at start; on Lepton's Android 11 the permission screen takes the
foreground for a moment and the game pauses (Yupitergrad froze on its loading screen in the reporter's session).
PermissionUtils.requestBluetoothPermission returns at once (Dex.return_early). Suggested by analysis
bhaptics_permission (ANALYSIS_VERSION 14) and triage bhaptics-permission-prompt. On the dev Frame the prompt is gone;
whether it was the whole cause of the freeze is for the reporter to confirm.
2026-10-12 22:40:49 -04:00
spoopyghosty0 43994d1c93 Artifacts: adapter, xrshim, VrApi bridges and the foveation darken layer rebuilt from #247's sources (merged with main) 2026-10-12 22:02:42 -04:00
spoopyghosty0 8fead8387d Merge PR #247 (experimental shared eye-tracked foveation, Batman video)
# Conflicts:
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	catalog/triage.yaml
#	tests/test_triage.py
2026-10-12 21:56:42 -04:00
spoopyghosty0 6419295a00 Merge PR #245 (Star Wars: Tales from the Galaxy's Edge: splash bypass, multiview depth, SideQuest layout)
# Conflicts:
#	docs/PATCHES.md
#	src/frameport/sources/quest_dump.py
#	tests/test_quest_dump.py
#	tests/test_triage.py
2026-10-12 21:48:22 -04:00
spoopyghosty0 c29cef5f97 FrameBridge: fade_quad draws colour-scale fades as a black quad over the picture (#197)
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
2026-10-12 21:40:01 -04:00
spoopyghosty0 b678ce8967 Artifacts: libvrapi.so rebuilt from #244's sources 2026-10-12 21:28:05 -04:00
spoopyghosty0 289d771cc9 Merge PR #244 (The Climb: CryEngine detection, VrApi frame flags) 2026-10-12 21:22:44 -04:00
spoopyghosty0 78ac1a2865 Agent: the cloud-saves line takes the package as given (the launcher template doesn't check names elsewhere); test template call updated (#240) 2026-10-12 21:21:06 -04:00
spoopyghosty0 8a96b37df3 Merge branch 'pr240' into worktree-merge-pr240 2026-10-12 21:14:15 -04:00
Lucas-Mathieu e1b153915e Fix Ruff formatting checks for foveation changes 2026-10-13 02:31:35 +02:00
spoopyghosty0 ec552046eb CLAUDE.md: what the 2026-10-12 issue round found (drive paths, thread keys, Cpp2IL v107, Vermillion, OLAR/FNAF/VR4, uploads) 2026-10-12 20:04:35 -04:00
Lucas-Mathieu 697e96c35f Add experimental shared foveation and Batman video/loading fixes 2026-10-13 01:50:29 +02:00
Nick Leach 34d00efe0a Fix The Climb CryEngine content detection and VrApi rendering 2026-10-12 16:28:22 -06:00
Nick Leach d6c8315463 Fix Aftermath backup data detection and first-launch cloud saves 2026-10-12 16:25:43 -06:00
spoopyghosty0 7202d6ae41 Vermillion 1.7.2: canvases are painted in the scene, so the hand and brush stay visible (frame.vermillion_scene_canvas, #200)
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
2026-10-12 18:23:56 -04:00
Nick Leach 2fe932a50f Fix Tales loading stall, clipped eye rendering, and missing backup assets 2026-10-12 16:21:23 -06:00
spoopyghosty0 1c02ebe1d3 Lint: line lengths, unused import; scripts/upload_bench.py (upload speed by method, discussion #242) 2026-10-12 18:15:09 -04:00
spoopyghosty0 4cd7a2b5e8 Docs: patch list regenerated after merging the round's patches 2026-10-12 18:09:49 -04:00
spoopyghosty0 b8d5b3badc Cpp2IL: Unity 6.5 games use the development build (metadata v107)
No Cpp2IL release reads Unity 6.5's metadata yet ("We support 23-106, got 107"), so the text-field and MSAA
fixes were skipped for Wander 0.3570 (#198). When the release reports an unsupported metadata version, the
development branch's CI build (nightly.link, as Cpp2IL's README links it) is fetched into tools/cpp2il-nightly/
and used; cached errors of that kind get one retry with it. Checked with Wander 0.3570: it reads the v107
metadata and writes TMP_InputField, OVRDisplay and OculusLoader.
2026-10-12 18:07:00 -04:00
spoopyghosty0 375a9d9fe2 Wander 0.3570: Unity's thread keys share one real key (frame.unity_tls_key_pool, #198)
Bionic allows 128 pthread keys per process. Unity 6 takes about 40, and with Gecko, Firebase and the Frame's own
libraries Wander 0.3570 ran out: Firestore aborted at start ("cannot create thread specific key for
__cxa_get_globals()", #198, #202). Opt-in patch, suggested for Unity 6 with Firebase C++ or Gecko: libunity.so's
pthread_key_create/_delete and pthread_get/setspecific imports are renamed in place to fp_tkey_* (new
elf.rename_imports: undefined symbols only, shared names refused, versions set global) and libfp_tkeys.so
(native/tlskeys) is added to its DT_NEEDED; keys without a destructor become generation-tagged slots behind one
real key, everything else keeps real keys. Approach and the first helper by Klownicle (#198), reimplemented here.
Triage signature pthread-keys-exhausted, PLAYBOOK row, Wander's recipe updated to 0.3570.
2026-10-12 18:06:59 -04:00
spoopyghosty0 0c05f88c5e Game menu: Update app only (discussion #180)
Installs the new build and leaves the game data on the Frame as it is (the CLI's --apk-only): a normal update
re-sends every OBB whose size differs from the PC's copy, which replaced OBBs changed on the Frame (mods). Asks
first; Quest games on the Frame only. Resume after a failure keeps the kind of update.
2026-10-12 17:58:07 -04:00
spoopyghosty0 22a324764d Space check before installs uses the drive each game goes to (#205)
New games are checked against the drive chosen on the Frame page, installed ones against their own drive, from
the drive list fetched at connect and after install jobs (app.frame_drives). Internal storage's free space only
counts when no drive list is known. drives.target_drive/space_shortfalls are pure helpers with tests.
2026-10-12 17:58:06 -04:00
spoopyghosty0 62e28f655e GUI: file pickers work without the desktop portal (#208)
Flet's Linux picker asks the XDG desktop portal; window managers without one (IceWM, bare X11) answer
NameHasNoOwner and every pick raised. C.pick_files / C.pick_dir now fall back to zenity or kdialog (kdialog
first on KDE; core/pickers.py, run off the UI loop), and without either to a "type the full path" box. All
twelve pickers go through them.
2026-10-12 17:58:06 -04:00
spoopyghosty0 d4ea0a27bb Linux apps: the desktop icon has its own switch, and one deleted by hand stays deleted (#212)
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
2026-10-12 17:58:02 -04:00
spoopyghosty0 401fbed1d5 Games on drives with a space in their name start again; EOS keychain loop patch; Climb's CryEngine detected
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
  a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
  now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
  upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
  keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
2026-10-12 17:55:03 -04:00
spoopyghosty0 9bfb2ddd3b Catalog: 15 new working recipes, Beat Saber and Waltz of the Wizard re-verified
Ladder, Munkr Funkr, MacacoVR, Vampire Survivors, Dance Central, NFL PRO ERA II, Swarm 2, Totally Baseball,
Drunkn Bar Fight, Drunkn Bar Fight 2, Fruit Ninja, Kill It With Fire VR, Superfly, FrenzyVR, Dungeons of Eternity.

Closes #243, closes #241, closes #236, closes #234, closes #228, closes #226, closes #224, closes #223,
closes #222, closes #220, closes #207, closes #219, closes #218, closes #217, closes #216, closes #211,
closes #210, closes #206
2026-10-12 17:09:20 -04:00
spoopyghosty0 ea2522a45d Merge pull request #225 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 16:56:14 -04:00
spoopyghosty0 fa67b36d20 Docs: update screenshots and videos 2026-10-12 20:33:12 +00:00
spoopyghosty0 972f5c7147 Showcase: the install video hovers 'Quest games' (the Frame page's readiness rows lost '(Lepton)' in c477070) 2026-10-12 16:16:55 -04:00
spoopyghosty0 c477070772 GUI: plainer words, readable dim text, quieter empty tabs, one way to connect, portal switches
- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
2026-10-12 15:46:14 -04:00
spoopyghosty0 2c1b901728 Site: less template, more FramePort
- Section labels name what you do there ("See how it works", "See what runs", "Get started") instead of 01-07; plain headlines ("What happens when you click Install on Frame", "FramePort patches the games that don't run as they are"); the hero's eyebrow is gone; nav "Install" -> "Get started" (no clash with the /install/ link page)
- Phones and narrow windows (below 1120 px) get a Menu panel instead of a hidden or wrapping nav; on phones the download buttons say "Get it on your PC"; no three.js on data saver or 2G/3G; the install log drops its detail column under 600 px
- The download page says why Windows and macOS warn on first start (self-signed) and where the SHA-256 sums are; Get started step 3 says nothing changes on the Frame until you click Allow, with a link to the script
- The app tour's screenshots and videos sit behind one disclosure; the game-maker panel shows the demo button on its own stage with the HTML behind "Show the HTML"; Compare without icon tiles, Free and open source stays the emphasized card
- Quieter motion: no cursor light, pointer-lit heading gradient or film grain; sections settle in with a 10 px rise, heading words rise without the tilt, labels decode once, a faint click ripple, a gentler hero lean, a lighter spring (--ease-spring); the warp field, the contributor dock and the gradient changelog version stay
- Readability: dim text #868a96 (4.77:1+), themed placeholders, pending install-log stages stay readable, no labels under 11px, the walkthrough shows each platform's real file and program (was "?os=linux" and FramePort.exe)
- Impeccable design-tool files (PRODUCT.md, DESIGN.md, .impeccable/) are ignored: they stay local
2026-10-12 12:57:12 -04:00
spoopyghosty0 80ef9ca6a7 Site: release and contributor data refreshed (1.0.4) 2026-10-11 21:30:25 -04:00
spoopyghosty0 c744f8740b Site: the games board lists games in a random order on every visit (working games first, then with issues, then not running) 2026-10-11 21:30:13 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 6acf9d048e App icon: all four corners rounded (only the top-left one was); source runs on Windows show FramePort's icon instead of Flet's (window.icon from an .ico made of it) 2026-10-11 14:40:32 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 eec0218b1d FramePort 1.0.4 2026-10-11 14:13:56 -04:00
spoopyghosty0 526ba0a684 Launch tests: a game that ran until the session ended for lack of a worn headset (VrApi bridge tracking deadline) passes, even when it crashes afterwards (BlazeRush 'Failed to launch' on install, GitHub #57) 2026-10-11 14:12:04 -04:00
spoopyghosty0 23b6ff1b5e Dev: WSL source runs can share the Windows copy's data folder (FRAMEPORT_WINDOWS_DATA=1): paths saved by the other side are translated on load, Java and Cpp2IL keep one copy per OS, and such runs leave the link handler alone 2026-10-11 13:59:37 -04:00
spoopyghosty0 00c6863e54 FramePort 1.0.3 2026-10-11 13:31:33 -04:00
spoopyghosty0 4863035a05 catalog: Robo Recall gets sync_guard (vrclient xrSyncActions crash on the splash after the intro, GitHub #188) 2026-10-11 13:31:20 -04:00
spoopyghosty0 a30162ea63 Fixes from reports: update dialog links open again (#194), a relaunched update no longer inherits the old app's Flet/Python environment (black window, #195), report form says to attach the zip in a comment if the box won't take it (#196), Job Simulator and Vacation Simulator without Lepton's Android window (frozen hands, #193/#163) 2026-10-11 13:27:18 -04:00
spoopyghosty0 24eaa97fde GUI: one window per data folder (a second start brings it to the front, a windowless leftover is ended), the process ends with its window, and checked play sessions get one pop-up instead of one per game 2026-10-11 13:20:31 -04:00
spoopyghosty0 767b152423 Merge catalog recipe from #183 2026-10-11 12:29:42 -04:00
github-actions[bot] 10e7669f70 catalog: com.drawandcode.TaskmasterVR (from #183) 2026-10-11 16:29:18 +00:00
spoopyghosty0 76c4f2d225 FramePort 1.0.2 2026-10-11 12:28:58 -04:00
spoopyghosty0 3a851e911f frame.ovr_stable_user: games keep the same Meta user id between starts (OVRPort made up a new one each time, so saves filed under it were lost; GitHub #182) 2026-10-11 12:22:02 -04:00
spoopyghosty0 2912d637b5 FAQ: where a game's settings are and how to diagnose and fix games that don't start, hang, look wrong, stutter, pause, lose progress or need your files; site data refreshed for 1.0.1 2026-10-11 10:48:56 -04:00
spoopyghosty0 5c070ccf23 Merge catalog recipe from #181
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:56 -04:00
spoopyghosty0 b979067215 Merge catalog recipe from #176
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:41 -04:00
spoopyghosty0 4440b459e5 Merge catalog recipe from #175
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:31 -04:00
spoopyghosty0 09b8046337 Merge catalog recipe from #174 2026-10-11 10:11:21 -04:00
spoopyghosty0 0d67335775 catalog: A Fisherman's Tale works with issues (loading screen corruption) 2026-10-11 10:11:09 -04:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] feab03e049 catalog: com.innerspacevr.afishermanstale (from #175) 2026-10-11 14:10:06 +00:00
github-actions[bot] 9713da222a catalog: com.WhiteDoorGames.Cosmodread (from #174) 2026-10-11 14:10:05 +00:00
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@@ -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
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@@ -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/
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@@ -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
@@ -308,6 +312,66 @@ 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 +387,17 @@ 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 +425,11 @@ 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 +453,7 @@ 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).
@@ -470,6 +548,61 @@ maps a symlink to the already-loaded module) gets past it to **-3021 = ovrError_
an Oculus-signed runtime. Next step (not done): make the runtime check pass without Detours, e.g. an injected helper
that patches the game's import table (IAT) for LoadLibrary*/WinVerifyTrust, or a prefix-level override. This is
runtime interop (what Revive does), not the Platform SDK licence check (which FramePort never touches).
**Rift via x86_64 Wine under FEX (research, 2026-10-08, headless on the dev Frame, SteamOS 0.4.5; no product code):**
why Revive failed is confirmed upstream: x64 Detours returns ERROR_NOT_SUPPORTED on ARM64EC targets (microsoft/Detours
PR #388; only an ARM64EC build of Detours can hook them). A fully x86_64 Wine avoids it: GE-Proton11-7 **x86_64** runs
under the FEX tool (`fex-compat-tool run -- <x86 binary>`; RootFS /usr/share/guestos/fex-mesa, no FreeType there)
— prefix boot 35 s, kernelbase.dll is x86-64. Proton's script needs help without the x86_64 SLR (app 4183110, not
installed): its Python runs natively (the RootFS has none), so `files/bin/wine{,server}` and the two direct
`wine-preloader` argv calls must go through a FEX wrapper that also unsets `FEX_APP_CONFIG(_LOCATION)` (Proton sets
them on aarch64 for its own ARM64EC FEX → "RootFS path set to ''"); GE's game drive needs STEAM_COMPAT_INSTALL_PATH
unset. SteamVR now ships `bin/linux64/vrclient.so` + `bin/vrclient.so` (i386) + `vrclient_x64.dll` (Oct 6 build; not
there on 09-30): Proton's x86_64 vrclient bridge reaches the arm64 vrserver. **Rick and Morty ran as the scene app**
("OpenVR initialized!", controller tracking, 9176 presents / 6 dropped, CPU 11.6 / GPU 17.9 ms, target 72).
**ReviveInjector: "Succesfully injected!"**, LibRevive64.dll loaded next to OVRPlugin.dll in Lies Beneath, which then
died on 0xc06d007e = delay-loaded `libovrplatform64_1.dll` (Platform SDK) before connecting to SteamVR — so Revive's
signature hook and Revive→SteamVR are still unproven. Every Rift game in the library except Rick and Morty uses the
Platform SDK → the Meta (Link) app in the prefix, logged in with the user's own account, is the real blocker; the
only public attempt (github.com/michauMiau/oculus-wine-linux, 2026-10) never got OculusSetup.exe (32-bit .NET)
past its HTTPS config fetch. Scratch files on the Frame: `~/frameport-rifttest/` (scripts t1-t4.sh).
Meta runtime in the same Wine (2026-10-09): Platform SDK games reach OVRServer's IPC on the Frame. The apparent
intermittent handshake hang was **OVRLibrarian.exe** (.NET, Wine Mono): under FEX it finishes its work but never exits,
its AppTracker entry stays, and the runtime then tracks no later client (Meta app, game), so the game waits forever
for the reply event the runtime only sets after identifying it (found with wineserver `+server` traces PC vs Frame).
Ending OVRLibrarian before the game → game tracked, "Missing entitlement" exactly as on the PC (needs a login).
Logged in (2026-10-09, owner's own account, browser sign-in; the `oculus://` answer had to be forwarded into the Wine
app's `\\.\pipe\oculus`), the runtime also needed a WinRT `Windows.Devices.WiFi.WiFiAdapter` stand-in (Air Link code
fail-fasts without it), Wine's DeviceWatcher add/remove_Updated/Removed implemented, and the C: volume name
(`\\?\Volume{...0043}`) linked in dosdevices. Copying the logged-in `sessions/` + CoreData to the Frame prefix kept the
login. **Oculus First Contact then ran in VR on the Frame** (Revive in OpenVR mode; `/openxr` failed in wineopenxr):
scene app at 72 Hz target, but 92 % of frames "timed out" (game CPU-bound under FEX) → stutter/flicker/lag.
Performance (2026-10-10, headless with patched Revive visibility + SteamVR `pauseCompositorOnStandby=false`, numbers from
`IVRCompositor::GetFrameTimings`): the frame loop waited on sync round trips through the FEX-run x86_64 wineserver.
`native/fexwine/`: a **native aarch64 wineserver** built from GE's exact source (protocol 938) + **ntsync** (works once
OVRLibrarian is ended) took hitches 17 → 0-4 per 20 s. The rest were Unreal's large-block allocator committing,
filling (one `rep stos`) and freeing 514 MB every 1-8 s: ~130k 4 KB page faults each under FEX. `fp_mem.so`
(`FP_BIGCACHE_MB=256`, guest preload via `FEX_ENV=LD_PRELOAD=…`: fex-compat-tool deletes LD_PRELOAD) keeps that block
→ 0 hitches, steady 36 fps + motion smoothing, ~5.5 % timed out. 72 fps would need ~30 % less GPU (game ~55 % busy
at 36 fps); THP (fragmentation), MSAA off, Turnip gmem don't help. Also needed: Unreal's
`Slate.DeferWindowsMessageProcessing` = 0 (exe patch; the default deadlocks Wine's IME window ~1/3 of starts).
Headset (owner, 2026-10-10): with motion smoothing off for the game (SteamVR per-app `motionSmoothingOverride=2`:
smoothing cost ~15 % GPU) "much much better", 95 % of frames new at 72 Hz; MSAA off (DXVK `d3d11.disableMsaa`, -25 %
GPU) helped but the owner misses smooth edges → the game's MSAA CVar is `r.MobileMSAA` (Oculus' clustered-forward
branch; no r.MSAACount in the exe), 2x untested. Headless tests need the headset worn once per boot (else "IMU
fallback" and the game waits at startup forever).
**Experimental mode on branch `rift-on-frame` (the owner's single linkable branch for this work):** CLI only,
`FRAMEPORT_EXPERIMENTAL_FEX=1 frameport fex setup | import-login <signed-in PC prefix> [--app <meta name>] | install
[<meta name>] [--msaa N] [--force-unverified] | status` (hidden group). Generic per game: exe + arguments from Meta's
manifest (`Software/Manifests/<app>.json` launchFile/launchParameters), the Unreal IME-deadlock fix found in the binaries
(`find_ime_patch`: the CVar's UTF-16 name → its `lea` xref → `lea r8` member/global → `mov [reg+disp],1` / int 1;
also modular ApplicationCore/Slate DLLs), `static_checks` (engine, imported graphics DLLs: monolithic Unreal imports
every RHI, so it can't tell which runs). `agent/fexrift.py` `GAMES` = verified games + per-game opt-ins only (fp_mem's
unzeroed big-block cache, `msaa_ini`); others need `--force-unverified`. PC `src/frameport/fexrift.py` uploads `agent/fexrift.py` + `artifacts/fexrift`
(sources native/fexwine) + Revive 3.2.0 with 6 byte patches (refused for other builds); the Frame helper downloads
GE-Proton11-7 x86_64 (SHA-512), x86 GnuTLS (Arch archive), installs Meta's runtime (Meta's signature checks kept) and
writes the game's launcher. Agent v79 `fex_prepare/status/setup/import_login/install`, kind `frame_fex` (uninstall
keeps the shared prefix; launch tests refused). Everything under `~/.local/share/frameport/fexrift` (purge removes it,
login tokens included). Not yet run end to end on the device; the login still comes from a PC prefix signed in by hand.
Uninstall (Quest, saves kept) used to leave `deployment.json` → still "installed"; fixed (agent v16).
**Discovery/network:** Developer-Mode SteamOS devices announce `_steamos-devkit._tcp` (TXT `login=steamos`) — use it;
@@ -625,7 +758,9 @@ 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 +858,23 @@ 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 +941,31 @@ 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 +996,8 @@ 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 +1105,49 @@ 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:
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@@ -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`) |
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@@ -0,0 +1,133 @@
"""Data-driven FEX game compatibility. No entitlement/runtime-signature changes; stdlib only on the Frame."""
import hashlib
import os
import re
import shlex
import struct
STATUSES = {"verified", "likely", "untested", "blocked"}
GRAPHICS = {"d3d11", "d3d9", "d3d12", "opengl", "vulkan"}
def exe_facts(path):
"""Read just the PE headers. A 32-bit client still needs GE's WoW64 and a working 32-bit VR/graphics bridge."""
try:
with open(path, "rb") as f:
head = f.read(64)
if head[:2] != b"MZ" or len(head) < 64:
return {}
f.seek(struct.unpack_from("<I", head, 0x3c)[0])
pe = f.read(26)
if len(pe) < 26 or pe[:4] != b"PE\0\0":
return {}
machine = struct.unpack_from("<H", pe, 4)[0]
return {"exe_32bit": machine == 0x14c, "exe_machine": hex(machine)}
except (OSError, struct.error):
return {}
def sha256(path):
h = hashlib.sha256()
with open(path, "rb") as f:
for chunk in iter(lambda: f.read(1 << 20), b""):
h.update(chunk)
return h.hexdigest()
def match_profile(games, app, path):
"""Exact canonical name OR SHA-256 OR (exe basename AND byte size). No fuzzy title matches: different store
builds can need different routes. Multiple matches are refused rather than silently picking one."""
hits, digest = [], None
for key, profile in games.items():
match = profile.get("match", {"canonical_names": [key]})
hit = app in match.get("canonical_names", [])
if not hit and path and os.path.isfile(path):
hit = any(os.path.basename(path).lower() == e["name"].lower() and os.path.getsize(path) == e["size"]
for e in match.get("executables", []))
if not hit and match.get("sha256"):
digest = digest or sha256(path)
hit = digest in match["sha256"]
if hit:
hits.append((key, profile))
if len(hits) > 1:
raise ValueError("ambiguous FEX compatibility profiles: " + ", ".join(k for k, _ in hits))
return hits[0] if hits else (None, None)
def graphics_lines(route):
if route not in GRAPHICS:
raise ValueError(f"unknown FEX graphics route: {route}")
# Proton owns DLL selection/copying: DXVK for D3D9/11, vkd3d-proton for D3D12. Do not override DLLs or copy
# anything into the game. Clearing inherited flags also keeps a prior game's wined3d choice from leaking in.
lines = ["unset PROTON_USE_WINED3D PROTON_NO_D3D12 PROTON_NO_D3D11"]
if route == "opengl":
lines.append("export PROTON_USE_WINED3D=1")
lines.append(f"echo 'FramePort FEX: graphics={route}'")
return lines
def register(core):
original_find = core.find_ime_target
def find_ime_target(bins):
# Before ApplicationCore was split out, FWindowsApplication (including its deferral CVar) lived in Core.
# Robo Recall's modular UE4 build has the SAME CVar and constructor instruction there. Search that module
# with the existing anchored finder; never infer a member offset from bAllowedToDeferMessageProcessing.
extra = []
for folder in sorted({os.path.dirname(b) for b in bins}):
extra += [os.path.join(folder, n) for n in sorted(os.listdir(folder))
if re.search(r"(?:^|-)core(?:-win(?:32|64)-shipping)?\.dll$", n, re.I)]
return original_find(list(dict.fromkeys(list(bins) + extra)))
def game_info(app, info):
path = os.path.join(info.get("game_dir") or os.path.join(core.META_DIR, "Software", "Software", app),
info.get("exe", ""))
key, profile = match_profile(core.GAMES, app, path)
if profile is None:
return
status = profile.get("status", "verified") # backward compatible with First Contact's original data
if status not in STATUSES:
raise ValueError(f"invalid FEX profile status: {status}")
info.update({k: v for k, v in profile.items() if k != "match"})
info.update(profile=key, status=status)
def launcher_env(app, info):
lines = graphics_lines(info.get("graphics", "d3d11"))
if info.get("fp_mem") == "enabled":
if info.get("status") != "verified":
raise ValueError("fp_mem requires a verified per-game opt-in")
lines.append("export FP_MEM=1")
lines.append("export FP_BIGCACHE_MB=" + str(int(info.get("bigcache_mb", 256))))
# candidate is informational: never enable the unzeroed cache merely because the engine uses Binned2.
for k, v in info.get("env", {}).items():
if not re.fullmatch(r"[A-Za-z_][A-Za-z_0-9]*", k) or not isinstance(v, str):
raise ValueError("invalid FEX profile environment")
# with the perf extension loaded, perf_prepare writes the game's one dxvk.conf (profile lines + its settings)
if info.get("dxvk") and "perf_prepare" not in core.COMMANDS:
lines += ["printf '%s\\n' " + " ".join(shlex.quote(line) for line in info["dxvk"]) + ' > "$A/dxvk.conf"',
'export DXVK_CONFIG_FILE="$A/dxvk.conf"']
return lines
def checks(app, info, result):
facts = exe_facts(result["exe"])
facts.update(profile=info.get("profile"), profile_status=info.get("status", "untested"),
graphics=info.get("graphics", "d3d11"), fp_mem=info.get("fp_mem", "off"))
# frameport_agent forwards checks to the PC and deployment.json; top-level helper warnings aren't forwarded.
if result.get("warnings"):
facts["profile_warnings"] = result["warnings"]
if facts.get("exe_32bit"):
facts["wow64"] = "untested: requires GE WoW64, 32-bit graphics and SteamVR vrclient bridge under FEX"
if facts["graphics"] == "opengl":
facts["opengl"] = "untested: no FEX GL thunk configured; rootfs GL may use software rendering or Zink"
if facts["graphics"] == "d3d12":
# GE versions have used both split lib/lib64 and architecture-qualified Wine directories. Report what
# is actually installed; the Proton script remains responsible for selecting its own layout.
paths = [os.path.join(core.GE, "files", lib, "wine", "vkd3d-proton", tail, "d3d12.dll")
for lib in ("lib", "lib64") for tail in ("", "x86_64-windows", "i386-windows")]
facts["vkd3d_dlls"] = [os.path.relpath(p, core.GE) for p in paths if os.path.isfile(p)]
return facts
core.GAME_INFO_HOOKS.append(game_info)
core.find_ime_target = find_ime_target
core.LAUNCHER_ENV_HOOKS.append(launcher_env)
core.INSTALL_CHECK_HOOKS.append(checks)
+396
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@@ -0,0 +1,396 @@
{
"_comment": [
"FEX compatibility profiles, loaded by fexrift.py and matched by fexrift_compat.py. No entitlement changes.",
"match: OR of canonical_names (exact Meta names), sha256 (list of exe hashes), executables (list of {name,size}, both required). Without match the key is the exact canonical name. Ambiguous matches are refused.",
"status: verified (headset checked), likely (static evidence; install with warning), untested (force_unverified required), blocked (refuse even force). graphics: d3d11|d3d9 (DXVK), d3d12 (vkd3d-proton), opengl (PROTON_USE_WINED3D), vulkan.",
"env: string-valued environment; args: optional launch arguments override (absent keeps manifest). dxvk: dxvk.conf lines written only to the launcher anchor. notes: evidence and first-launch checks. revive: false for direct OpenVR games, otherwise true.",
"ime_patch: optional fallback {rva,old,new}, RVA may be hex; generic finder always wins, including old modular Core.dll. Null means no fallback, never an exemption from IME checks.",
"fp_mem: off|candidate|enabled; candidate is informational and NEVER enables the unzeroed cache. enabled requires verified status. bigcache_mb: cache size when enabled, default 256. env FP_MEM is an explicit opt-in retained for First Contact.",
"exe is the verified First Contact fallback only; other profiles keep the Meta manifest launch path. msaa_ini allows --msaa for that verified game only."
],
"oculus-first-contact": {
"title": "Oculus First Contact",
"exe": "TouchNUX/Binaries/Win64/TouchNUX-Win64-Shipping.exe",
"args": [
"-gamemode=\"experienceonly\""
],
"ime_patch": {
"rva": "0x22a605",
"old": "c7862001000001000000",
"new": "c7862001000000000000"
},
"_env": "Unreal's large-block allocator gives 0.5-1.6 GB blocks back every few seconds and this game overwrites them completely: fp_mem keeps them (native/fexwine/fp_mem.c)",
"env": {
"FP_MEM": "1",
"FP_BIGCACHE_MB": "256"
},
"msaa_ini": true,
"status": "verified",
"graphics": "d3d11",
"fp_mem": "enabled",
"bigcache_mb": 256,
"notes": "Headset verified; r.MobileMSAA=2 prevented rendering. Other games remain unverified."
},
"arktika-1": {
"title": "Arktika 1",
"match": {
"executables": [
{
"name": "arktika1.exe",
"size": 20181504
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "graphics API unclear (?); custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown; d3d11 is a trial default, not a detected API"
},
"asgards-wrath": {
"title": "Asgards Wrath",
"match": {
"executables": [
{
"name": "WrathGame-Win64-Shipping.exe",
"size": 63707648
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "candidate",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenVR); Media Foundation videos need a playback test"
},
"brass-tactics": {
"title": "Brass Tactics",
"match": {
"executables": [
{
"name": "Brass-Win64-Shipping.exe",
"size": 52790272
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenVR); Media Foundation videos need a playback test"
},
"chronos": {
"title": "Chronos",
"match": {
"executables": [
{
"name": "Chronos-Win64-Shipping.exe",
"size": 40722432
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": "off",
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "IME fix OFF: the generic finder matched member +0x100 in this UE 4.10 build and the patched game never submitted a frame; unpatched it renders (Frame headless 2026-10-16: 202 frames / 105 s, 1.9 fps while loading, headset not yet checked). Media Foundation videos need a playback test"
},
"defector": {
"title": "Defector",
"match": {
"executables": [
{
"name": "DFCTR.exe",
"size": 16204288
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown"
},
"hubris": {
"title": "Hubris",
"match": {
"executables": [
{
"name": "HubrisVR-Win64-Shipping.exe",
"size": 85706240
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "candidate",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenXR/OpenVR); Media Foundation videos need a playback test"
},
"lies-beneath": {
"title": "Lies Beneath",
"match": {
"executables": [
{
"name": "Kodiak-Win64-Shipping.exe",
"size": 63537664
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "candidate",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenVR); Media Foundation videos need a playback test"
},
"lone-echo": {
"title": "Lone Echo",
"match": {
"executables": [
{
"name": "loneecho.exe",
"size": 22336512
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown"
},
"lone-echo-2": {
"title": "Lone Echo 2",
"match": {
"executables": [
{
"name": "loneecho2.exe",
"size": 33436160
}
]
},
"status": "untested",
"graphics": "d3d12",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "D3D12: needs vkd3d-proton on Turnip under FEX (untested); custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown"
},
"rick-and-morty-virtual-rick-ality": {
"title": "Rick and Morty - Virtual Rick-ality",
"match": {
"executables": [
{
"name": "RickAndMortyVR.exe",
"size": 21284352
}
]
},
"status": "untested",
"graphics": "opengl",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "OpenGL: no FEX GL thunk configured; rootfs GL renderer unverified; OpenVR directly, no Platform SDK; guest GL and speech WinRT need a device check",
"revive": false
},
"robo-recall": {
"title": "Robo Recall",
"match": {
"executables": [
{
"name": "RoboRecall-Win64-Shipping.exe",
"size": 198144
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenVR)"
},
"skydances-behemoth": {
"title": "Skydances BEHEMOTH",
"match": {
"executables": [
{
"name": "BHM-Win64-Shipping.exe",
"size": 144449024
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "candidate",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenXR); Media Foundation videos need a playback test"
},
"stormland": {
"title": "Stormland",
"match": {
"executables": [
{
"name": "Stormland.exe",
"size": 85195776
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown; Media Foundation videos need a playback test"
},
"the-climb": {
"title": "The Climb",
"match": {
"executables": [
{
"name": "Climb.exe",
"size": 95534080
}
]
},
"status": "untested",
"graphics": "d3d9",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "D3D9: DXVK under FEX (untested); CryEngine engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown; D3D9 preferred over imported GL; confirm the actual selected renderer"
},
"the-unspoken": {
"title": "The Unspoken",
"match": {
"executables": [
{
"name": "Unspoken.exe",
"size": 69496320
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown; Media Foundation videos need a playback test"
},
"vader-immortal-episode-i": {
"title": "Vader Immortal - Episode I",
"match": {
"executables": [
{
"name": "WKND-Win64-Shipping.exe",
"size": 58100736
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR); Media Foundation videos need a playback test"
},
"vader-immortal-episode-ii": {
"title": "Vader Immortal - Episode II",
"match": {
"executables": [
{
"name": "WKND-Win64-Shipping.exe",
"size": 59464192
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR); Media Foundation videos need a playback test"
},
"vader-immortal-episode-iii": {
"title": "Vader Immortal - Episode III",
"match": {
"executables": [
{
"name": "WKND-Win64-Shipping.exe",
"size": 59814912
}
]
},
"status": "likely",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "same profile as First Contact (x64, D3D11, LibOVR/OpenVR); Media Foundation videos need a playback test"
},
"wilsons-heart": {
"title": "Wilsons Heart",
"match": {
"executables": [
{
"name": "WHVR.exe",
"size": 15379968
}
]
},
"status": "untested",
"graphics": "d3d11",
"env": {},
"ime_patch": null,
"fp_mem": "off",
"bigcache_mb": 256,
"dxvk": [],
"notes": "custom engine: no Unreal/Unity fixes apply; startup/allocator behaviour unknown"
}
}
+361
View File
@@ -0,0 +1,361 @@
"""Local Rift copies in Meta libraries. Runs on the Frame, stdlib only; never touches entitlement or login data."""
import hashlib
import json
import os
import re
import shutil
import subprocess
import time
import uuid
import zlib
SEGMENT_SIZE = 10000000 # Meta's manifest format uses decimal 10 MB, not MiB
def canonical(value):
if not isinstance(value, str) or not re.fullmatch(r"[a-z0-9][a-z0-9_-]+", value):
raise ValueError("invalid Meta canonical name")
return value
def relative(value):
if not isinstance(value, str):
raise ValueError("invalid relative game path")
value = value.replace("\\", "/")
if (not value or value.startswith("/") or any(p in ("", ".", "..") for p in value.split("/"))
or any(c in value for c in ':\x00\r\n')):
raise ValueError("game path escapes its folder")
return value
def skipped(name):
name = name.replace("\\", "/").rsplit("/", 1)[-1].lower()
return (name.endswith((".7z", ".ag")) or bool(re.search(r"\.7z\.0", name))
or name in ("data.bin", "agrepackinstaller.exe", "vd.bat"))
def confined(path, root):
"""Reject symlink components too: an upload or delete must never follow a game-controlled link."""
root, path = os.path.abspath(root), os.path.abspath(path)
if os.path.commonpath([path, root]) != root:
raise ValueError("path escapes the library")
cursor = path
while True:
if os.path.islink(cursor):
raise ValueError("symlink in local game path")
if cursor == root:
break
cursor = os.path.dirname(cursor)
if os.path.realpath(root) != root:
raise ValueError("symlink in library root")
return path
def hash_file(path):
total, segments = hashlib.sha256(), []
size = 0
with open(path, "rb") as f:
while True:
chunk = f.read(SEGMENT_SIZE)
if not chunk:
break
size += len(chunk)
total.update(chunk)
# The fixture's last element is the zlib-compressed length, not the uncompressed chunk size. The first
# element is an opaque Meta segment identifier: 0 explicitly means unknown for a local-only copy. These
# records register existing bytes; they are NOT a CDN download/repair recipe (device validation needed).
segments.append([0, hashlib.sha256(chunk).hexdigest(), len(zlib.compress(chunk))])
return {"sha256": total.hexdigest(), "size": size, "segmentSize": SEGMENT_SIZE, "segments": segments}
def register(core):
def record_path(app):
return os.path.join(core.ROOT, "local-games", canonical(app) + ".json")
def read_record(app):
return core.read_json(record_path(app)) or {}
def save_record(app, record):
os.makedirs(os.path.dirname(record_path(app)), exist_ok=True)
path = record_path(app)
with open(path + ".tmp", "w") as f:
json.dump(record, f, indent=1)
os.replace(path + ".tmp", path)
def layout(app, dest):
app = canonical(app)
if dest:
# The main agent validates this against list_drives / resolve_dest on EVERY command. No fallback when a
# drive disappears. Keep the physical game path simple while Meta sees its required Software/ layout.
if not os.path.isabs(dest) or not os.path.isdir(dest):
raise ValueError("destination drive is not mounted")
base = confined(os.path.join(dest, "FramePort", "fexrift-games"), dest)
library = confined(os.path.join(dest, "FramePort", "fexrift-library"), dest)
guid = str(uuid.uuid5(uuid.NAMESPACE_URL, "frameport-fex-library:" + dest))
else:
library = os.path.join(core.META_DIR, "Software")
base, guid = os.path.join(library, "Software"), core.LIBRARY_GUID
return {"game_dir": confined(os.path.join(base, app), base), "library": library,
"library_guid": guid, "dest": dest}
def validated_record(app):
rec = read_record(app)
if not rec:
raise ValueError("no local-copy upload reservation for this game")
expected = layout(app, rec.get("dest"))
if any(rec.get(k) != v for k, v in expected.items()):
raise ValueError("local-copy reservation has an invalid storage path")
return rec
def prepare(args):
app = canonical(args["app"])
package = args["package"]
files, seen = {}, set()
for name, st in args["files"].items():
rel = relative(name)
if skipped(rel) or rel.casefold() in seen:
raise ValueError("skipped or duplicate file in upload inventory")
if not isinstance(st["size"], int) or st["size"] < 0 or not isinstance(st["mtime_ns"], int):
raise ValueError("invalid source file stat")
seen.add(rel.casefold())
files[rel] = st
if not files:
raise ValueError("no game files to upload")
old = read_record(app)
dest = args.get("dest") or None
loc = layout(app, dest)
if old and (old.get("dest") != dest or old.get("package") != package):
raise ValueError("local copy already has another package or drive; uninstall it before changing either")
if not old and (os.path.exists(os.path.join(loc["library"], "Manifests", app + ".json"))
or os.path.exists(loc["game_dir"])):
raise ValueError("game already exists outside FramePort's local-copy installer")
existing = {}
for rel, st in files.items():
path = confined(os.path.join(loc["game_dir"], rel), loc["game_dir"])
confined(path + ".part", loc["game_dir"])
if old.get("files", {}).get(rel) != st:
# Delete completed bytes too: if this new attempt is cancelled before uploading them, the next
# prepare must not mistake the old same-size file for a completed transfer of the new source.
for stale in (path, path + ".part"):
if os.path.isfile(stale):
os.unlink(stale)
if (old.get("files", {}).get(rel) == st and os.path.isfile(path)
and os.path.getsize(path) == st["size"]):
existing[rel] = st["size"]
if old and set(old.get("files", {})) - set(files):
raise ValueError("source removed files since the last upload; uninstall the local copy before replacing it")
os.makedirs(loc["game_dir"], exist_ok=True)
st = os.statvfs(loc["game_dir"])
save_record(app, dict(old, **loc, app=app, package=package, files=files))
return dict(loc, existing=existing, free_bytes=st.f_bavail * st.f_frsize)
def registry_library(rec, remove=False):
guid, dest = rec["library_guid"], rec.get("dest")
key = rf"HKEY_CURRENT_USER\Software\Oculus VR, LLC\Oculus\Libraries\{guid}"
if remove:
text = f"Windows Registry Editor Version 5.00\r\n\r\n[-{key}]\r\n"
else:
if dest:
devices = os.path.join(core.PFX, "dosdevices")
os.makedirs(devices, exist_ok=True)
volume = os.path.join(devices, "volume{" + guid + "}")
if os.path.lexists(volume):
if not os.path.islink(volume) or os.path.realpath(volume) != dest:
raise ValueError("Wine volume mapping is already in use")
else:
os.symlink(dest, volume)
# Do not appropriate a user's drive letter. Reuse our mount mapping, else pick the first unused one.
letter = next((c for c in "defghijklmnopqrstuvwxy"
if os.path.islink(os.path.join(devices, c + ":"))
and os.path.realpath(os.path.join(devices, c + ":")) == dest), None)
if not letter:
letter = next((c for c in "defghijklmnopqrstuvwxy"
if not os.path.lexists(os.path.join(devices, c + ":"))), None)
if not letter:
raise ValueError("no free Wine drive letter")
os.symlink(dest, os.path.join(devices, letter + ":"))
rec["drive_letter"] = letter
original = letter.upper() + ":\\FramePort\\fexrift-library"
path = "\\\\?\\Volume{" + guid + "}\\FramePort\\fexrift-library"
else:
original = "C:\\Program Files\\Meta Horizon\\Software"
path = "\\\\?\\Volume{00000000-0000-0000-0000-000000000043}\\Program Files\\Meta Horizon\\Software"
text = "Windows Registry Editor Version 5.00\r\n\r\n"
if not dest:
text += (r"[HKEY_CURRENT_USER\Software\Oculus VR, LLC\Oculus\Libraries]" + "\r\n"
+ '"DefaultLibrary"=' + core.meta_reg_str(guid) + "\r\n\r\n")
text += (f"[{key}]\r\n" + '"OriginalPath"=' + core.meta_reg_str(original) + "\r\n"
+ '"Path"=' + core.meta_reg_str(path) + "\r\n")
reg = os.path.join(core.ROOT, "local-library.reg")
core.put_text(reg, text)
core.wine("regedit", "/S", core.winpath(reg), timeout=90)
def register_local(args):
app = canonical(args["app"])
rec = validated_record(app)
if args.get("package") != rec["package"]:
raise ValueError("upload belongs to another package")
exe = relative(args["exe"])
if exe not in rec["files"]:
raise ValueError("launch program is not an uploaded file")
app_id = args["app_id"]
if not isinstance(app_id, str) or not re.fullmatch(r"[1-9][0-9]*", app_id):
raise ValueError("invalid Meta app ID")
files = {}
for rel, st in rec["files"].items():
path = confined(os.path.join(rec["game_dir"], rel), rec["game_dir"])
if not os.path.isfile(path) or os.path.getsize(path) != st["size"]:
raise ValueError(f"upload incomplete: {rel}")
files[rel] = hash_file(path)
library = rec["library"]
os.makedirs(library, exist_ok=True)
if rec.get("dest"):
software = os.path.join(library, "Software")
target = os.path.dirname(rec["game_dir"])
if os.path.lexists(software):
if not os.path.islink(software) or os.path.realpath(software) != target:
raise ValueError("external Meta library Software path is already in use")
else:
os.symlink(target, software)
args_list = args.get("args") or []
if not isinstance(args_list, list) or any(not isinstance(a, str) or "\x00" in a for a in args_list):
raise ValueError("launch arguments must be strings")
# list2cmdline follows Windows argv quoting; Meta's own launchFile uses forward slashes. The local launcher
# keeps the original argv list in the reservation, avoiding POSIX reinterpretation of Windows quotes.
manifest = core.dawn_manifest({"packageType": "APP", "isCore": False, "appId": app_id,
"canonicalName": app, "launchFile": exe,
"launchParameters": subprocess.list2cmdline(args_list),
"launchParameters2D": "", "version": str(args.get("version") or "0.0.0"),
"versionCode": 1, "files": files})
# App fixtures serialize the manifest's derived properties before the package base properties. Match that
# order (core's runtime package writer uses base-first); both use the same defaults, CRLF and indentation.
first = ("parentCanonicalName", "files", "dlcs", "assetFiles")
manifest = {**{k: manifest[k] for k in first}, **{k: v for k, v in manifest.items() if k not in first}}
manifests = os.path.join(library, "Manifests")
os.makedirs(manifests, exist_ok=True)
for suffix, content in ((".json", manifest), (".json.mini", dict(manifest, files={
k: v for k, v in manifest["files"].items() if k.lower().endswith(".exe")}))):
path = os.path.join(manifests, app + suffix)
core.write_manifest(path + ".tmp", content)
os.replace(path + ".tmp", path)
registry_library(rec)
rec.update({k: args.get(k) for k in ("app_id", "app_id_source", "store_app_id", "skipped", "title")})
rec.update(source="local_copy", exe=exe, args=args_list, registered=True)
save_record(app, rec)
return local_info({"app": app})
def local_info(args):
rec = validated_record(args["app"])
return {k: rec.get(k) for k in ("source", "app_id", "app_id_source", "store_app_id", "skipped", "dest",
"package", "game_dir", "library_guid", "registered")}
def unregister_local(args):
app = canonical(args["app"])
rec = validated_record(app)
if args.get("package") != rec["package"]:
raise ValueError("local copy belongs to another package")
# Shared/default library stays. An external library is removed from the registry only after its last local
# game goes; other games, the Wine prefix, sign-in and save directories remain intact.
peers = [core.read_json(os.path.join(core.ROOT, "local-games", f)) or {}
for f in os.listdir(os.path.dirname(record_path(app))) if f.endswith(".json") and f != app + ".json"]
if rec.get("dest") and not any(p.get("library_guid") == rec["library_guid"] for p in peers):
registry_library(rec, remove=True)
if os.path.isdir(rec["game_dir"]):
shutil.rmtree(rec["game_dir"])
for suffix in (".json", ".json.mini"):
path = os.path.join(rec["library"], "Manifests", app + suffix)
if os.path.isfile(path):
os.unlink(path)
os.unlink(record_path(app))
return {"removed": True}
def runtime_state(args):
app = canonical(args["app"])
rec = validated_record(app) if read_record(app) else None
# Read only newly appended runtime log text. Never return log lines: runtime logs can contain account data.
logdir = os.path.join(core.USER_DIR, "AppData", "Local", "Oculus")
def logs():
return [os.path.join(logdir, n) for n in os.listdir(logdir)
if n.lower().endswith((".txt", ".log")) and any(
s in n.lower() for s in ("server", "service"))] if os.path.isdir(logdir) else []
offsets = {p: os.path.getsize(p) for p in logs()}
librarian = os.path.join(logdir, "OVRLibrarian.log")
lib_offset = os.path.getsize(librarian) if os.path.isfile(librarian) else 0
probe = subprocess.run(["pgrep", "-f", "[O]VRServer_x64.exe"], capture_output=True, timeout=5)
started, proc = probe.returncode != 0, None
end = time.monotonic() + 95 # leave room for wineserver's bounded cleanup, total <=120 s
state = "timeout"
try:
if started:
runtime = os.path.join(core.META_DIR, "Support", "oculus-runtime")
proc = subprocess.Popen([os.path.join(core.GEF, "files/bin/wine"), "./OVRServer_x64.exe"],
cwd=runtime, env=core.wine_env(), stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL, start_new_session=True)
while time.monotonic() < end:
if started and os.path.isfile(librarian):
with open(librarian, errors="replace") as f:
if os.path.getsize(librarian) < lib_offset:
lib_offset = 0
f.seek(lib_offset)
done = "invocation completed" in f.read(65536).lower()
lib_offset = f.tell()
if done:
subprocess.run(["pkill", "-9", "-f", "[O]VRLibrarian.exe"], capture_output=True, timeout=3)
for path in logs():
with open(path, errors="replace") as f:
off = offsets.get(path, 0)
f.seek(off if os.path.getsize(path) >= off else 0)
text = f.read(1 << 20)
offsets[path] = f.tell()
for line in text.splitlines():
if app not in line and (not rec or rec.get("app_id", "_") not in line):
continue
match = re.search(r"\bstate\s*:\s*(ready|install_available)\b", line, re.I)
if match:
state = match[1].lower()
# Meta's PackageManager lists every registered package at start ("Currently installed
# package: <name>, version code: N"); the "state:" line only comes later (app tracker / sign-in)
elif state == "timeout" and re.search(r"Currently installed package:\s*" + re.escape(app) + r"\s*,",
line):
state = "installed"
if state != "timeout" or (proc is not None and proc.poll() is not None):
break
time.sleep(1)
finally:
if started:
subprocess.run([os.path.join(core.GEF, "files/bin/wineserver"), "-k"], env=core.wine_env(),
capture_output=True, timeout=10)
if proc is not None:
try:
proc.wait(timeout=2)
except subprocess.TimeoutExpired:
proc.kill()
return {"runtime_state": state, "reused_server": not started}
original_manifest = core.manifest_launch
original_info = core.game_info
def manifest_launch(app):
rec = read_record(app)
if not rec.get("registered"):
return original_manifest(app)
rec = validated_record(app)
manifest = core.read_json(os.path.join(rec["library"], "Manifests", app + ".json")) or {}
if not manifest.get("launchFile"):
raise ValueError("local-copy Meta manifest is missing; register the copy again")
return {"exe": relative(manifest["launchFile"]), "args": rec["args"], "title": rec["title"],
"game_dir": rec["game_dir"], "args_argv": True}
def game_info(app):
rec = read_record(app)
if not rec.get("registered"):
return original_info(app)
info = dict(core.GAMES.get(app) or {})
info.update(manifest_launch(app))
return info, app in core.GAMES
core.manifest_launch = manifest_launch
core.game_info = game_info
core.COMMANDS.update(prepare_local=prepare, register_local=register_local, unregister_local=unregister_local,
local_info=local_info, runtime_state=runtime_state)
core.INSTALL_CHECK_HOOKS.append(lambda app, info, result: {"local_copy": True} if read_record(app) else {})
+400
View File
@@ -0,0 +1,400 @@
"""Meta's own browser sign-in, in the Frame's shared prefix. No credential files are read.
The broker is a separate, owner-only Unix socket process: native_sso URLs live only in its memory, never in a
status file, launcher, journal or argv sent over SSH. Helpers and Wine subprocesses have their output discarded.
"""
import base64
import json
import os
import re
import shlex
import signal
import socket
import subprocess
import sys
import time
import urllib.parse
from pathlib import Path
CORE = None
DESKTOP = "frameport-oculus.desktop"
REGKEY = r"HKCU\Software\Wine\WineBrowser"
MAX_URL = 65536
def folder():
return Path(CORE.ROOT) / "login"
def request(message):
with socket.socket(socket.AF_UNIX) as s:
s.settimeout(90)
s.connect(str(folder() / "broker.sock"))
s.sendall(json.dumps(message).encode())
s.shutdown(socket.SHUT_WR)
return json.loads(receive(s))
def receive(s):
data = bytearray()
while True:
part = s.recv(8192)
if not part:
return data.decode()
data.extend(part)
if len(data) > MAX_URL * 2:
raise ValueError("sign-in message too long")
def valid_url(url, callback=False):
if not isinstance(url, str) or len(url) > MAX_URL or any(ord(c) < 32 for c in url):
return False
try:
u = urllib.parse.urlsplit(url)
return (u.scheme, u.netloc, u.path) == (("oculus", "link", "/frl_login") if callback else
("https", "auth.meta.com", "/native_sso/confirm"))
except ValueError:
return False
def host_env():
env = dict(os.environ)
env.update(CORE.steam_display_env())
env.update(XDG_RUNTIME_DIR=f"/run/user/{os.getuid()}",
DBUS_SESSION_BUS_ADDRESS=f"unix:path=/run/user/{os.getuid()}/bus")
env.pop("LD_PRELOAD", None)
return env
def quiet(argv, **kw):
return subprocess.run(argv, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL, timeout=60, **kw)
def wine_env():
env = CORE.wine_env({"ENABLE_GAMESCOPE_WSI": "0", "PROTON_NO_ZENITY": "1", "PROTONFIXES_DISABLE": "1",
"STEAM_COMPAT_CLIENT_INSTALL_PATH": CORE.STEAM})
env.pop("LD_PRELOAD", None)
env.pop("STEAM_COMPAT_INSTALL_PATH", None)
return env
def snapshot(paths):
return {str(p): base64.b64encode(p.read_bytes()).decode() if p.exists() else None for p in paths}
def restore_files(saved):
for name, data in saved.items():
p = Path(name)
if data is None:
p.unlink(missing_ok=True)
else:
p.parent.mkdir(parents=True, exist_ok=True)
p.write_bytes(base64.b64decode(data))
def desktop_paths():
config = Path(os.environ.get("XDG_CONFIG_HOME") or Path.home() / ".config")
apps = Path(os.environ.get("XDG_DATA_HOME") or Path.home() / ".local/share") / "applications"
paths = {apps / DESKTOP, config / "mimeapps.list", apps / "mimeapps.list", apps / "defaults.list"}
for base in (config, apps):
paths.update(base.glob("*-mimeapps.list"))
for desktop in os.environ.get("XDG_CURRENT_DESKTOP", "").lower().split(":"):
if desktop and re.fullmatch(r"[a-z0-9_-]+", desktop):
paths.add(base / f"{desktop}-mimeapps.list")
return apps, paths
def desktop_entry(helper):
# Desktop Exec has its own quoting (single shell quotes are not valid here); %% is a literal percent.
escaped = str(helper).replace("%", "%%")
for c in ("\\", '"', "`", "$"):
escaped = escaped.replace(c, "\\" + c)
escaped = re.sub(r"[\r\n\t]", " ", escaped.replace("\\", "\\\\")) # Desktop string-value layer
return ('[Desktop Entry]\nType=Application\nName=Meta sign-in (FramePort)\n'
f'Exec="{escaped}" %u\nNoDisplay=true\nTerminal=false\nMimeType=x-scheme-handler/oculus;\n')
def helper_script(op):
# This tiny script never imports the core or prints exceptions (which could contain the supplied URL).
return ("#!/usr/bin/python3 -I\nimport json,socket,sys\ntry:\n"
" with socket.socket(socket.AF_UNIX) as s:\n"
" s.settimeout(90)\n"
f" s.connect({str(folder() / 'broker.sock')!r})\n"
f" s.sendall(json.dumps({{'op': {op!r}, 'url': sys.argv[1]}}).encode())\n"
" s.shutdown(socket.SHUT_WR)\n s.recv(4096)\n"
"except Exception:\n sys.exit(1)\n")
def launcher():
q = shlex.quote
env = wine_env()
keys = ("STEAM_COMPAT_DATA_PATH", "WINEPREFIX", "WINEDLLOVERRIDES", "WINEDEBUG", "FP_NATIVE_WSERVER",
"PROTON_NO_ZENITY", "PROTONFIXES_DISABLE", "STEAM_COMPAT_CLIENT_INSTALL_PATH", "XDG_RUNTIME_DIR",
"DBUS_SESSION_BUS_ADDRESS", "ENABLE_GAMESCOPE_WSI")
exports = "".join(f"export {k}={q(env[k])}\n" for k in keys)
display = "".join(f"export {k}={q(v)}\n" for k, v in CORE.steam_display_env().items())
return f'''#!/usr/bin/env bash
# FramePort Meta sign-in: discard Electron output, which can contain native_sso URLs.
exec >/dev/null 2>&1
exec 9>{q(str(folder() / '.launch.lock'))}; flock -n 9 || exit 0
{exports}{display}unset LD_PRELOAD STEAM_COMPAT_INSTALL_PATH STEAM_COMPAT_LIBRARY_PATHS PROTON_LOG PROTON_LOG_DIR
python3 -I {q(str(Path(CORE.HERE) / 'fexrift.py'))} login_ping '{{}}' || exit 0
G={q(CORE.GEF)}
L="$WINEPREFIX/drive_c/users/steamuser/AppData/Local/Oculus"
cleanup() {{
kill $LK 2>/dev/null
"$G/files/bin/wineserver" -k
rm -f {q(str(folder() / 'launch.pid'))}
}}
trap cleanup EXIT
trap 'exit 0' TERM INT HUP
# The start tick prevents --stop from signalling a reused PID after an interrupted launcher.
printf '%s %s\\n' "$$" "$(awk '{{print $22}}' /proc/$$/stat)" > {q(str(folder() / 'launch.pid'))}
cd {q(str(Path(CORE.META_DIR) / 'Support/oculus-runtime'))}
"$G/files/bin/wine" ./OVRServer_x64.exe </dev/null &
for i in $(seq 1 45); do
sleep 2
tail -n 3 "$L/OVRLibrarian.log" 2>/dev/null | grep -qi "invocation completed" && break
done
sleep 3; pkill -9 -f "[O]VRLibrarian.exe"; sleep 10
( while sleep 5; do pkill -9 -f "[O]VRLibrarian.exe"; done ) & LK=$!
cd {q(str(Path(CORE.META_DIR) / 'Support/oculus-client'))}
"$G/proton" run ./Client.exe
'''
def signed_in():
sessions = Path(CORE.PFX) / "drive_c/users/steamuser/AppData/Roaming/Oculus/sessions"
return CORE.signed_in(str(sessions)) # sessions/<numeric user id>/, not Meta's _oaf framework folder
def running(name):
# /proc, rather than pgrep -f, avoids matching the command requesting status. Scope to this prefix.
for p in Path("/proc").glob("[0-9]*/environ"):
try:
if (f"WINEPREFIX={CORE.PFX}".encode() in p.read_bytes().split(b"\0") and
name.encode().lower() in p.with_name("cmdline").read_bytes().lower()):
return True
except OSError:
pass
return False
def status(args):
st = CORE.read_json(str(folder() / "state.json"), {}) or {}
out = {"runtime_running": running("OVRServer_x64.exe"), "client_running": running("Client.exe"),
"page_opened_at": st.get("page_opened_at"), "callback_received_at": st.get("callback_received_at"),
"signed_in": signed_in()}
if args.get("take_url"):
try:
out.update(request({"op": "take_url"}))
except (OSError, ValueError):
pass
return out
def deliver(url):
if not valid_url(url, callback=True):
return {"delivered": False}
try:
# Never put the callback in argv, even between two local processes. The PE reads UTF-8 on stdin.
p = quiet([str(Path(CORE.GEF) / "proton"), "run", str(Path(CORE.HERE) / "fp_pipesend.exe")],
input=url.encode(), env=wine_env())
return {"delivered": p.returncode == 0}
except (OSError, subprocess.SubprocessError):
return {"delivered": False}
class Broker:
def __init__(self, via_pc):
self.via_pc = via_pc
self.pending = None
self.stopped = False
def handle(self, msg):
op = msg.get("op")
if op in ("page", "callback"):
url = msg.get("url")
if not valid_url(url, callback=op == "callback"):
return {"accepted": False}
st = CORE.read_json(str(folder() / "state.json"), {}) or {}
st["page_opened_at" if op == "page" else "callback_received_at"] = time.time()
if op == "page":
st["page_url"] = "https://auth.meta.com/native_sso/confirm"
CORE.write_json(str(folder() / "state.json"), st)
if op == "callback":
return deliver(url)
if self.via_pc:
self.pending = url
else:
quiet(["xdg-open", url], env=host_env())
return {"accepted": True}
if op == "take_url":
url, self.pending = self.pending, None
return {"open_url": url} if url else {}
if op == "stop":
self.pending = None
self.stopped = True
return {"ready": True}
def broker(args):
path = folder() / "broker.sock"
service = Broker(bool(args.get("via_pc")))
try:
with socket.socket(socket.AF_UNIX) as s:
s.bind(str(path))
os.chmod(path, 0o600)
s.listen(4)
s.settimeout(1)
end = time.monotonic() + int(args.get("timeout", 900))
while not service.stopped and time.monotonic() < end:
try:
conn, _ = s.accept()
except TimeoutError:
continue
with conn:
conn.settimeout(5)
try:
reply = service.handle(json.loads(receive(conn)))
conn.sendall(json.dumps(reply).encode())
except (OSError, ValueError, subprocess.SubprocessError):
pass # do not serialize an exception that might contain a URL
finally:
service.pending = None
restore()
path.unlink(missing_ok=True)
return {"stopped": True}
def restore():
path = folder() / "restore.json"
saved = CORE.read_json(str(path), None)
if saved is None:
return
# Keep the restore record until every step succeeds: --stop can repair an interrupted cleanup.
launcher_pid = stop_launcher()
CORE.wineserver_kill()
if launcher_pid:
for _ in range(100):
if process_tick(launcher_pid[0]) != launcher_pid[1]:
break
time.sleep(.1)
else:
raise CORE.FexError("Meta sign-in launcher is still stopping; retry fex login --stop")
(folder() / "launch.pid").unlink(missing_ok=True)
old = saved.get("browser")
if old:
CORE.wine("reg", "add", REGKEY, "/v", "Browsers", "/t", old[0], "/d", old[1], "/f")
else:
CORE.wine("reg", "delete", REGKEY, "/v", "Browsers", "/f", check=False)
restore_files(saved["files"])
path.unlink()
def stop_launcher():
# Killing Wine alone while launch.sh is waiting for OVRLibrarian lets it start Client.exe *after* cleanup.
# Signal the owning shell too; its pending TERM exits the startup loop as soon as the current sleep ends.
path = folder() / "launch.pid"
try:
pid, tick = path.read_text().split()
pid = int(pid)
if pid <= 1:
return
if process_tick(pid) == tick:
os.kill(pid, signal.SIGTERM)
return pid, tick
except (OSError, ValueError, IndexError):
pass
def process_tick(pid):
try:
return Path(f"/proc/{pid}/stat").read_text().rpartition(")")[2].split()[19]
except (OSError, IndexError):
return None
def stop(args):
try:
request({"op": "stop"})
for _ in range(900):
if not (folder() / "broker.sock").exists():
break
time.sleep(.1)
else:
raise CORE.FexError("Meta sign-in is still stopping; retry fex login --stop")
except (OSError, ValueError):
restore()
(folder() / "broker.sock").unlink(missing_ok=True)
return {"stopped": True, "signed_in": signed_in()}
def start(args):
timeout = int(args.get("timeout") or 900)
if not 1 <= timeout <= 86400:
raise CORE.FexError("sign-in timeout must be between 1 and 86400 seconds")
if not (Path(CORE.HERE) / "fp_pipesend.exe").is_file():
raise CORE.FexError("fp_pipesend.exe missing: build native/fexwine/pipesend.c and upload it with fex setup")
if not (Path(CORE.META_DIR) / "Support/oculus-client/Client.exe").is_file():
raise CORE.FexError("Meta's PC app isn't installed yet; run fex setup first")
if running("Client.exe") or running("OVRServer_x64.exe"):
raise CORE.FexError("close the Rift game or Meta app before starting sign-in (the prefix is shared)")
try:
request({"op": "ping"})
except (OSError, ValueError):
pass
else:
raise CORE.FexError("Meta sign-in already active; use fex login --stop first")
stop({}) # repair a previous interrupted run before snapshotting its handler
folder().mkdir(parents=True, exist_ok=True, mode=0o700)
folder().chmod(0o700)
apps, paths = desktop_paths()
previous = subprocess.run(["xdg-mime", "query", "default", "x-scheme-handler/oculus"],
capture_output=True, text=True, timeout=10, env=host_env()).stdout.strip()
reg = CORE.wine("reg", "query", REGKEY, "/v", "Browsers", check=False)
match = re.search(r"Browsers\s+(REG_\w+)\s+(.*)", reg.stdout)
CORE.write_json(str(folder() / "restore.json"),
{"browser": list(match.groups()) if match else None, "handler": previous,
"files": snapshot(paths)})
try:
for name, text in (("fp-open-url", helper_script("page")),
("fp-oculus-callback", helper_script("callback")), ("launch.sh", launcher())):
CORE.put_text(str(folder() / name), text, 0o700)
CORE.write_json(str(folder() / "state.json"), {})
apps.mkdir(parents=True, exist_ok=True)
(apps / DESKTOP).write_text(desktop_entry(folder() / "fp-oculus-callback"))
if quiet(["xdg-mime", "default", DESKTOP, "x-scheme-handler/oculus"], env=host_env()).returncode:
raise CORE.FexError("couldn't register the Frame's temporary oculus link handler")
CORE.wine("reg", "add", REGKEY, "/v", "Browsers", "/t", "REG_SZ", "/d",
str(folder() / "fp-open-url"), "/f")
subprocess.Popen([sys.executable, "-I", str(Path(CORE.HERE) / "fexrift.py"), "login_broker",
json.dumps({"via_pc": bool(args.get("via_pc")), "timeout": timeout + 180})],
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
start_new_session=True)
for _ in range(100):
try:
request({"op": "ping"})
break
except (OSError, ValueError):
time.sleep(.05)
else:
raise CORE.FexError("couldn't start Meta sign-in's private URL broker")
if args.get("start_now"):
if quiet(["systemd-run", "--user", "--collect", "--quiet", "--unit=frameport-fexlogin",
"--property=StandardOutput=null", "--property=StandardError=null",
str(folder() / "launch.sh")], env=host_env()).returncode:
raise CORE.FexError("couldn't start Meta's app; retry without --start-now and use Steam")
return {"launcher": str(folder() / "launch.sh"), "started": bool(args.get("start_now")),
"signed_in": signed_in()}
except Exception:
stop({})
raise
def register(core):
global CORE
CORE = core
core.COMMANDS.update(login_start=start, login_status=status, login_stop=stop, login_broker=broker,
login_ping=lambda args: request({"op": "ping"}),
login_callback=lambda args: request({"op": "callback", "url": args.get("url")}))
+575
View File
@@ -0,0 +1,575 @@
"""Launch-time performance experiments. Frame side, stdlib only; no account data is read here.
Settings contain numbers/booleans and a small environment whitelist, never arbitrary shell. A launch prepares its
own config and exports it before Proton starts. Bench owns the otherwise-idle shared prefix for at most 120 s.
"""
import collections
import ctypes as C
import fcntl
import hashlib
import json
import math
import os
import sys
import re
import shlex
import shutil
import signal
import struct
import subprocess
import time
from pathlib import Path
CORE = None
FEX_KEYS = {"FEX_TSOENABLED", "FEX_VECTORTSOENABLED", "FEX_MEMCPYSETTSOENABLED", "FEX_MULTIBLOCK",
"FEX_X87REDUCEDPRECISION"}
DEFAULTS = {"dxvk_disable_msaa": False, "dxgi_sync_interval": -1, "dxgi_max_frame_latency": 0,
"eye_scale": 1.5, "motion_smoothing": 2, "cores": "4-7", "ntsync": True,
"fp_mem": False, "bigcache_mb": 256, "fp_mem_zero": False, "fex": {},
"wine_large_address_aware": False}
BOOL_KEYS = {"dxvk_disable_msaa", "ntsync", "fp_mem", "fp_mem_zero", "wine_large_address_aware"}
INT_KEYS = {"dxgi_sync_interval": (-1, 4), "dxgi_max_frame_latency": (0, 16), "motion_smoothing": (0, 2),
"bigcache_mb": (1, 6144)}
def app_name(app):
if not isinstance(app, str) or not re.fullmatch(r"[a-zA-Z0-9][a-zA-Z0-9_.-]{0,127}", app):
raise ValueError("invalid Meta app name")
return app
def validate(values):
if not isinstance(values, dict):
raise ValueError("settings must be an object")
out = {}
for key, value in values.items():
if key in BOOL_KEYS:
if type(value) is not bool:
raise ValueError(f"{key} must be true or false")
elif key in INT_KEYS:
lo, hi = INT_KEYS[key]
if type(value) is not int or not lo <= value <= hi:
raise ValueError(f"{key} must be an integer in {lo}..{hi}")
elif key == "eye_scale":
if type(value) not in (float, int) or value not in (1.0, 1.25, 1.5):
raise ValueError("eye_scale must be 1.0, 1.25 or 1.5 (a divisor)")
elif key == "cores":
if not isinstance(value, str) or not re.fullmatch(r"[0-7](?:-[0-7])?(?:,[0-7](?:-[0-7])?)*", value):
raise ValueError("cores must be a taskset CPU list within 0..7")
if any(len(p) == 3 and p[0] > p[2] for p in value.split(",")):
raise ValueError("cores range is reversed")
elif key == "fex":
if not isinstance(value, dict) or any(k not in FEX_KEYS or type(v) not in (str, int) or
str(v) not in ("0", "1") for k, v in value.items()):
raise ValueError("fex permits only boolean TSO, MULTIBLOCK and X87REDUCEDPRECISION keys")
value = {k: str(v) for k, v in value.items()}
else:
raise ValueError(f"unknown performance setting: {key}")
out[key] = value
return out
def settings_path(app):
return os.path.join(CORE.ROOT, "settings", app_name(app) + ".json")
def settings_get(args):
app = app_name(args["app"])
info = CORE.GAMES.get(app, {})
env = info.get("env", {})
defaults = dict(DEFAULTS, fp_mem=env.get("FP_MEM", "") not in ("", "0"),
bigcache_mb=int(env.get("FP_BIGCACHE_MB", 256)))
defaults.update(validate(info.get("perf", {})))
overrides = validate(CORE.read_json(settings_path(app), {}) or {})
return {"app": app, "settings": dict(defaults, **overrides), "overrides": overrides}
def settings_set(args):
app = app_name(args["app"])
# Validate the whole request before writing. Null removes an override (the catalog/default becomes active).
updates = {k: v for k, v in args.items() if k != "app"}
if any(k not in DEFAULTS for k in updates):
raise ValueError("unknown performance setting")
values = settings_get({"app": app})["overrides"]
values.update(validate({k: v for k, v in updates.items() if v is not None}))
for k, v in updates.items():
if v is None:
values.pop(k, None)
CORE.write_json(settings_path(app), values)
return settings_get({"app": app})
def scale_folder(scale):
return os.path.join(CORE.ROOT, "revive-scales", format(float(scale), "g"))
def eye_variant(data, scale):
"""Only the research Revive 3.2.0 eye-size site, with PE RVA translation. Never touch Oculus binaries.
Accept the stock eye-size load or the research divisor load. Refuse other instructions rather than guessing
at a new Revive build. Use a dedicated padding slot, leaving shared constants in the data section unchanged.
"""
if data[:2] != b"MZ":
raise ValueError("Revive eye scale: invalid PE")
pe = struct.unpack_from("<I", data, 0x3c)[0]
n, opt = struct.unpack_from("<H", data, pe + 6)[0], struct.unpack_from("<H", data, pe + 20)[0]
def offset(rva):
for i in range(n):
size, va, rawsize, raw = struct.unpack_from("<IIII", data, pe + 24 + opt + i * 40 + 8)
if va <= rva < va + min(size, rawsize):
return raw + rva - va
raise ValueError("Revive eye scale: RVA outside sections")
ins, slot = offset(0x12eab), offset(0x12e9c)
# Original movss xmm4,[1.0], or the research patch's load of the existing 1.5 at RVA 0x4eaa4.
# Put our divisor in verified function-alignment padding: changing a shared rdata constant affects other code.
old = data[ins:ins + 8]
original = bytes.fromhex("f30f102515bb0400")
research = b"\xf3\x0f\x10\x25" + struct.pack("<i", 0x4eaa4 - 0x12eb3)
if old not in (original, research) or data[offset(0x12e91)] != 0xc3 or data[slot:slot + 4] != b"\xcc" * 4:
raise ValueError("Revive eye scale: unexpected 3.2.0 eye-size instruction/padding")
out = bytearray(data)
struct.pack_into("<f", out, slot, scale)
out[ins:ins + 8] = b"\xf3\x0f\x10\x25" + struct.pack("<i", 0x12e9c - 0x12eb3)
return bytes(out)
def prepare_scales():
src = Path(CORE.REVIVE)
data = (src / "LibRevive64.dll").read_bytes()
# PC setup validates stock 3.2.0 and applies REVIVE_PATCHES (src/frameport/fexrift.py): the visibility fixes and
# the eye-size redirect to the 1.5 constant. Accept only that upload, or the same without the eye-size redirect.
uploaded = {"eda2a449d230832c95734a03e8c83eeb531668ce676693f636e19c315765af4e", # all six patches
"0a3a6733f5decec74abb16b85c1f72783a6f421160753f600ddae4e8cb6482c6"} # visibility fixes only
if hashlib.sha256(data).hexdigest() not in uploaded:
raise ValueError("Revive eye scale: needs FramePort's patched Revive 3.2.0 upload")
for scale in (1.0, 1.25, 1.5):
patched = eye_variant(data, scale) # validate before replacing any directory
dest = Path(scale_folder(scale))
tmp = dest.with_name(dest.name + ".new")
shutil.rmtree(tmp, ignore_errors=True)
shutil.copytree(src, tmp, copy_function=os.link)
# Break the hard link before changing the DLL: shared base and other variants stay intact.
dll = tmp / "LibRevive64.dll"
dll.unlink()
dll.write_bytes(patched)
shutil.rmtree(dest, ignore_errors=True)
os.replace(tmp, dest)
def perf_prepare(args):
app = app_name(args["app"])
s = settings_get({"app": app})["settings"]
config = os.path.join(CORE.ROOT, "settings", app + ".dxvk.conf")
os.makedirs(os.path.dirname(config), exist_ok=True) # first launch of a game nobody changed settings for
managed = ("d3d11.disableMsaa", "dxgi.syncInterval", "dxgi.maxFrameLatency") # these settings win
profile = [str(line) for line in args.get("dxvk", []) if "\n" not in str(line)
and str(line).split("=", 1)[0].strip() not in managed]
lines = profile + [f"{k} = {s[key]}" for k, key, default in (
("d3d11.disableMsaa", "dxvk_disable_msaa", False), ("dxgi.syncInterval", "dxgi_sync_interval", -1),
("dxgi.maxFrameLatency", "dxgi_max_frame_latency", 0)) if s[key] != default]
# Defaults = exactly the launch verified in the headset (First Contact, 2026-10-10): no dxvk.conf, the uploaded
# Revive (its eye-size patch is 1.5), no large-address-aware flag; only a changed setting adds something.
if lines:
CORE.put_text(config, "\n".join(lines + [""]))
elif os.path.lexists(config):
os.remove(config)
if s["eye_scale"] == 1.5:
revive = CORE.REVIVE
else:
revive = scale_folder(s["eye_scale"])
if not os.path.isfile(os.path.join(revive, "LibRevive64.dll")):
prepare_scales()
exports = {"FP_CORES": s["cores"], "FP_REVIVE_DIR": revive,
"FP_MEM": "1" if s["fp_mem"] else "", "FP_BIGCACHE_MB": str(s["bigcache_mb"]),
"FP_MEM_ZERO": "1" if s["fp_mem_zero"] else "0", "PROTON_NO_NTSYNC": "0" if s["ntsync"] else "1",
"FP_MOTION_SMOOTHING": json.dumps({"section": f"steam.app.{CORE.GAME_ID}",
"key": "motionSmoothingOverride", "kind": "i",
"value": s["motion_smoothing"]})}
exports.update({k: str(s["fex"].get(k, "0" if "TSO" in k else "1" if k == "FEX_MULTIBLOCK" else "0"))
for k in FEX_KEYS})
if lines:
exports["DXVK_CONFIG_FILE"] = config
if s["wine_large_address_aware"]:
exports["WINE_LARGE_ADDRESS_AWARE"] = "1"
shell = "\n".join(f"export {k}={shlex.quote(v)}" for k, v in exports.items())
if s["ntsync"]:
shell += "\nunset PROTON_NO_NTSYNC"
return {"shell": shell, "settings": s}
def launcher_env(app, info):
# stdout is an isolated helper's JSON, then a tiny decoder emits only validated exports. Failure aborts launch:
# continuing with an old config would give misleading experimental results (and could enable stale fp_mem).
# the compat profile's dxvk.conf lines (stream C) go into the same per-game config as these settings
dxvk = [str(line) for line in info.get("dxvk", []) if "\n" not in str(line) and "\r" not in str(line)]
arg = shlex.quote(json.dumps({"app": app_name(app), "dxvk": dxvk}))
decode = 'import json,sys; print(json.load(sys.stdin)["result"]["shell"])'
return [f'FP_PERF=$(python3 -I "$R/artifacts/fexrift.py" perf_prepare {arg}) || exit 1',
f'eval "$(printf \'%s\' "$FP_PERF" | python3 -I -c {shlex.quote(decode)})"']
# OpenVR IVRCompositor_022 Compositor_FrameTiming, including its 80-byte TrackedDevicePose_t. Keeping the tail
# prevents GetFrameTimings overwriting a truncated ctypes structure. Versions are pinned, never probed by index.
class FrameTiming(C.Structure):
_fields_ = [(n, C.c_uint32) for n in ("size", "index", "presents", "mis_presents", "dropped", "reprojection")]
_fields_ += [("system_time", C.c_double)]
_fields_ += [(n, C.c_float) for n in ("pre_gpu", "post_gpu", "gpu_ms", "compositor_gpu", "compositor_cpu",
"compositor_idle", "client_interval", "present_call", "wait_present",
"submit", "poses_called", "poses_ready", "frame_ready", "update_start",
"update_end", "render_start")]
_fields_ += [("pose", C.c_byte * 80), ("vsyncs_ready", C.c_uint32), ("vsyncs_first", C.c_uint32)]
class VR:
def __init__(self):
self.core, self.method, self.settings = CORE.vr_settings()
try:
self.compositor = self.interface(b"IVRCompositor_022")
self.system = self.interface(b"IVRSystem_022")
except BaseException:
self.close()
raise
def interface(self, name):
err = C.c_int()
obj = self.method(self.core, 3, C.c_void_p, C.c_char_p, C.POINTER(C.c_int))(name, C.byref(err))
if not obj or err.value:
raise ValueError("benchmark needs " + name.decode())
return obj
def activity(self):
# IVRSystem_022::GetTrackedDeviceActivityLevel(HMD=0). UserInteraction (1) and its timeout (2) refuse.
return self.method(self.system, 15, C.c_int, C.c_uint32)(0)
def screen_timeout(self):
err = C.c_int()
value = self.method(self.settings, 7, C.c_float, C.c_char_p, C.c_char_p, C.POINTER(C.c_int))(
b"power", b"turnOffScreensTimeout", C.byref(err))
if err.value or not math.isfinite(value) or value <= 0:
raise ValueError("cannot read screen timeout; benchmark refused")
return value
def timings(self):
rows = (FrameTiming * 128)()
for row in rows:
row.size = C.sizeof(FrameTiming)
n = self.method(self.compositor, 9, C.c_uint32, C.POINTER(FrameTiming), C.c_uint32)(rows, 128)
return [{"index": r.index, "presents": r.presents, "gpu_ms": r.gpu_ms,
"cpu_ms": r.client_interval, "system_time": r.system_time} for r in rows[:min(n, 128)]]
def scene_pid(self):
return self.method(self.compositor, 22, C.c_uint32)() # GetCurrentSceneFocusProcess
def close(self):
self.method(self.core, 1, None)()
def drm_engines(text):
"""DRM fdinfo nanoseconds, deduplicated by drm-client-id by the caller (dup fds share one client)."""
out = {}
for line in text.splitlines():
m = re.fullmatch(r"drm-engine-([\w-]+):\s*(\d+)\s+ns", line.strip())
if m:
out[m[1]] = int(m[2])
return out
def process_sample(pids, proc="/proc"):
engines, waits, seen = {}, collections.Counter(), set()
for pid in pids:
base = Path(proc) / str(pid)
for fd in (base / "fdinfo").glob("*"):
try:
text = fd.read_text()
except OSError:
continue
client = re.search(r"^drm-client-id:\s*(\d+)", text, re.M)
device = re.search(r"^drm-pdev:\s*(.+)", text, re.M)
if not client:
continue
identity = (device[1] if device else "", client[1])
if identity in seen:
continue
seen.add(identity)
for engine, ns in drm_engines(text).items():
engines[(identity, engine)] = ns
for task in (base / "task").glob("*"):
try:
waits[task.joinpath("wchan").read_text().strip()] += 1
except OSError:
pass
return engines, waits
def gpu_delta(before, after):
# Clients that open during the interval have no baseline; do not attribute their lifetime counters to one tick.
return sum(max(0, v - before[k]) for k, v in after.items() if k in before)
def processes(proc="/proc"):
out = {}
for p in Path(proc).glob("[0-9]*"):
try:
if p.stat().st_uid != os.getuid():
continue
cmd = p.joinpath("cmdline").read_bytes().replace(b"\0", b" ").decode(errors="replace")
comm = p.joinpath("comm").read_text().strip()
out[int(p.name)] = (comm, cmd)
except OSError:
pass
return out
def busy_processes(rows):
# Do not print cmdlines: another stream may be handling an Oculus browser sign-in.
return [pid for pid, (comm, cmd) in rows.items() if
(re.search(r"(?i)(\.exe(?: |$)|(?:^|/)(?:proton|wine(?:64)?(?:-preloader)?)(?: |$)|lepton-steamlaunch-)",
cmd)
or (comm == "reaper" and not re.search(r"\bAppId=250820\b", cmd))
or comm.startswith("wineserver") or comm in ("FEXInterpreter", "FEXLoader", "pressure-vessel"))]
def recent_steam_input(steam, now=None):
"""Steam input log is a supplementary guard, HMD activity is the authoritative one. Never read login logs."""
now = time.time() if now is None else now
path = Path(steam) / "logs/controller.txt"
try:
# A recent controller log write can be a device reconnection, so conservatively refuse it too.
return now - path.stat().st_mtime < 60
except FileNotFoundError:
return False
def vr_set(section, key, kind, value):
# In its own process: cmd_vrsetting in the process that holds VR()'s SteamVR connection segfaulted on the
# second call (reproduced on the Frame 2026-10-16) after the first had turned the display's standby pause off.
result = vrsetting_subprocess(section, key, kind, value)
if result.get("error"):
raise ValueError(f"SteamVR refused {section}/{key}")
def stop_launcher(child):
# The shared prefix was verified idle before launch, so -k cannot interrupt an earlier game or login.
try:
subprocess.run([os.path.join(CORE.GEF, "files/bin/wineserver"), "-k"], env=CORE.wine_env(),
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL, timeout=5)
finally:
if child is not None:
try:
os.killpg(child.pid, signal.SIGTERM)
child.wait(timeout=5)
except ProcessLookupError:
pass
except subprocess.TimeoutExpired:
os.killpg(child.pid, signal.SIGKILL)
child.wait(timeout=5)
START_WAIT = 180 # seconds the bench waits for the game's process after starting its launcher
def bench_run(args, launcher, vr):
seconds = args.get("seconds", 120)
if type(seconds) is not int or not 1 <= seconds <= 120:
raise ValueError("seconds must be an integer in 1..120")
if busy_processes(processes()) or recent_steam_input(CORE.STEAM) or vr.activity() != 3:
raise ValueError("benchmark refused: game, Wine, container, HMD activity or recent Steam input")
screen = vr.screen_timeout() # no setting is changed until both safety checks and this read succeed
vrserver_log = os.path.join(CORE.STEAM, "logs", "vrserver.txt")
log_start = os.path.getsize(vrserver_log) if os.path.isfile(vrserver_log) else 0
guard_write(screen=screen) # before any change: the parent restores from it if this process dies
child, old_handler = None, None
settings = settings_get(args)["settings"]
frames, waits, gpu, gpu_seconds = {}, collections.Counter(), 0, 0.0
started = time.monotonic()
def interrupted(signum, frame):
raise ValueError("benchmark interrupted")
try:
old_handler = signal.signal(signal.SIGTERM, interrupted)
vr_set("power", "pauseCompositorOnStandby", "b", False)
vr_set("power", "turnOffScreensTimeout", "f", float(seconds + START_WAIT + 10))
# Save the initial frame index so stale scene frames in the compositor ring are excluded.
initial = {r["index"] for r in vr.timings()}
with open(os.devnull, "wb") as sink:
child = subprocess.Popen([launcher], stdin=subprocess.DEVNULL, stdout=sink, stderr=sink,
start_new_session=True, close_fds=True)
guard_write(screen=screen, pgid=getattr(child, "pid", None))
# The launcher starts Meta's runtime and waits for it (60-100 s under FEX) before the game: the window
# starts when the game's process appears, not at the launch.
wait_end = time.monotonic() + START_WAIT
while not [q for q, (_, cmd) in processes().items() if args["exe"].lower() in cmd.lower()]:
if time.monotonic() > wait_end:
raise ValueError(f"benchmark: the game didn't start within {START_WAIT} s; inspect launch.log")
if child.poll() is not None:
raise ValueError("benchmark launcher exited before the game started; inspect launch.log")
level = vr.activity()
if level == 1: # controller.txt isn't a signal here: the starting game loads its input bindings
raise ValueError(f"benchmark stopped: owner interaction (activity {level})")
time.sleep(1)
before, previous = {}, time.monotonic()
deadline = time.monotonic() + seconds
while time.monotonic() < deadline:
# Before the launch the headset must be in standby (3); the game itself then wakes the compositor
# (activity leaves standby), so during the run only real use stops it: 1 = user interaction (worn or
# moved), or new controller input.
level = vr.activity()
if level == 1: # controller.txt isn't a signal here: the starting game loads its input bindings
raise ValueError(f"benchmark stopped: owner interaction (activity {level})")
if child.poll() is not None:
raise ValueError("benchmark launcher exited before the sampling window ended; inspect launch.log")
rows = processes()
# Only the actual game's exe (or FEX's argv containing it), not the runtime/compositor GPU client.
pids = [p for p, (_, cmd) in rows.items() if args["exe"].lower() in cmd.lower()]
after, w = process_sample(pids)
now = time.monotonic()
if before.keys() & after.keys():
gpu += gpu_delta(before, after)
gpu_seconds += now - previous
before, previous = after, now
waits.update(w)
focus = vr.scene_pid()
for r in vr.timings():
if focus in pids and r["index"] not in initial:
frames[r["index"]] = r # ring revisits update presents, not another frame
time.sleep(min(0.5, max(0, deadline - time.monotonic())))
finally:
# Each cleanup is attempted even when the preceding one fails. Display safety outranks benchmark success.
try:
stop_launcher(child)
finally:
try:
vr_set("power", "pauseCompositorOnStandby", "b", True)
finally:
try:
vr_set("power", "turnOffScreensTimeout", "f", screen)
finally:
if old_handler is not None:
signal.signal(signal.SIGTERM, old_handler)
records = list(frames.values())
# Without a tracking universe (IMU fallback, e.g. after a boot without the headset worn) Rift games wait at
# startup forever: SteamVR's own frames are all a run then counts (seen 2026-10-16, ~1.9/s, game GPU ~0 %).
imu_fallback = False
try:
with open(vrserver_log, errors="replace") as f:
f.seek(log_start if os.path.getsize(vrserver_log) >= log_start else 0)
imu_fallback = "IMU fallback is active" in f.read(8 << 20)
except OSError:
pass
duration = max(0.001, time.monotonic() - started)
times = [r["system_time"] for r in records]
span = max(times) - min(times) if len(times) > 1 else 0
return {"app": args["app"], "seconds": seconds, "elapsed_s": round(duration, 3), "frames": len(records),
"imu_fallback": imu_fallback, # true: the result says nothing about the game (put the headset on once)
"valid": len(records) >= 2 and span > 0 and not imu_fallback, "sample_span_s": round(span, 3),
"fps": round((len(records) - 1) / span, 2) if span > 0 else None,
"hitches": sum(r["presents"] >= 3 for r in records),
"hitches_per_20s": round(20 * sum(r["presents"] >= 3 for r in records) / span, 2) if span > 0 else None,
"game_gpu_busy_pct": round(100 * gpu / (gpu_seconds * 1e9), 2) if gpu_seconds else None,
"render_gpu_ms": round(sum(r["gpu_ms"] for r in records) / len(records), 3) if records else None,
"client_interval_ms": round(sum(r["cpu_ms"] for r in records) / len(records), 3) if records else None,
"thread_wchan_samples": dict(waits), "settings": settings}
def bench(args):
app = app_name(args["app"])
# Launcher path is supplied by the owning agent's deployment record, not an arbitrary remote shell command.
launcher = args["launcher"]
if not os.path.isfile(launcher) or os.path.basename(launcher) != "launch.sh":
raise ValueError("install the game before benchmarking")
info, _ = CORE.game_info(app)
exe = os.path.basename(info["exe"].replace("\\", "/"))
os.makedirs(CORE.ROOT, exist_ok=True)
with open(os.path.join(CORE.ROOT, ".bench.lock"), "w") as lock:
fcntl.flock(lock, fcntl.LOCK_EX | fcntl.LOCK_NB)
return bench_guarded(dict(args, app=app, exe=exe), launcher)
# The measurement talks to SteamVR through ctypes (vrclient.so). A native crash there kills the process without
# running bench_run's finally, which once left pauseCompositorOnStandby=false (display kept on) on the Frame
# (2026-10-16). So it runs in a forked child, and the parent restores the display settings and stops the game from
# a guard file when the child returns no result, each restore in its own process (another crash can't skip it).
def guard_path():
return os.path.join(CORE.ROOT, ".bench.guard.json")
def guard_write(**kw):
CORE.write_json(guard_path(), kw)
def vrsetting_subprocess(section, key, kind, value):
"""fexrift.py vrsetting in a fresh process: {"error": code} from SteamVR, or {"error": "..."} if it failed."""
arg = json.dumps({"section": section, "key": key, "kind": kind, "value": value})
p = subprocess.run([sys.executable, "-I", os.path.join(CORE.HERE, "fexrift.py"), "vrsetting", arg],
capture_output=True, text=True, timeout=60)
try:
out = json.loads(p.stdout.strip().splitlines()[-1])
except (ValueError, IndexError):
return {"error": f"vrsetting exited {p.returncode}"}
return out.get("result", {}) if out.get("ok") else {"error": out.get("error", "failed")}
def crash_cleanup():
guard = CORE.read_json(guard_path(), {}) or {}
try:
if guard.get("pgid"):
try:
os.killpg(int(guard["pgid"]), signal.SIGKILL)
except (ProcessLookupError, PermissionError):
pass
subprocess.run([os.path.join(CORE.GEF, "files/bin/wineserver"), "-k"], env=CORE.wine_env(),
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL, timeout=10)
finally:
vrsetting_subprocess("power", "pauseCompositorOnStandby", "b", True)
if guard.get("screen") is not None:
vrsetting_subprocess("power", "turnOffScreensTimeout", "f", float(guard["screen"]))
def bench_guarded(args, launcher):
read_fd, write_fd = os.pipe()
pid = os.fork()
if pid == 0: # child: measure, report through the pipe
os.close(read_fd)
code = 0
try:
vr = VR()
try:
out = {"ok": True, "result": bench_run(args, launcher, vr)}
finally:
vr.close()
except Exception as e: # noqa: BLE001 - reported to the parent as the command's error
out, code = {"ok": False, "error": f"{type(e).__name__}: {e}"}, 1
with os.fdopen(write_fd, "w") as w:
w.write(json.dumps(out))
os._exit(code)
os.close(write_fd)
try:
with os.fdopen(read_fd) as r:
raw = r.read()
_, status = os.waitpid(pid, 0)
out = json.loads(raw) if raw.strip() else None
if out is None: # crashed or killed: bench_run's own cleanup didn't run
crash_cleanup()
raise ValueError(f"benchmark process died ({'signal ' + str(-os.waitstatus_to_exitcode(status)) if os.WIFSIGNALED(status) else 'no result'}); display settings restored, game stopped")
if not out["ok"]:
raise ValueError(out["error"])
return out["result"]
finally:
try:
os.remove(guard_path())
except FileNotFoundError:
pass
def register(core):
global CORE
CORE = core
core.COMMANDS.update(settings_get=settings_get, settings_set=settings_set, perf_prepare=perf_prepare, bench=bench)
core.LAUNCHER_ENV_HOOKS.append(launcher_env)
# Use the existing setup step so --steps revive prepares the variants too, without another download.
def revive():
result = core.step_revive()
prepare_scales()
return result
core.STEPS = [(name, revive if name == "revive" else fn) for name, fn in core.STEPS]
+836 -84
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@@ -1,22 +1,30 @@
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5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
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fbc3b0238462d976d234fee6740db92b873c85d6bb22a6b01428e64e9058ed83 ./arm64-v8a/liba32bridge.so
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69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.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
0f058921e9c1f5b9ef5847cc9e6b80a23e75028c76c1d3bb02d1610b535f81c9 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
1d83eb94ec1df44f29a5f525dce4d5b608dbbb13a9c7a5efeb80a4b1dc54a721 ./arm64-v8a/libvrapi.so
47f736dfeffce6aa56be2fc049c2d11b87b0d1f7389db7ee1737fcded9457811 ./armeabi-v7a/libopenxr_loader_generic.so
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a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
9e8a7ce599b62a7c607b0d3637e4ec1b1ea1974c3373a7af3f5920ad2adc5e00 ./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
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+9
View File
@@ -0,0 +1,9 @@
3e9099b5015e8f486c00bcea9d111ee721faba355a89bcf1df69561e3dc6325c ./digicert-assured-id-root-ca.der
e04db8044185c1c77941252e61794e84af7156c449fedcda4a826d7a9fc91989 ./dlls/crypt32.dll
ec1387fad1f9b65503077e5aa24e3a3b60b3b04b85fd9412e0f2c451772f9b25 ./dlls/dnsapi.dll
00ebfab0f3a066d9c85820332e0ec91cf4040797e580516dcafa048dfe758aa7 ./dlls/sechost.dll
41584c41db41991f20a0b55011efa94618e0817ab351579f793ca01dbb488a0e ./dlls/windows.devices.enumeration.dll
420b21045ddc4f166733bf6d2d7227f0131e20f161c4568accb2b9c15a6d8e86 ./fp_mem.so
f8d6aaaa123337c47837d0be5852f7f6687bb9c4bfaaa108aaab3f04af1ad5b9 ./fp_pipesend.exe
13d455b700b08f40eb3e3452ab264bf535cb3d176c92ec9a3324a635ce4f8588 ./windows.devices.wifi.dll
941a65274007db76b1c40880117fe7d881db32c5394ad09f80ccc44a08213a75 ./wineserver.arm64
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+56
View File
@@ -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
===============================================================================
+9 -7
View File
@@ -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
+14 -9
View File
@@ -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
+21
View File
@@ -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
+24
View File
@@ -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
+20
View File
@@ -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 +1,21 @@
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
+6 -3
View File
@@ -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
+19
View File
@@ -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
@@ -0,0 +1,25 @@
package: com.WhiteDoorGames.Cosmodread
title: Cosmodread
status: works
notes: First run wouldn't allow you to interact with the "New Game" button. Restarting it fixed it.
tested_version: 1.0.0.28
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: '2026-10-11'
known_good_sha256: 44911a4607d0de2770705eefb6339a4c7353cb5dfb49f389d6731edbb9cbea92
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 174
source_hint: Cosmodread
@@ -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
+25
View File
@@ -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
+11 -8
View File
@@ -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
+3 -2
View File
@@ -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
+4
View File
@@ -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
+20
View File
@@ -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
+11 -8
View File
@@ -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
+20
View File
@@ -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
+21
View File
@@ -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
+23
View File
@@ -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
+16 -7
View File
@@ -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
+24
View File
@@ -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
+5 -1
View File
@@ -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
+22
View File
@@ -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
+22
View File
@@ -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
+24
View File
@@ -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
+23
View File
@@ -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
+10 -7
View File
@@ -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
+22
View File
@@ -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
+24
View File
@@ -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
+11 -6
View File
@@ -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
+147 -7
View File
@@ -6,6 +6,80 @@
# 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:
# FEX Rift compatibility (stream C): PC runtime/renderer failures; never suggest entitlement workarounds.
- id: fex-missing-entitlement
kind: pcvr
pattern: '(?i:Missing entitlement)'
severity: info
diagnosis: Meta reports that the signed-in account does not own this game. This is not a FramePort bug. Use an account that owns it; entitlement and Platform SDK checks remain intact.
suggest: []
- id: fex-registration-missing
kind: pcvr
pattern: '(?i:OVRServer[^\r\n]*install_available|install_available[^\r\n]*OVRServer)'
severity: error
diagnosis: Meta's runtime sees the app as available to install rather than registered as installed. Reinstall or register the game through the FEX install flow with its matching Meta manifest, then retry.
suggest: []
- id: fex-imu-fallback
kind: pcvr
pattern: 'Rejecting new committed universe since IMU fallback is active'
severity: warning
diagnosis: SteamVR has not acquired headset tracking since boot. Put the headset on once, wait for tracking, then retry the FEX game. A headless launch before that can wait forever.
suggest: []
- id: fex-librarian-stuck
kind: pcvr
pattern: '(?s)\A(?=.*(?i:Service invocation completed))(?=.*OVRLibrarian[^\r\n]*(?i:still running|did not exit))'
severity: warning
diagnosis: OVRLibrarian completed its work but remains alive under FEX and blocks later client registration. End only OVRLibrarian.exe after completion, then retry; the FEX launcher normally performs this cleanup.
suggest: []
- id: fex-vkd3d-init
kind: pcvr
pattern: '(?i:vkd3d[^\r\n]*(?:failed to (?:create|initialize)|could not (?:create|initialize)|no (?:suitable|compatible).*(?:device|adapter)))'
severity: error
diagnosis: The D3D12 route could not initialize vkd3d-proton or a Vulkan device. Check GE's shipped vkd3d-proton DLLs, clear PROTON_NO_D3D12 and PROTON_USE_WINED3D, and verify the FEX Vulkan thunk reaches Turnip. This route still needs a device test.
suggest: []
- id: fex-wined3d-init
kind: pcvr
pattern: '(?i:wined3d[^\r\n]*(?:failed to (?:create|initialize|find)|could not (?:create|initialize)|OpenGL support is disabled))'
severity: error
diagnosis: Wine's OpenGL renderer could not initialize. The FEX route has no configured GL thunk; verify the guest rootfs GL driver and display access. A Vulkan thunk alone does not provide host OpenGL. Prefer the game's D3D9 or D3D11 route when available.
suggest: []
- id: fex-revive-injector
kind: pcvr
pattern: '(?i:ReviveInjector[^\r\n]*(?:failed|unable|error (?:code|inject)))'
severity: error
diagnosis: ReviveInjector could not start or inject the game. Check the game executable and x86_64 Revive files in the shared GE-Proton prefix, and use OpenVR mode (without /openxr). An OpenVR-only game can launch directly. Do not change entitlement or Platform SDK checks.
suggest: []
# End FEX Rift compatibility (stream C).
- 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 +93,8 @@ 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 +115,17 @@ 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 +135,7 @@ 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 +143,11 @@ 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 +317,7 @@ 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 +399,28 @@ 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 +430,19 @@ 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 +480,11 @@ 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 +590,12 @@ 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
@@ -481,6 +614,13 @@ 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: []
# 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: 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}
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