Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
0c4a4789b5 | ||
|
|
5c1a394ae0 | ||
|
|
02c72f6707 | ||
|
|
e2ef06375e | ||
|
|
e9bda15a87 | ||
|
|
fcd8432184 | ||
|
|
73ad29c7c5 | ||
|
|
dc06b1cb40 | ||
|
|
9c41acee58 | ||
|
|
ab53f3447f | ||
|
|
229ceb9d8e | ||
|
|
4638a8bc61 | ||
|
|
487e0781a7 | ||
|
|
ebb9255e59 | ||
|
|
578da5642e | ||
|
|
ebc9017980 | ||
|
|
21534589ec | ||
|
|
ef37ea5b48 | ||
|
|
d9ae479977 | ||
|
|
e90df7b278 | ||
|
|
25d138909d | ||
|
|
34dfc6f508 | ||
|
|
f3b8ece9a6 | ||
|
|
631e4bca5a | ||
|
|
2c50578f2f | ||
|
|
ce8b7b1e02 | ||
|
|
dac01dfccf | ||
|
|
aca93db6c9 | ||
|
|
f5a268853d | ||
|
|
f895a2f62a | ||
|
|
53b79a4eda | ||
|
|
0ec26ffd0b | ||
|
|
cf98f95ed2 | ||
|
|
8cb27832be | ||
|
|
e4e1a42cde | ||
|
|
4bf48d3f51 | ||
|
|
98ddfa7157 | ||
|
|
91bc6af2b7 | ||
|
|
04faa0be65 | ||
|
|
1399d7c5a3 | ||
|
|
fa5c5b32ce | ||
|
|
0228516a2a | ||
|
|
960da4469b | ||
|
|
e9720f83d2 | ||
|
|
729f77a9e3 | ||
|
|
4824b30e94 | ||
|
|
39e1762e53 | ||
|
|
3d260dccb1 | ||
|
|
26a34ddadb | ||
|
|
939845d379 | ||
|
|
35eb12df08 | ||
|
|
570a98b91a | ||
|
|
f2f92cce70 | ||
|
|
dd74c17212 | ||
|
|
5647e266bd | ||
|
|
a5a86e591d | ||
|
|
7cd78cfa26 | ||
|
|
e04edf3600 | ||
|
|
c98aad5056 | ||
|
|
ae228ea4ea | ||
|
|
0599e55831 | ||
|
|
2e83970ad5 | ||
|
|
33a778c195 | ||
|
|
b9a1fe67bc | ||
|
|
6cd1eaaf23 | ||
|
|
741af0651e | ||
|
|
a2f46a17fa | ||
|
|
cbc3416ada | ||
|
|
5b6ddc2048 | ||
|
|
8f932dfd9b | ||
|
|
9eef555bf2 | ||
|
|
8169574d89 | ||
|
|
aeabb3df5a | ||
|
|
d073541a83 | ||
|
|
02dce78618 | ||
|
|
5910a8d3c7 | ||
|
|
22413e21e9 | ||
|
|
4d5c5fa091 | ||
|
|
5007ad26a2 | ||
|
|
927dae5ff8 | ||
|
|
57bb69f79c | ||
|
|
a87ccf4c7b | ||
|
|
6b8605a83e | ||
|
|
bef42dfd1b | ||
|
|
c29c3a3fe2 | ||
|
|
2a608e92f4 | ||
|
|
90ebabab01 | ||
|
|
5f2dd4bf27 | ||
|
|
2e2fac2348 | ||
|
|
5b1f09e79a | ||
|
|
fb0fe55c6d | ||
|
|
84ae3c1ce0 | ||
|
|
2ee1dcbfcb | ||
|
|
14f026c529 | ||
|
|
30a71a1ad4 | ||
|
|
a2515f13a7 | ||
|
|
5d6072e11e | ||
|
|
0e588f74f7 | ||
|
|
13a350b3bf | ||
|
|
36dbbe0de7 | ||
|
|
eb251c45b5 | ||
|
|
df0cc6a34f | ||
|
|
3b018b6976 | ||
|
|
7c066b5fea | ||
|
|
095281fca5 | ||
|
|
8453408d24 | ||
|
|
f5368d73ea | ||
|
|
bd92c25a09 | ||
|
|
05024e02bf | ||
|
|
56e122d85f | ||
|
|
d7a26ca181 | ||
|
|
3fcb901f8c | ||
|
|
faea99e837 | ||
|
|
05c4f5603b | ||
|
|
60fa213862 | ||
|
|
b67c403447 | ||
|
|
21e2693568 | ||
|
|
8d8a5dab59 | ||
|
|
185a947ba1 | ||
|
|
8622f8bc5c | ||
|
|
70d722063e | ||
|
|
e9ab42bcab | ||
|
|
6d9944844a | ||
|
|
11c52636c3 | ||
|
|
bf455baeb5 | ||
|
|
986e554fa5 | ||
|
|
f6ae3f7724 | ||
|
|
310863900f | ||
|
|
7462317dcb | ||
|
|
32a2694b05 | ||
|
|
421ee8cb5f | ||
|
|
693e75b19a | ||
|
|
bdbe9550ba | ||
|
|
c1653f21b1 | ||
|
|
f251129c11 | ||
|
|
5acf9f1d7a | ||
|
|
88dd4a99a6 | ||
|
|
e30c9735dc | ||
|
|
f237f64d84 | ||
|
|
fd11975ffb | ||
|
|
a37c75aec8 | ||
|
|
536fba2145 | ||
|
|
a7b5acbd14 | ||
|
|
a305ecc43b | ||
|
|
2acfd64f7f | ||
|
|
324b3401f7 | ||
|
|
694621c71f | ||
|
|
9df1d35003 | ||
|
|
a86a86df3d | ||
|
|
626950e52e | ||
|
|
4be8e3be37 | ||
|
|
98b16b211a | ||
|
|
4f042f7225 | ||
|
|
54fdeaca14 | ||
|
|
1182f8f275 | ||
|
|
90248b6742 | ||
|
|
8b2d24a9f5 | ||
|
|
c8f399da57 | ||
|
|
d787abb5df | ||
|
|
81e33e7a26 | ||
|
|
2a33c218b1 | ||
|
|
fbdeb700d0 | ||
|
|
26ef64ebf9 | ||
|
|
43994d1c93 | ||
|
|
8fead8387d | ||
|
|
6419295a00 | ||
|
|
c29cef5f97 | ||
|
|
b678ce8967 | ||
|
|
289d771cc9 | ||
|
|
78ac1a2865 | ||
|
|
8a96b37df3 | ||
|
|
e1b153915e | ||
|
|
ec552046eb | ||
|
|
697e96c35f | ||
|
|
34d00efe0a | ||
|
|
d6c8315463 | ||
|
|
7202d6ae41 | ||
|
|
2fe932a50f | ||
|
|
1c02ebe1d3 | ||
|
|
4cd7a2b5e8 | ||
|
|
b8d5b3badc | ||
|
|
375a9d9fe2 | ||
|
|
0c05f88c5e | ||
|
|
22a324764d | ||
|
|
62e28f655e | ||
|
|
d4ea0a27bb | ||
|
|
401fbed1d5 | ||
|
|
9bfb2ddd3b | ||
|
|
ea2522a45d | ||
|
|
fa67b36d20 | ||
|
|
972f5c7147 | ||
|
|
c477070772 | ||
|
|
2c1b901728 | ||
|
|
80ef9ca6a7 | ||
|
|
c744f8740b | ||
|
|
859f921361 | ||
|
|
6acf9d048e | ||
|
|
cf18b30be9 | ||
|
|
eec0218b1d | ||
|
|
526ba0a684 | ||
|
|
23b6ff1b5e | ||
|
|
00c6863e54 | ||
|
|
4863035a05 | ||
|
|
a30162ea63 | ||
|
|
24eaa97fde | ||
|
|
767b152423 | ||
|
|
10e7669f70 | ||
|
|
76c4f2d225 | ||
|
|
3a851e911f | ||
|
|
2912d637b5 | ||
|
|
5c070ccf23 | ||
|
|
b979067215 | ||
|
|
4440b459e5 | ||
|
|
09b8046337 | ||
|
|
0d67335775 | ||
|
|
867b9977d5 | ||
|
|
feab03e049 | ||
|
|
9713da222a |
No files matched your search
@@ -38,6 +38,6 @@ body:
|
||||
id: logs
|
||||
attributes:
|
||||
label: Diagnostics
|
||||
description: Drag the FramePort-diag-*.zip here (max 25 MB)
|
||||
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
|
||||
validations:
|
||||
required: true
|
||||
@@ -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
|
||||
@@ -19,6 +19,8 @@ CLAUDE.local.md
|
||||
# outputs of `frameport report` / `parity` / ruff
|
||||
REPORT.md
|
||||
.ruff_cache/
|
||||
.eval-home/
|
||||
.eval-results/
|
||||
.claude/worktrees/
|
||||
|
||||
# project page (site/)
|
||||
@@ -30,3 +32,8 @@ site/src/assets/media/
|
||||
site/media-hq/
|
||||
site/public/s
|
||||
site/public/setup.sh
|
||||
|
||||
# Impeccable design-tool files (kept local, not in the repo)
|
||||
/PRODUCT.md
|
||||
/DESIGN.md
|
||||
/.impeccable/
|
||||
@@ -69,6 +69,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
|
||||
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
|
||||
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
|
||||
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
|
||||
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
|
||||
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
|
||||
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
|
||||
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
|
||||
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
|
||||
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
|
||||
@@ -219,6 +223,13 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
store matches and links then only update `auto_title`; a locked name gets no twin suffix); `sync_title` → Frame
|
||||
agent v77 `rename` (deployment.json title, same shortcut appid: upsert matches by Exe) + art + one Steam restart, PC
|
||||
`PcReviveTarget.rename`; an unreachable Frame → `steam_name_stale` (game page "Update name on Frame", next install).
|
||||
- Newer versions (GitHub #161): game menu "Update with a newer APK…" (`pipeline.replace_apk`, outdated via
|
||||
`build.source_version`) and, for Linux apps / PC VR games, "Update with a newer version…" (`replace_linux_app` /
|
||||
`replace_rift_game` via `add_linux_app(replace=)` / `add_rift_game(replace=)`, CLI `frameport new-version`): the
|
||||
entry keeps package, name, art, tags, switches, user recipe (a confirmed exe if the new folder has it); a new
|
||||
`source_id` goes into the deployment's `recipe` dict at install (no agent change) → `C.source_replaced` = outdated
|
||||
(Frame + `pc_outdated`); such an install re-sends same-size files changed after the last install (mtime/ctime,
|
||||
`installer.changed_since`); the old Rift folder is in `replaced_dirs` (rescans skip it). Untested on the device.
|
||||
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
|
||||
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
|
||||
still gets launch fixes like the crash-reporter rename — `-nocrashreports` alone doesn't stop UE 4.23) — it does
|
||||
@@ -263,6 +274,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
`working-config.yml` issue → maintainer label `catalog-accepted` (a plain issue needs `working-config` added by
|
||||
hand) → `catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
|
||||
`core/applog.py` (`<data>/logs/app.log`, finished GUI jobs in `<data>/logs/jobs/`).
|
||||
- Announcements (2026-10-15, announcements/README.md; app only, the owner dropped the site pop-up): source of
|
||||
truth `announcements/current.md` on `main` (front matter id/title/date + optional image/image_alt/button+url/
|
||||
expires/active, Markdown body; ships `active: false`). `announcements.py` (no Flet; raw GitHub via
|
||||
`cache.cached_text`, 6 h) + `ui/announcer.py` (pop-up 20 s after start / every 6 h when no dialog is open and not
|
||||
on welcome; `C.dialog` with the portal edge, image downloaded + Pillow-checked into `<data>/announcements/`, shown
|
||||
by asset URL). Shown only if the user was around before `date` (setting `announce.since`, set once at the GUI's
|
||||
first start: 0 when `USED_BEFORE` settings exist, else now), once: any close (X, outside click, Escape, button)
|
||||
stores the id (`announce.dismissed`, last 50). New announcement = new id; same id = typo fix.
|
||||
`FRAMEPORT_NO_ANNOUNCEMENTS`; `ui_smoke.py --announcement` renders it.
|
||||
- Self-update (docs/ARCHITECTURE.md "Self-update", docs/INSTALL.md "Updating"): `_version.py` = the only version
|
||||
(`frameport.__version__`; pyproject reads it via hatch `dynamic`; app log, diagnostics, User-Agent, Settings use
|
||||
it — never `importlib.metadata`, bundles have no dist-info). `updates.py` (no Flet): `check()` = GitHub
|
||||
@@ -308,6 +328,66 @@ 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 +403,17 @@ 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 +441,11 @@ 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)
|
||||
@@ -375,13 +469,15 @@ 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).
|
||||
- `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` return FUNCTION_UNSUPPORTED → adapter emulates
|
||||
(offset = predictedDisplayTime − period − CLOCK_MONOTONIC, sampled in xrWaitFrame).
|
||||
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
|
||||
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m). OVRPlugin treats that rect as a configured
|
||||
boundary but can't outline it ("ovrpBoundary_Outer is not supported"): Demeter's guardian check indexed an empty
|
||||
array → with `scene_emul` the app's STAGE `xrGetReferenceSpaceBoundsRect` returns XR_SPACE_BOUNDS_UNAVAILABLE.
|
||||
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
|
||||
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
|
||||
give GL_INVALID_OPERATION. Some GLES games hit `zink: DEVICE LOST` (Unity MSAA RTT; Sniper Elite VR even without).
|
||||
@@ -625,7 +721,9 @@ 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 +821,41 @@ 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).
|
||||
**Mixed reality: scanned rooms (agent v92, 2026-10-16, branch mr-scene; docs/mr/):** Quest MR games read the room
|
||||
through Meta's scene APIs; the Frame offers none, and Valve's chaperone is no room (2D outline raised to 2.43 m, often
|
||||
the default 1 m circle -> the Android runtime's STAGE rect falls back to 1x1 m; XRService's plane detection is
|
||||
horizontal-only, its persistent map sparse ORB, its XRIPC single-client; cameras are XRService's alone,
|
||||
IVRTrackedCamera gives no frames). **The passthrough's RoomView 3D depth mesh is readable** (docs/mr/PHASE0.md:
|
||||
IVRBlockQueue_005 `/xrservice/roomview3d/meshData|meshLayout`, metadata through the C++ `IVRPaths_002` on the block
|
||||
handle, `meshIsUpToDate` on the queue handle; 132x128 fan, ~30/s; raw->standing moves during a session -> convert
|
||||
with the final one), so FramePort scans rooms itself: agent `room_capture` (Background/Overlay OpenVR app, prompts =
|
||||
artifacts/roomscan/*.png via IVROverlay_028 slots 1/3/20/22/35/43/44/63, `scripts/mr/render_prompts.py`) -> `.fprs`
|
||||
dump -> `fp_roomscan` (native/roomscan, freestanding, offline) -> `room.txt` + `room-mesh.bin`
|
||||
(docs/mr/ROOM_FORMAT.md; outline = positive shoelace in x-z, wall inward normal (-dz, dx)) in
|
||||
`~/.local/share/frameport/rooms/<universe>/`; launch.sh copies it next to settings.conf (`_room_sync`, games with
|
||||
`scene_emul`); FrameBridge (`scene_room.c/scene_meta.c/scene_anchors.c`) serves N walls, volumes (BOUNDED_3D),
|
||||
planes, GLOBAL_MESH (XR_META_spatial_entity_mesh), XR_META discovery/persistence (newer Meta SDKs and MRUK), anchors
|
||||
saved in `files/framebridge-anchors.txt`; all through xrshim (OVRPort's dispatcher drops unknown META calls).
|
||||
`scene_emul` is now suggested for every USE_SCENE/USE_ANCHOR_API game (migration `scene_emul_all`; NOPE and Pinball
|
||||
FX had none). PC: Frame page "Room" card, `frameport frame room scan|status|from-boundary|import|export|build|show`.
|
||||
Real data (owner's room, 2026-10-16): floor at 0, table surfaces, orthogonal walls found; the ceiling needs "look up".
|
||||
**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 +922,38 @@ 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.
|
||||
**OpenSSH uploads (2026-10-15, #324/#242):** sftp escapes `* ? [` inside double quotes itself (and undoes it for
|
||||
put's destination), so `native_upload.quote` escapes only `\\`/`"`; Win32 sftp turns every local backslash into `/`
|
||||
(escapes too) → local paths go as `C:/…`. Logins: `Frame.auth` = the attempt that worked (app_key / user_key = a key
|
||||
file from Settings → Installing → SSH keys, library `ssh.extra_keys`, CLI `frame ssh-keys` / agent / password).
|
||||
OpenSSH strict (FramePort + Settings keys, IdentitiesOnly) unless auth was "agent"; a refused strict login retries
|
||||
relaxed (+ private copies of ~/.ssh/id_{rsa,dsa,ecdsa,ed25519}: OpenSSH skips its defaults once any -i is given, + the
|
||||
agent); `-v` key lines go into the error. FramePort doesn't add its key to the Frame for this. Windows-tested.
|
||||
**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 +984,8 @@ 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 +1093,56 @@ 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).
|
||||
- **Every triage also sweeps for unanswered comments**, not just new threads: open AND recently closed issues, PRs
|
||||
(incl. merged/closed ones) and discussions (top-level comments and their replies) whose latest comment isn't the
|
||||
maintainer's, plus earlier user comments a later maintainer reply skipped. Users often ask follow-ups after a fix or
|
||||
after closing (#294: two questions after the reporter closed it; #249: a Q&A discussion with no reply for days;
|
||||
#161/#110: requests posted after the close). Quick check: `gh issue list --state all --search "updated:>=<date>"
|
||||
--json number,comments --jq '.[] | select(.comments[-1].author.login != "spoopyghosty0")'`; discussions via GraphQL
|
||||
(`discussions(orderBy:UPDATED_AT)` with `comments{replies}`).
|
||||
- **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:
|
||||
@@ -935,9 +1150,15 @@ MR-only (PASSTHROUGH required + BOUNDARYLESS_APP) → force_passthrough, + USE_S
|
||||
hand tracking required → controller_fix=0; OVRPlugin + ≥20 GiB → disable_space_warp; Unreal ≤4.21 or Unreal Meta XR
|
||||
Audio → nodebug; Oculus-OS class referenced by the Unreal audio build or ≥2 Meta libs → oculusos; legacy-VrApi Unity
|
||||
GLES with MSAA → unity_no_msaa; CryEngine → user.cfg r_variable_rate_shading=0; direct VrApi → bridge (+GL shim for
|
||||
GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
|
||||
`python scripts/eval_heuristics.py "<dumps>"` (catalog off vs verified recipes; currently 33/34 exact — Phantom's
|
||||
"use the no-ForceQuit build" is only detectable at runtime via triage). Add a rule → re-run the eval + `pytest -m games`.
|
||||
GLAD/GLES); Unreal → alternate no-ForceQuit build. Scoring (docs/HEURISTICS_EVAL.md, 2026-10-15): analyse the dumps
|
||||
once (`scripts/heuristics_snapshot.py <out.json> "<VR CyberDeck Portable>" "<PATCHED>"`, ~30 min, keep out of git),
|
||||
then `scripts/eval_heuristics.py --snapshot <out.json> --split dev|holdout|all [--fit-report]` (catalog-only truth,
|
||||
per-patch precision/recall, a fixed 20% holdout to catch rules fitted to one game). Read the **dated** score: an
|
||||
"extra" on an entry verified before the patch existed is a catalog gap, and adapter/device picks are inherited by
|
||||
catalog recipes anyway. 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6%; remaining misses are
|
||||
one-game runtime fixes. Don't key a rule on one game's code fingerprint (an Unreal splash/depth "detect" matching
|
||||
only Star Wars Tales + FNAF HW was rejected: it would also have bumped ANALYSIS_VERSION for every user). Add a rule →
|
||||
re-run dev + holdout + `pytest -m games`.
|
||||
|
||||
## Frame operations
|
||||
- Find/connect: `frameport frame discover` / `frame info` (the remembered Frame is in `<user data>/frames.json`).
|
||||
|
||||
@@ -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`) |
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
# Announcements
|
||||
|
||||
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit it on `main`: the app reads it
|
||||
from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone without a release.
|
||||
|
||||
## Who sees it
|
||||
|
||||
- **Only people who already used FramePort before the announcement's `date`.** A new install never shows one, and
|
||||
nor does an announcement published before FramePort was installed.
|
||||
- **Once.** Closing it in any way (the X, a click outside it, Escape, or its button) dismisses it for good. The app
|
||||
remembers dismissals in its settings (`announce.dismissed`).
|
||||
- **A new announcement = a new `id`.** Fixing a typo with the same `id` doesn't show it again to anyone who closed it.
|
||||
A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier one or not.
|
||||
|
||||
## The file
|
||||
|
||||
```markdown
|
||||
---
|
||||
active: true # false = nothing is shown (the fields are still checked)
|
||||
id: meetup-2026-11 # letters, digits, . _ - — change it for every new announcement
|
||||
title: Steam Frame meetup on Discord # required
|
||||
date: 2026-11-02T18:00:00Z # required: when it was published (UTC; a bare date = midnight UTC)
|
||||
image: announcements/meetup.png # optional: a file in this folder, or an https URL (PNG, JPEG, WebP, GIF; ≤ 5 MiB)
|
||||
image_alt: The meetup poster # optional: what the picture shows (screen readers)
|
||||
button: Join the meetup # optional: an action button, with url
|
||||
url: https://example.com/meetup
|
||||
expires: 2026-11-30 # optional: not shown after this day (UTC, inclusive)
|
||||
---
|
||||
The body, in Markdown: **bold**, *italic*, `code`, [links](https://frameport.app/), lists, headings.
|
||||
```
|
||||
|
||||
The body is Markdown (no HTML). A `date` in the future works as a schedule: nobody sees it before then.
|
||||
|
||||
Images look best at about 2:1 (e.g. 1200×600). The pop-up is 600 px wide and shows between 140 and 320 px of the
|
||||
picture's height.
|
||||
|
||||
`pytest tests/test_announcements.py` checks this file, so a broken announcement fails CI instead of silently showing
|
||||
nothing.
|
||||
|
||||
To turn announcements off for testing: `FRAMEPORT_NO_ANNOUNCEMENTS=1`.
|
||||
@@ -0,0 +1,16 @@
|
||||
---
|
||||
# The announcement FramePort shows once (announcements/README.md). Switched off: set active: true.
|
||||
active: false
|
||||
id: example-2026-10
|
||||
title: Example announcement
|
||||
date: 2026-10-15T12:00:00Z
|
||||
# image: announcements/example.png
|
||||
# image_alt: What the picture shows
|
||||
# button: Read more
|
||||
# url: https://frameport.app/changelog/
|
||||
# expires: 2026-11-30
|
||||
---
|
||||
This is where the text goes, in **Markdown**: *emphasis*, `code`, [links](https://frameport.app/) and lists.
|
||||
|
||||
- Keep it short: one or two paragraphs.
|
||||
- Change `id` for every new announcement.
|
||||
@@ -1,24 +1,51 @@
|
||||
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
|
||||
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
|
||||
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
|
||||
fbc3b0238462d976d234fee6740db92b873c85d6bb22a6b01428e64e9058ed83 ./arm64-v8a/liba32bridge.so
|
||||
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
|
||||
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
|
||||
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
|
||||
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
|
||||
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
|
||||
c9e286ff25984992954c1d80eb1fc3530643421d859d20c8c1fd07ce1d584372 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
1d83eb94ec1df44f29a5f525dce4d5b608dbbb13a9c7a5efeb80a4b1dc54a721 ./arm64-v8a/libvrapi.so
|
||||
47f736dfeffce6aa56be2fc049c2d11b87b0d1f7389db7ee1737fcded9457811 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
|
||||
ba2dc70263bc3cca82a313805c5b4890452b1f740570bc7b65320a825a4012d2 ./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
|
||||
63af0050054ad3705b17a0b00ce0c076ba1af0b73abd673ba6c588f64b4591cd ./linux-arm64-bin/fp_roomscan
|
||||
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
|
||||
00c2dead0fd7497929833467f0e55699d57d26be1b85dce35402993852f7b111 ./roomscan/ceiling.png
|
||||
c1962de31ed2810d31c760cf9ee63316ac2b8c9528ccbcd9299ebf5ba39b2995 ./roomscan/done.png
|
||||
0dfaea4c68979b0a45a9fef06fdf1a92468ffc8f46f80a3a014fce1d805972d5 ./roomscan/failed.png
|
||||
1147391822be3f1aa5351374b8fd9ec85f8b5ce40e3cb9f3146d778e6fbc652a ./roomscan/floor.png
|
||||
eb3c8b55a9dbafa030797ca9f06a22c3ee3bbef96cb7adea26d433ebad43d43f ./roomscan/look_00.png
|
||||
6ba965ff6d22a469c558f2a68229bd2ff48fc28badb95889ca245310d1dd3e96 ./roomscan/look_01.png
|
||||
0a11cec25ebc76fe11d505d1f2ec162c9b4a6754393065800e73b1f81e2d94c8 ./roomscan/look_02.png
|
||||
fa5a4c94d20af56797b9fcc111148767847a6633ade9217cab373de232efad90 ./roomscan/look_03.png
|
||||
e80fa493e380fba39084be2ee62859adcff4e39aa66566abee10a4d6339c52e9 ./roomscan/look_04.png
|
||||
133617f0d8d1e69c37408aac80033f71856b592b62e3b780cc12b446bd974680 ./roomscan/look_05.png
|
||||
d5dd296ff23641c6973c57ac139147e99c7b783316ab60537adb2155dd196880 ./roomscan/look_06.png
|
||||
c08570aa78f966ae937b2e21d0bad887c5352fbca56aa579a2a7ef8541fb96ad ./roomscan/look_07.png
|
||||
3767e7db5fb6babc872fa62c42604f749c65936717d332101745b201cd450cd5 ./roomscan/look_08.png
|
||||
2924dc65e5c497545340209edc16060e12e1834d11af6871d1c1baa50b7b2562 ./roomscan/look_09.png
|
||||
cd0150dfc10b2aea39403c74eff72fd05fb0111178ef39b4c98657a6d16d105e ./roomscan/look_10.png
|
||||
011355e412f73ade3896e9037490e607c4365d0cf8ceb807d236bf68b414d3ed ./roomscan/look_11.png
|
||||
1b8b47ffb47568d540921f065b5958eeb44a6489498d58e0f33f5d1f535154e2 ./roomscan/look_12.png
|
||||
926c7bc6a103adee5b9bf938f5d4e39095ab77fd6270b5301be3b0428edd9ae6 ./roomscan/start.png
|
||||
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
|
||||
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
|
||||
@@ -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
|
||||
|
||||
===============================================================================
|
||||
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 21 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 20 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
@@ -34,7 +34,11 @@ say "Letting FramePort log in"
|
||||
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
|
||||
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
|
||||
# a file without a final newline would glue our key onto its last line, where sshd never matches it (GitHub #242)
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || {
|
||||
[ -n "$(tail -c1 ~/.ssh/authorized_keys)" ] && echo >> ~/.ssh/authorized_keys
|
||||
echo "$key" >> ~/.ssh/authorized_keys
|
||||
}
|
||||
|
||||
say "Setting up Lepton's containers"
|
||||
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
|
||||
|
||||
@@ -10,12 +10,14 @@ frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
|
||||
app: 0.9.1
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 44
|
||||
source_hint: WotW
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 211
|
||||
source_hint: Waltz
|
||||
@@ -4,14 +4,19 @@ tested_version: '1.0'
|
||||
source_hint: Sports Scramble
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32.
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Both controllers work as
|
||||
Touch controllers. The first start shows a one-time "optimizing" screen (a bit jittery) and then starts the game
|
||||
again by itself.
|
||||
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES, OBB. The bridge needed AAsset_getBuffer
|
||||
(copied into guest memory), AKeyEvent_getFlags and the remaining AConfiguration getters. A Santa Cruz (early
|
||||
Quest) build: it requires 6DoF head tracking, so the bridge passes both Frame controllers through as Touch
|
||||
controllers (assets/fp_a32_headset.txt) instead of the Gear VR remote. Unreal restarts the app after its
|
||||
first-run shader precompile; the launcher starts Lepton again for it (agent 86). Plays in the headset (owner,
|
||||
2026-10-13).'
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
pcvr_alternative: Rift only; not on the Revive compatibility list.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e2e6788da99e2a38ea8f1e83e997ab44fed5492ce117d99ee3d376e6faeb0de4
|
||||
date: '2026-10-13'
|
||||
min_app: 0.12.1
|
||||
@@ -7,8 +7,14 @@ xr: OpenXR
|
||||
status: works
|
||||
notes: Uses Meta XR Audio via FMOD (not covered by patch_meta_xr_audio); if audio is missing, that is the likely
|
||||
cause.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 63fff470777f2753d55ad50f8355573ced8fa48bcaee0f5e6a0c10369f951a38
|
||||
updated: '2026-10-15'
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: VrApi
|
||||
status: issues
|
||||
notes: Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out).
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Legacy VrApi via OVRPlugin; overport swaps in an OpenXR OVRPlugin. Do not remove VrApi.
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 192ff250f5fbec38b9c4e898f0b8408edc25901f46bb4b227f7ca60bbd9f0bba
|
||||
updated: '2026-10-15'
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Needed the GLES/sRGB swapchain fallback.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Also available as a native PC SteamVR title.
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 158f7c4f5e8558029dc8cc5e8dcb4e67e846b261bf34e3e448fee7f657c74597
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.CreaTeam.Sclerosis
|
||||
title: Sclerosis
|
||||
status: works
|
||||
notes: Copy the "Amnesia The Dark Descent" folder from a Windows/Proton install to "FramePort/com.CreaTeam.Sclerosis/lepton-data/external".
|
||||
Default hand positions are rather askew and should be amended via VR Controller Mappings in Steam itself. FOV
|
||||
warping effects are EXTREMELY disorienting in VR, beware. Otherwise seems to work without issue.
|
||||
tested_version: 1.10.7
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: e17421ad9894f5e57fb9b1b8110544715166756ef924b5a86831f6f20e70a6d5
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 339
|
||||
source_hint: Sclerosis_v1.10.7
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.Curve.LawnMowingSimulatorVR
|
||||
title: Lawn Mowing Simulator VR
|
||||
status: issues
|
||||
notes: Left eye textures flicker only when mowing in specific areas.
|
||||
tested_version: 1.0.50
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_consistency: 1
|
||||
hide_space_warp: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 2653e9b1dfbd11d607b5dd17b9c07ab19d9e98e1004ef9b14cb52867b5f959dc
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 344
|
||||
source_hint: com.Curve.LawnMowingSimulatorVR
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.FireproofStudios.GhostTown
|
||||
title: Ghost Town
|
||||
status: works
|
||||
tested_version: '1.01'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 248b59ade696bdd4808fc05c2117aa9e8debe133d3d0874a276cc8cb67439f58
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 299
|
||||
source_hint: Ghost Town
|
||||
@@ -0,0 +1,10 @@
|
||||
package: com.FlatHeadStudio.DeadlyDelivery
|
||||
title: Deadly Delivery
|
||||
status: unsupported
|
||||
notes: "Quits after Meta's entitlement check fails: it needs Meta's online services."
|
||||
tested_version: 1.0.30
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
issue: 322
|
||||
@@ -6,8 +6,14 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Recommended pilot title.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 2300f628ce04c1da60b52fed18335d6a31b88cc88313fd6d2c0e1a8e7785126f
|
||||
updated: '2026-10-15'
|
||||
@@ -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
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.HypetrainDigitalLtd.Breathedge
|
||||
title: Breathedge VR
|
||||
status: works
|
||||
notes: Loading fade is broken and only shows a small square but the game works!
|
||||
tested_version: 1.0.7
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 4975a32fbf36b4d417142a944bf7d771c18a184dc0320b5937ac2c67bd013575
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 347
|
||||
source_hint: Breathadge
|
||||
@@ -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
|
||||
@@ -5,9 +5,14 @@ source_hint: 'Sniper Elite VR- Winter Warrior'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: ''
|
||||
notes: frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 6b8170da5826b9a35326a20967a0e5a242d46fb569a0a3c669e1cbd368102dd3
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.LocoMotionDevs.Superfly
|
||||
title: Superfly
|
||||
status: works
|
||||
notes: Works, take a bit to launch but works
|
||||
tested_version: 1.3.3
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 217
|
||||
source_hint: Superfly
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.MeatSpace.Nakatomi
|
||||
title: Vendetta Forever
|
||||
status: works
|
||||
tested_version: 1.0.4.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 72885ad42f1b730a1bd7fad271b87665914e3cf14fde60409395868458ac7b06
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 321
|
||||
source_hint: com.MeatSpace.Nakatomi
|
||||
@@ -0,0 +1,28 @@
|
||||
package: com.Miragesoft.RealVrFishingQ
|
||||
title: Real VR Fishing
|
||||
status: issues
|
||||
notes: Seems to be almost 100% functional with meta permissions enabled. In the new Mixed Reality mode, the room
|
||||
scan doesn't seem to do anything and I can't seem to manually place anything either.
|
||||
tested_version: '3.06096'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.vivox_audio_route
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
- frame.meta_permissions
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
controller_models: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 8b17dd26ef0486618ec006f9d948a60dabea4d7763bbe6061db07ee8aad27c76
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 333
|
||||
source_hint: Real VR Fishing
|
||||
@@ -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
|
||||
@@ -6,11 +6,14 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Passthrough + Meta scene/room emulated from the Steam guardian (scene_emul=1).
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Mixed-reality-only; builds its level from the room model, which the adapter emulates from the Steam guardian.
|
||||
overport_extra:
|
||||
- patch_force_passthrough
|
||||
adapter:
|
||||
scene_emul: 1
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
@@ -18,3 +21,5 @@ verified:
|
||||
known_good_sha256: 9f900fc86fbb2663abe83c82ab79cc72bbf1f93fea54f7583fd274dd07e3d09c
|
||||
frame:
|
||||
- frame.meta_permissions
|
||||
- frame.unity_text_input
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.PotamWorks.SmashDrums
|
||||
title: Smash Drums
|
||||
status: works
|
||||
tested_version: 5.2.1.4
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 67d36cdcadaf14c2f744849ae25af4f92bf8ea14ff935318562f40d7f2ddc88f
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 320
|
||||
source_hint: com.PotamWorks.SmashDrums
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.PubTest.PubTest
|
||||
title: Drunkn Bar Fight 2 - Early Access
|
||||
status: works
|
||||
notes: Game launches and plays fine
|
||||
tested_version: '0.515'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 218
|
||||
source_hint: Drunkn Bar Fight 2 - Early Access
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.RuneSkovboJohansen.EyeOfTheTemple
|
||||
title: Eye of the Temple
|
||||
status: works
|
||||
tested_version: '1.528'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.hw_video_decode
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 78ad96eaf4383b02666e0a1af99c5985f718f97982466e5dca9ebb636974af00
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
issue: 302
|
||||
source_hint: Eye of the Temple
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.SchellGames.DieScreaming
|
||||
title: SilentSlayer
|
||||
status: works
|
||||
tested_version: 1.1.2+323863s
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 176
|
||||
source_hint: Silent Slayer - Vault of the Vampire
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.SchellGames.LostRecipes
|
||||
title: Lost Recipes
|
||||
status: works
|
||||
tested_version: 1.0.1+273175
|
||||
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
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: f071a1deea3e3b6dce0c3a923127f540a48b88532106536c1838f496e9d3e6c9
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 340
|
||||
source_hint: Lost Recipes
|
||||
@@ -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
|
||||
@@ -6,12 +6,18 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: issues
|
||||
notes: Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Hand-tracking-only game; Steam Frame has no optical hand tracking. Built with controller_fix=0 so hand
|
||||
data passes through if the runtime ever provides it.
|
||||
adapter:
|
||||
controller_fix: 0
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: a19b80db0c300d422cbba35a4924ab59211b39bcb6485e200d310e3e1372ddb7
|
||||
updated: '2026-10-15'
|
||||
@@ -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
|
||||
@@ -1,22 +1,24 @@
|
||||
package: com.UNIVRS.Freedom
|
||||
title: Freedom
|
||||
status: issues
|
||||
notes: Volume can't be changed in the game.
|
||||
title: 'Attack on Titan VR: Unbreakable'
|
||||
status: works
|
||||
notes: Keep the extra files that come with the APK and OBB next to the OBB (they hold the audio). Cutscenes are
|
||||
detached from the head but still viewable.
|
||||
tested_version: 1.0.2950
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.asset_files
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
|
||||
app: 0.12.0
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 1b3ced1a24b3b708f66aba6aa879863b667c0e502ef153d8a8cfa03e529d21fd
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 132
|
||||
source_hint: AOT VR
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 337
|
||||
source_hint: Aot
|
||||
@@ -4,16 +4,24 @@ 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.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
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:
|
||||
- patch_ac_nexus_no_appsw_90
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
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: '2026-10-15'
|
||||
min_app: 1.2.0
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.Virtuallyz.OperationWolf
|
||||
title: 'Operation Wolf Returns: First Mission VR'
|
||||
status: works
|
||||
tested_version: '0.28'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: aff311f10d3e938e1eeef22263da7fe84ca38f25786ca4483543596de335c702
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 318
|
||||
source_hint: com.Virtuallyz.OperationWolf
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.Virtuos.R6DLM
|
||||
title: 'Medal of Honor: Above and Beyond'
|
||||
status: unknown
|
||||
notes: 'Not yet tested on the Frame (the game is ~41 GB, too large to install on the dev unit). Its first-run
|
||||
Downloader screen is invisible in Lepton, so it stayed stuck there; frame.unreal_skip_obb_delivery skips the check.
|
||||
The OBB files still have to be present. Please report back whether it reaches the game (GitHub 159).'
|
||||
details: 'Medal of Honor packs its data in OBBs behind Epic''s DownloaderActivity, whose name/size check is
|
||||
obfuscated (its methods are renamed), so FramePort didn''t recognise it and the "skip the OBB delivery check"
|
||||
option never appeared. Detection now recognises the obfuscated predicate and frame.unreal_skip_obb_delivery
|
||||
rewrites it to pass. frame.hw_video_decode gives the game''s videos the Frame''s hardware decoder.'
|
||||
tested_version: '0.518'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
- frame.unreal_skip_obb_delivery
|
||||
updated: '2026-10-15'
|
||||
min_app: 1.2.0
|
||||
source_hint: Medal of Honor
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
|
||||
title: Munkr Funkr (The Legacy Days)
|
||||
status: works
|
||||
tested_version: '2'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 241
|
||||
source_hint: Munkrfunkr
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -1,5 +1,5 @@
|
||||
package: com.asg.clockworkdev
|
||||
title: Clockwork
|
||||
title: The Last Clockwinder
|
||||
status: works
|
||||
tested_version: '1.29'
|
||||
engine: Unity
|
||||
|
||||
@@ -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
|
||||
@@ -2,6 +2,7 @@ package: com.camouflaj.manta
|
||||
title: 'Batman: Arkham Shadow'
|
||||
status: works
|
||||
notes: Large data set (~27 GiB) incl. all language packs.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: 'Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Cutscenes are 8K HEVC panoramas: frame.hw_video_decode
|
||||
decodes them on the Frame''s hardware, adapter.surface_native shows them in stereo (PRs #96, #128). Includes all
|
||||
language packs (~28 GB). sync_guard (to test, GitHub #102) - a reporter''s game quit to Steam''s waiting screen
|
||||
@@ -13,14 +14,18 @@ overport_extra:
|
||||
- patch_disable_space_warp
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
- frame.unity_text_input
|
||||
adapter:
|
||||
sync_guard: 1
|
||||
surface_native: 1
|
||||
fade_quad: 1
|
||||
device:
|
||||
- device.text_input_window
|
||||
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: '2026-10-15'
|
||||
min_app: 1.1.0
|
||||
source_hint: Batman- Arkham Shadow
|
||||
@@ -8,6 +8,8 @@ frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
fade_quad: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
|
||||
@@ -15,3 +17,5 @@ verified:
|
||||
overport_cli: 1.2.5
|
||||
issue: 47
|
||||
source_hint: Marvel's Iron Man VR
|
||||
updated: '2026-10-13'
|
||||
min_app: 1.1.0
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ccpgames.gunjack
|
||||
title: Gunjack
|
||||
status: works
|
||||
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls (right
|
||||
controller): trigger = fire (hold the touchpad), A = tap, stick down = reload (swipe back), stick up = special
|
||||
weapon (swipe forward), B = back.'
|
||||
details: 'Unreal Engine 4.10 NativeActivity, VrApi, GLES, OBB inside the APK (assets/main.obb.png). The bridge answers
|
||||
the game''s APK signature check with the original APK''s certificate and keeps the GLES session when Unreal leaves
|
||||
and re-enters VR after loading. Controller input goes into the game''s AInputQueue as Gear VR touchpad events.
|
||||
Runs in the headset (owner, 2026-10-12).'
|
||||
tested_version: 1.4.1
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
min_app: 0.12.1
|
||||
source_hint: Gunjack (Gear VR)
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.coatsink.augmentedempireremastered
|
||||
title: AugmentedEmpire
|
||||
status: works
|
||||
tested_version: '1.1'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: e07afd561c305493cf09efe9c869be892e475a48538dfdf617e33a0be2e6c678
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 311
|
||||
source_hint: com.coatsink.augmentedempireremastered
|
||||
@@ -4,13 +4,16 @@ tested_version: '1.4'
|
||||
source_hint: Shadow Point
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32. 64-bit conversion was researched and dropped (IL2CPP
|
||||
+ FMOD + custom rasterizer).
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Plays in the headset.
|
||||
details: 'Unity with OVRPlugin + VrApi, GLES. Needed the bridge''s vrapi_GetTrackingTransform/SetTrackingTransform
|
||||
(the game sets its floor level through them; without them the player stood below the floor). Plays in the headset
|
||||
(owner, 2026-10-14).'
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
pcvr_alternative: Rift version via Revive + SteamVR.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: ea0c0d09d2c3d8da04d165732ead64875fef7573a5739608de0de9c93654007e
|
||||
date: '2026-10-14'
|
||||
min_app: 1.2.0
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Co-op unavailable.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: 'Release notes: for DLC use an older version. Co-op likely unavailable.'
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 06428a6328a49b3ca769e070dd0d2bb55c2122c8fba5d07a69b1b206a532c212
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.crytek.climb
|
||||
title: The Climb
|
||||
status: works
|
||||
tested_version: '666.0'
|
||||
engine: CryEngine
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.vrapi_bridge
|
||||
device_files:
|
||||
user.cfg: 'r_vr_foveated = 0
|
||||
|
||||
'
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 3899967dd6d3ee0ce3409e94d543405c779e9c282ead29536abe93b3531ca285
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 341
|
||||
source_hint: TheClimb
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.drawandcode.TaskmasterVR
|
||||
title: Taskmaster
|
||||
status: works
|
||||
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
|
||||
grip detection - very possible that this is just the game itself though
|
||||
tested_version: 1.0.17557.29562
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
|
||||
app: 1.0.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 78
|
||||
issue: 183
|
||||
source_hint: Taskmaster VR
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.edde746.plezy
|
||||
title: Plezy
|
||||
status: issues
|
||||
notes: Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding.
|
||||
Otherwise works.
|
||||
tested_version: 2.22.0
|
||||
engine: Other
|
||||
xr: '?'
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 893ae7c01d3d7688b27cbf4e7fc1260fb617614baeaf378fe5ca0af41febc92f
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 270
|
||||
source_hint: plezy
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.fallen.affected
|
||||
title: 'AFFECTED: The Manor'
|
||||
status: issues
|
||||
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls:
|
||||
left stick = walk and strafe (the touchpad), right stick sideways = turn, stick press or A = touchpad click, right
|
||||
trigger = trigger, B = back.'
|
||||
details: 'Unity 5.6 + Mono, VrApi 1.0.4, GLES. The bridge translates its 32-bit libraries and VrApi to the 64-bit VrApi
|
||||
bridge on OpenXR. Picture and sound confirmed in the headset by the owner (2026-10-10); the controller mapping was
|
||||
reworked afterwards and is not yet confirmed.'
|
||||
tested_version: '1.52'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: AFFECTED The Manor (Gear VR)
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.farbridge.vastreaches
|
||||
title: 'Homeworld: Vast Reaches'
|
||||
status: issues
|
||||
notes: The game starts but after selecting to start a new game it seems to crash.
|
||||
tested_version: 1.2.0-25215
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 6c5cb4b56fd01d20cb854e834b1611c2b2e8f10d889585606e631104d2a9323e
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 314
|
||||
source_hint: com.farbridge.vastreaches
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.fasttravelgames.mascot
|
||||
title: 'Cities: VR'
|
||||
status: works
|
||||
notes: Loading screen Cities VR Logo doesn't load right.
|
||||
tested_version: 1.00.502
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 5537e4e9333a04eda8c1b2f96cdc9572c1bbed52a9d3af42269ba442ce9ba801
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 345
|
||||
source_hint: CitiesSkylines
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.fulldivegames.majorasmaskvr
|
||||
title: Majora's Mask VR
|
||||
status: issues
|
||||
notes: Audio on the file select screen sounds crunchy. Controls may need rebinding in the game. Quest build from https://github.com/fulldivegames/Majoras-Mask-VR.
|
||||
tested_version: '0.36'
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
adapter:
|
||||
refresh_rate: 144.0
|
||||
verified:
|
||||
date: '2026-10-13'
|
||||
known_good_sha256: 220096c70fb515ec7b8db1cc7a9075836b4d09f7df63026908af3c30e9fdb7e5
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 268
|
||||
source_hint: MMVR-Quest-0.36
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.greensky.swarm2
|
||||
title: Swarm 2
|
||||
status: issues
|
||||
notes: MSAA creates visible seams around edge geometry and also the skybox edge
|
||||
tested_version: '8472'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 79
|
||||
issue: 224
|
||||
source_hint: SWARM 2
|
||||
@@ -5,8 +5,10 @@ source_hint: NOPE CHALLENGE
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Meta XR Audio telemetry patch + nodebug. MR "Reality Breach" mode unavailable.
|
||||
details: The MR 'Reality Breach' mode needs passthrough; standard VR mode used.
|
||||
notes: "Meta XR Audio telemetry patch + nodebug. MR mode: needs a scanned room."
|
||||
details: The MR 'Reality Breach' mode needs passthrough and a room; standard VR mode was verified.
|
||||
adapter:
|
||||
scene_emul: 1
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
|
||||
@@ -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
|
||||
@@ -6,11 +6,17 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Passthrough emulated with the Frame cameras (greyscale).
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Mixed-reality-only title; relies on passthrough (emulated).
|
||||
overport_extra:
|
||||
- patch_force_passthrough
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 65ca3a8f46cc9acfd268949418f9adeecb0cf9f59d11591ba95fe2ba9ea966d8
|
||||
updated: '2026-10-15'
|
||||
@@ -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
|
||||