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No files matched your search
+3
-1
@@ -9,7 +9,7 @@ parity-report.md
|
||||
*.keystore
|
||||
*.apk
|
||||
.pytest_cache/
|
||||
native/.cache/
|
||||
native/.cache
|
||||
native/**/build/
|
||||
# per-machine Claude Code settings (contain home paths)
|
||||
.claude/settings.local.json
|
||||
@@ -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/)
|
||||
|
||||
@@ -6,6 +6,7 @@ FramePort ports Meta Quest standalone APKs to the **Valve Steam Frame** (SteamOS
|
||||
install over SSH (agent) → Steam shortcut → headless launch test + log triage`.
|
||||
|
||||
Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRAME_RUNTIME.md` for runtime facts.
|
||||
Detailed device findings per game/issue: docs/DEVICE_NOTES.md (read before debugging a game).
|
||||
|
||||
## Layout
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
|
||||
@@ -123,8 +124,9 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
`ft.AnimatedSwitcher` (`app._show_view`): a new route gets a new wrapper (150 ms fade), a same-route redraw swaps
|
||||
the wrapper's content (no animation; persistent views just remount); the wordmark's portal (`wordmark().data`)
|
||||
pulses once when frame_state turns "connected"; both off with setting `ui.reduce_motion` (Settings → Appearance
|
||||
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order, Appearance
|
||||
first, Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
|
||||
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order: most users'
|
||||
needs first (Updates, which also holds game recipe + install-link updates, Installing, Library folders,
|
||||
Appearance), niche ones later (Install links, Tools, This PC), Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
|
||||
in Containers with `ft.ScrollKey`), the header stays; `app.settings_view.show_section(key)` (ui_smoke
|
||||
`settings-index`).
|
||||
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
|
||||
@@ -138,6 +140,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
|
||||
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
|
||||
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
|
||||
- Library folders (GitHub discussion #351): `core/folders.py` (no Flet) owns setting `scan.roots` (remember/add/remove/status/rescan_roots; the origin-based fallback only while the setting was never set, so removing every folder doesn't guess them back), Settings → Library folders (`settings.library_folders`, status read via run_bg), CLI `frameport folders [--add/--remove/--json]` + `frameport rescan`. Scans relink moved games (`pipeline.ScanReport`: a library game found elsewhere whose own files are gone and the copy is the same build (Quest: source_sha256, else versionName; Rift: same program path + size from the fingerprint, matched by game id or, renamed, by program) → only paths change (`relink_quest`/`_relink_rift`), user fields/builds/installs stay; another version → Scan a folder… takes it via `replace_apk(found=)`/`replace_rift_game`, Rescan only reports it; the old copy still there → kept). `add_game` no longer overwrites a user recipe (refreshes `suggested` only). Linux apps aren't scanned. PC installs of a moved Rift game (Steam shortcut path) untested.
|
||||
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
|
||||
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
|
||||
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
|
||||
@@ -223,6 +226,13 @@ 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
|
||||
@@ -234,6 +244,14 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
flask icon (SCIENCE_OUTLINED) so they aren't confused with Play.
|
||||
- `uninstall.py` + `frameport uninstall-app` + Settings: removes the data dir (after an optional key backup zip),
|
||||
PC Steam shortcuts, the WSL Revive copy, and via agent `purge` FramePort's games/files on the Frame.
|
||||
- Save backups (discussion #352, agent v95; docs/FRAME_RUNTIME.md "Save backups"): agent `_backup_saves`/
|
||||
`_restore_saves '<json>'` stream a tar.gz of `lepton-data/internal/<pkg>` + `external/Android/data/<pkg>` (caches,
|
||||
IL2CPP/shader caches, FrameBridge files, videos/OBBs, files >64 MiB left out; manifest `frameport-saves.json` last)
|
||||
over the exec channel, file work in `podman unshare` (`_saves_ns`), launch lock held, refused while running;
|
||||
restore = untrusted input (staged + checked first), rollback copy `<base>/saves-before-restore.tar.gz` (undo =
|
||||
`rollback: true`). PC `install/saves.py` (`<data>/save-backups/<pkg>/<ts>.tar.gz` + `.json`, keep `saves.keep`
|
||||
= 10), GUI `ui/views/saves_dialog.py` (game menu section "Saves", Frame page "Back up all saves", uninstall's
|
||||
"back up before deleting"), CLI `frameport saves backup|list|restore|undo`.
|
||||
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
|
||||
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
|
||||
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
|
||||
@@ -267,6 +285,15 @@ 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
|
||||
@@ -312,6 +339,28 @@ 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). Per-game a32 findings (AFFECTED, Spunky Dungeon, Gunjack's signature check `fp_a32_signature.txt`, synthetic Gear VR input, Quest builds `fp_a32_headset.txt` / `quest_touch`, recenter, debugging aids `A32_BREAK` / `A32_STRACE` / `A32_PERFMAP`, translator profiling): docs/DEVICE_NOTES.md#a32-bridge-games-lessons-debugging-aids-profiling.
|
||||
- `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).
|
||||
|
||||
@@ -393,12 +442,15 @@ 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).
|
||||
- No XR_FB_display_refresh_rate (`xrGetDisplayRefreshRateFB` -7), yet OVRPort's dispatcher offers it and answered 0 Hz
|
||||
→ FrameBridge always answers with the measured rate (1/predictedDisplayPeriod, else 72). PreyVR (#306, idTech 4:
|
||||
`USERCMD_MSEC = 1000 / GetRefresh()`) had 0 ms tics: async thread spinning, `com_frameTime` stuck at 0, menu black.
|
||||
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
|
||||
- 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
|
||||
@@ -468,28 +520,14 @@ Launch tests ignore log files older than the launch (stale Proton/game logs used
|
||||
(`\\wsl$` is unreliable), so PC mode copies Revive to `%LOCALAPPDATA%\FramePort`.
|
||||
FramePort never bypasses Oculus entitlement checks (Platform SDK games: flagged, PC mode with the Oculus app only).
|
||||
|
||||
**Upload speed (measured 2026-09-29):** via the home router (PC Wi-Fi → router → Frame wlan0) only 15-18 MB/s, the
|
||||
same for paramiko, OpenSSH and 4 parallel streams, so the network path is the limit, not the SSH code. Direct to the
|
||||
Frame's hotspot (`wlanap` 10.35.78.1; the owner's PC has Valve's USB Wi-Fi dongle on it) 83 MB/s OpenSSH / 97 MB/s
|
||||
paramiko; reading dumps from D: via WSL drvfs is then the cap (~82 MB/s). `Frame.fast_link()` (installer
|
||||
`transfer_link`, uploads ≥64 MiB) uses usb0 > wlanap when reachable **and** the host key matches the paired Frame.
|
||||
**Upload speed:** home Wi-Fi caps uploads at ~11-18 MB/s whatever the SSH method; the Frame's hotspot (`wlanap`) ~83-97 MB/s; `Frame.fast_link()` (installer `transfer_link`, uploads ≥64 MiB) prefers usb0 > wlanap when the host key matches. → docs/DEVICE_NOTES.md#upload-speed
|
||||
**Platform SDK detection** must include delay imports (`PEInfo.delay_imports`), modular Unreal's
|
||||
`*-OnlineSubsystemOculus-*.dll` and Ready At Dawn's `pnsovr.dll`: Robo Recall, Lies Beneath and Lone Echo I/II all use
|
||||
it; without the Oculus app they crash with 0xc06d007e (triage `delayload-missing`) — not fixable legitimately.
|
||||
GUI: Frame → Installed → folder icon = file browser (agent `list_files`, flags files missing vs the install
|
||||
manifest); Settings → About shows the bundled agent version and the Frame's.
|
||||
|
||||
**Revive under Proton arm64 (Lone Echo, 2026-09-29):** Revive's Detours hooks (LoadLibraryW/ExW, OpenEventW, the
|
||||
signature check) don't take effect: Wine's kernelbase is ARM64EC. The LibOVR shim in the game then does a plain
|
||||
`LoadLibrary("LibOVRRT64_1.dll")` search (exe dir, cwd, system32, windows, PATH — no registry, `OculusBase` or
|
||||
`LIBOVR_DLL_DIR` used by this build) → `Failed to initialize Oculus API (-3001)` (= Lies Beneath's "Unable to load
|
||||
LibOVRRT DLL"). A symlink `pfx/drive_c/windows/system32/LibOVRRT64_1.dll -> <base>/revive/LibReviveXR64.dll` (Wine
|
||||
maps a symlink to the already-loaded module) gets past it to **-3021 = ovrError_LibSignCheck**: the shim only accepts
|
||||
an Oculus-signed runtime. Next step (not done): make the runtime check pass without Detours, e.g. an injected helper
|
||||
that patches the game's import table (IAT) for LoadLibrary*/WinVerifyTrust, or a prefix-level override. This is
|
||||
runtime interop (what Revive does), not the Platform SDK licence check (which FramePort never touches).
|
||||
Uninstall (Quest, saves kept) used to leave `deployment.json` → still "installed"; fixed (agent v16).
|
||||
|
||||
**Revive under Proton arm64:** Revive's Detours hooks don't take effect (Wine's kernelbase is ARM64EC); a system32 `LibOVRRT64_1.dll` symlink gets past -3001 to -3021 = ovrError_LibSignCheck (Oculus-signed runtime required; not bypassed). → docs/DEVICE_NOTES.md#revive-under-proton-arm64-lone-echo
|
||||
**Discovery/network:** Developer-Mode SteamOS devices announce `_steamos-devkit._tcp` (TXT `login=steamos`) — use it;
|
||||
they don't publish `_ssh._tcp`. The Frame has several links: `wlan0` (home Wi-Fi), `wlanap` = its own hotspot at
|
||||
10.35.78.1/24 (a PC can join it directly), `usb0` = USB gadget network 10.86.200.233/29 (up when cabled to a PC).
|
||||
@@ -503,23 +541,7 @@ stopping Steam kills them → always run that work via `systemd-run --user` (the
|
||||
**overport:** always `--version=latest`; `--workspace` holds runtimes and **per-package keystores (password
|
||||
"password", alias "key") — never lose them**: updates must be signed with the same key or saves are lost on reinstall.
|
||||
Output is deterministic (same input + runtime → same bytes), which is what makes parity testing possible.
|
||||
**OVRPort 1.2.5 (2026-10-01, the fork's first release; CLI-only):** same commands (`patches [--json]`, `patch`, `help`,
|
||||
`install`), but `patch` rejects unknown/duplicate args, unknown patch ids and an empty `--patches=`
|
||||
(`tools/overport.patch` refuses empty lists). After patching it adds `libovrplatformcompat.so` itself when the platform
|
||||
loader lacks `ovrMessageType_ToString` (our `frame.ovrplatformcompat` then skips: same library). New patches (all off;
|
||||
`patches/overport.py`): `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only, exclusive),
|
||||
`patch_disable_meta_xr_audio_telemetry` (x86_64 emulators: hidden), `patch_vrapi_openxr` = OVRPort's VrApi adapter =
|
||||
the **unpatched** upstream of our `frame.vrapi_bridge` (`native/vrapi` unchanged since our 5e7df52), only usable with an
|
||||
experimental CLI built with `-PwithVrApi=true` (stable jars list it but fail). The owner prefers OVRPort's fixes over
|
||||
ours where they work as well (less to maintain): compare in the headset before switching a default.
|
||||
`frameport install <pkg> --apk <file>` installs a specific (test) build signed with the game's key.
|
||||
Headset results (2026-10-02, `PATCHED/_test-ovrport-1.2.5/TESTING.md`): OVRPort's own VrApi translator fails on the
|
||||
Frame (Climb 2: requests VkFormat 37 → crash; POTW: no GLES path, missing `vrapi_GetTextureSwapChainHandle`) → keep
|
||||
`frame.vrapi_bridge`; those two changes are upstream candidates. 1.2.5 builds (its platform compat, new permissions)
|
||||
work. AC Nexus: `patch_ac_nexus_no_appsw_90` is the catalog default (owner preferred 90 Hz); `STRICT` patches are only
|
||||
taken from a catalog recipe where `applies()` holds (the AC Nexus ones need build MAIN.450412.207706.final, else the
|
||||
whole overport run fails).
|
||||
|
||||
**OVRPort 1.2.5 (2026-10-01):** `patch` rejects unknown/duplicate args, unknown ids and an empty `--patches=`; it adds `libovrplatformcompat.so` itself (`frame.ovrplatformcompat` then skips). New patches `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only; `_90` = catalog default; STRICT patches only from a catalog recipe where `applies()` holds), `patch_disable_meta_xr_audio_telemetry`, `patch_vrapi_openxr` (OVRPort's VrApi translator fails on the Frame → keep `frame.vrapi_bridge`). The owner prefers OVRPort's fixes over ours where they work as well. `frameport install <pkg> --apk <file>` installs a test build. → docs/DEVICE_NOTES.md#ovrport-125
|
||||
**Patching gotchas:**
|
||||
- UnityPy re-serialization breaks scene loading → patch QualitySettings ints in place.
|
||||
- LIEF's DT_NEEDED injection shifts segments; our `elf.add_needed` appends a new PT_LOAD (reuses PT_NOTE, else moves the
|
||||
@@ -531,396 +553,64 @@ whole overport run fails).
|
||||
- VrApi-direct engines (CryEngine Climb 2, POTW) need the VrApi bridge; the bridge drops whole frames on unknown layer
|
||||
types (→ black screen with audio).
|
||||
|
||||
**Steam Frame controller models (2026-09-30, not yet seen in a game):** adapter setting `controller_models`
|
||||
(`native/adapter/render_model.c`) emulates XR_FB_render_model and serves `files/framebridge/controller_{left,right}.glb`;
|
||||
agent v20 (`install_controller_models`, command `controller_models`) converts the Frame's SteamVR render models
|
||||
(folder name matching "frame" + left/right, OBJ+PNG, `openxr_grip` component → grip space) at finalize/set_settings.
|
||||
Valve's models are never committed or copied off the Frame. Only games that use Meta's runtime controller models
|
||||
benefit (manifest `RENDER_MODEL` permission/feature → suggested); **none of the 34 catalog games do** (they ship their
|
||||
own meshes: that would need per-game asset replacement). Model discovery and conversion
|
||||
checked on the device 2026-09-30: `/opt/steamvr/drivers/frame_controller/resources/rendermodels/frame_controller_{left,right}`
|
||||
(component OBJs in model space = the whole `<name>.obj`, one `_color.png` 2048² near-black, `openxr_grip` rotates about
|
||||
X only; hidden-by-default components like `status` are skipped) → ~2 MB glb each, ~1 s. Not yet seen in a game (none
|
||||
of the installed builds has the new adapter, and none requests runtime models), so whether Meta's SDK attaches runtime models at the grip pose is unverified.
|
||||
**Steam Frame controller models:** adapter setting `controller_models` (`native/adapter/render_model.c`, emulates XR_FB_render_model) + agent `install_controller_models` (Frame's SteamVR models → glb at finalize); no catalog game uses runtime models; Valve's models are never committed or copied off the Frame. → docs/DEVICE_NOTES.md#steam-frame-controller-models
|
||||
**overport's dispatcher (`libopenxr_loader.so`) only forwards functions in its own table** (`overportOXR: Unknown
|
||||
proc addr: …`), so adapter emulations of functions it doesn't know are unreachable. For XR_FB_render_model,
|
||||
`native/xrshim` fills the gap: OVRPlugin's `dlopen("libopenxr_loader.so")` string is rewritten to the shim (see
|
||||
native/README). Verified on the device with Toy Master (2026-09-30): `extension shim: xrLoadRenderModelFB -> FrameBridge`.
|
||||
Toy Master doesn't request a model after that (it uses its own), so the glb loading path is only unit-tested.
|
||||
|
||||
**Crash backtraces (2026-09-30):** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (after "Dumping logcat"), not launch.log; agent v23 launch tests wait for it and return `crash_log`, triage gets it via `triage(..., crash=)` (not pid-filtered: tombstones come from crash_dump's pid). The guest is `userdebug` (`ro.debuggable=1`), so Lepton's Fossilize layer loads into every app whatever the APK's debuggable flag; it has no off switch. Fossilize crashed Deadpool VR on uninitialized attachment-reference pNexts (several, in FVulkanRenderPass and the render-target layout) → `frame.vk_sanitize` = `native/vkshim` (engine's `dlopen("libvulkan.so")` string → `libfp_vk.so`, wraps vkCreateRenderPass2/KHR, drops unreadable/wrong-sType pNexts; verified: game runs). overport's dispatcher aborts on swapchains > 4096 px (`cmp wN,#4096` in xrCreateSwapchain) → `frame.swapchain_limit` (verified with 4XVR, 7680×3840 accepted by the runtime). Both are default-on (parity classifies their rewrites as
|
||||
"expected"; library migration `quest_binary_fixes_v2`). The adapter shows cylinder layers (4XVR's movie screen) as ~15° quad strips (`cylinder_strips`, setting
|
||||
`cylinder_strips`); the runtime composites them at full resolution. Equirect (360°) layers are dropped: drawing
|
||||
them ourselves (GLES renderer in xrEndFrame: stutter, never showed 4XVR's VR video; Vulkan renderer: hung the
|
||||
Frame's GPU in AC Nexus; reading the newest *released* image broke 4XVR's theatre) was removed again on the owner's
|
||||
request — don't retry without a new approach. Converted layers must count as "swapped" or the original layer list
|
||||
is submitted (runtime returns -2 for every frame). A focus debounce (hiding the Frame's brief
|
||||
FOCUSED→VISIBLE→SYNCHRONIZED dips, which make 4XVR recenter) was also removed: AC Nexus stayed black with it (it
|
||||
hid 521 ms focus changes at start). The new approach (below) is per-game, off the app's render thread, GLES-only.
|
||||
|
||||
**360° layers / 4XVR (2026-09-30):** the Frame's Android SteamVR runtime (`/opt/steamvr/bin/androidarm64/vrclient.so`,
|
||||
mounted in Lepton as `/data/steamvr/runtime`) only composites quad + projection layers (cube/cylinder/equirect(2)
|
||||
are enum names only) — nothing to unlock. Per-game adapter settings (off by default, hooks installed only when on):
|
||||
`equirect_emul` (GLES only: a worker thread with a shared EGL context converts each 360° image to a cube map when it
|
||||
changes and draws one adapter projection layer from it for every frame with exactly that frame's views (the app's own
|
||||
projection views, else xrLocateViews at displayTime); xrEndFrame waits ≤6 ms for the worker's CPU submit, never the
|
||||
GPU. Learned in the headset: quads can't be a background (the Frame draws quad layers above all projection layers
|
||||
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
|
||||
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
|
||||
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
|
||||
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
|
||||
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
|
||||
folder (`app_media_dirs`), `frameport frame send --app <pkg>`, GUI game page "Add videos" (players) / "Add videos &
|
||||
files…". A 4XVR webm stereo swapchain was refused with XR_ERROR_LIMIT_REACHED (-10) → right eye grey; our projection
|
||||
swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame data snapshot
|
||||
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
|
||||
Not yet verified in the headset.
|
||||
|
||||
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
|
||||
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
|
||||
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
|
||||
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
|
||||
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
|
||||
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
|
||||
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
|
||||
folder (two break `get_apk_path`).
|
||||
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
|
||||
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
|
||||
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
|
||||
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
|
||||
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
|
||||
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
|
||||
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
|
||||
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
|
||||
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
|
||||
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
|
||||
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
|
||||
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
|
||||
re-bake); `cmd_real package install` skips the hook.
|
||||
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
|
||||
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
|
||||
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
|
||||
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
|
||||
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
|
||||
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
|
||||
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
|
||||
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
|
||||
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
|
||||
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
|
||||
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
|
||||
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
|
||||
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
|
||||
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
|
||||
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
|
||||
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
|
||||
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
|
||||
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
|
||||
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
|
||||
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
|
||||
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
|
||||
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
|
||||
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
|
||||
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
|
||||
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
|
||||
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
|
||||
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
|
||||
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
|
||||
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
|
||||
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
|
||||
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
|
||||
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
|
||||
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
|
||||
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
|
||||
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
|
||||
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
|
||||
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
|
||||
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
|
||||
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
|
||||
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
|
||||
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
|
||||
"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
|
||||
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
|
||||
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
|
||||
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
|
||||
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
|
||||
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
|
||||
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
|
||||
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
|
||||
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
|
||||
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
|
||||
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
|
||||
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
|
||||
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
|
||||
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
|
||||
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
|
||||
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
|
||||
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
|
||||
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
|
||||
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
|
||||
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
|
||||
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
|
||||
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
|
||||
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
|
||||
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
|
||||
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
|
||||
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
|
||||
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
|
||||
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
|
||||
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
|
||||
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
|
||||
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
|
||||
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
|
||||
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
|
||||
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v59: watches 120 s and hides up to 10 times (the menu came back after 30 s in the owner's sessions). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
|
||||
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
|
||||
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
|
||||
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
|
||||
**Crash backtraces:** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (launch tests return `crash_log`). Fossilize loads into every app (userdebug guest) → `frame.vk_sanitize` (`native/vkshim`); overport's dispatcher aborts on swapchains > 4096 px → `frame.swapchain_limit`; cylinder layers → quad strips (`cylinder_strips`). Drawing equirect layers ourselves and a focus debounce were tried and removed: don't retry without a new approach. → docs/DEVICE_NOTES.md#crash-backtraces-fossilize-swapchain-limit-cylinder-and-equirect-layers
|
||||
**360° layers / 4XVR:** the Frame's Android runtime composites only quad + projection layers (quads always above projection layers). Per-game adapter settings (off by default): `equirect_emul` (GLES), `equirect_flip/face/res/fps/stereo`, `stable_local`, `focus_hold` (default on), `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug`; agent `link_media` / `app_media_dirs` put sent files into a player's own folder. → docs/DEVICE_NOTES.md#360-layers--4xvr
|
||||
**Companion apps / intents:** a second APK can run inside a game's Lepton container, but Lepton turns every `android.intent.action.VIEW` with data into `steam://openurl` → "open in external player" hand-offs can't work; Lepton installs exactly one `*.apk` per app folder. → docs/DEVICE_NOTES.md#companion-apps--intents-stremio--4xvr
|
||||
**Text input:** Lepton's Android has no IME and VR apps run headless (no focused window); `lepton-show-flatscreen` keeps VR and gives focus + Steam's keyboard (`device.text_input_window`); `frame.unity_text_input` patches Unity's TMP_InputField/InputField at Cpp2IL offsets; agent `_keyboard` = uinput "Type on Frame". `pm install` of a second APK corrupts the main app (`cmd_real package install` skips the hook). → docs/DEVICE_NOTES.md#text-input-stremio-vr
|
||||
**User reports #4-#10:** shortcuts go to the signed-in account (agent `library_users`), `launch` errors `NOT_IN_LIBRARY`; shared Cpp2IL run (`unity_text_input.Il2cppReturnPatch`) for `frame.unity_runtime_msaa_off` and `frame.unity_multipass`; VR4 → catalog `use_alt`. **Catalog changes reach existing games**: recipes store `catalog_rev`, `library._follow_catalog` re-derives non-user recipes. → docs/DEVICE_NOTES.md#user-reports-2026-10-04-issues-4-10
|
||||
**Round 2 of reports / headset rounds 2-3 (2026-10-04):** vkshim `vk_shader_fix` (VR4); `Il2cppReturnPatch.field_loads` (I Am Cat); builds record `recipe_fp` (changed recipe/revised patch → "Update on Frame"); `Frame.relocate`; adapter `profile_remap` (Touch Plus/Pro); `sync_guard` (Myst); `focus_hold` tuning; ovrpshim for Unity 2017 (Accounting+); Steam library to every account, `shortcuts_lost` / `add_devkit_entry`; no clipboard service → `frame.sdl_clipboard`, `frame.godot_clipboard`; 2D apps keep non-VR patches (`needs_vr = False`); `frame/local.py` (FramePort on the Frame); after every app update `library._follow_catalog` re-derives non-user recipes once (`recipes.app_version`, `library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (re-analysis at GUI start + `pipeline.refresh_analyses`; `analysis_failed`). Roblox and BONELAB crash (unsupported). → docs/DEVICE_NOTES.md#round-2-of-reports-headset-rounds-2-3-2026-10-04
|
||||
**Round 4:** XR_KHR_android_surface_swapchain is listed but unsupported → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`); save folders without u/g+rwx → launch.sh `fix_perms`; Lucky's Tale OOM (no fix); `perf` works as steamos (gdb blocked); QuestCraft JRE, WiiCompiled import by hand (Lepton has no document picker). → docs/DEVICE_NOTES.md#round-4-2026-10-04-surface-swapchains-save-folder-permissions
|
||||
**Steam library failures (GitHub #21/#30/#41/#42):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (Play → AppError_9) → fallback: register through Steam's devkit interface (`devkit-1 … create-shortcut`, `~/devkit-game/<id>/`; `devkit_appid`, `devkit_appid_from_log`, `devkit_unregister`, `copy_grid_art`; ids: letter first, letters/digits/_ only); `collect_diag` adds `steam_library`. Cause still unknown. → docs/DEVICE_NOTES.md#steam-library-failures-and-the-devkit-fallback-github-21304142
|
||||
**Exit game (GitHub #36):** `Apps.TerminateApp` (Steam CEF devtools on 127.0.0.1:8080) closes games; launch.sh ends the game when its parent reaper is gone (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#exit-game-github-36
|
||||
**SteamVR dashboard at game start:** launch.sh's `_dashboard_worker` hides the dashboard via `SteamClient.OpenVR.VROverlay` (agent `steam_js`) from the first FrameBridge `new layer:` line (120 s, ≤10 times, stops after `toggle_dashboard_action`); log `<base>/dashboard.log`, opt out `FRAMEPORT_KEEP_DASHBOARD=1`. → docs/DEVICE_NOTES.md#steamvr-dashboard-at-game-start
|
||||
**Space warp / ITR2:** OVRPort's dispatcher offers XR_FB_space_warp itself (`patch_disable_space_warp` doesn't reach UE5) → FrameBridge `hide_space_warp` (per game, off; suggested for UE5 + OVRPlugin). `equirect_emul` switches itself off on Vulkan. → docs/DEVICE_NOTES.md#space-warp--itr2
|
||||
**PR #34 (Lucas-Mathieu):** `native/adapter/audio_metadata.h` keeps Meta XR Audio Wwise metadata alive (Batman: Arkham Shadow 1.4.1 smoke-bomb crash). Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally. → docs/DEVICE_NOTES.md#pr-34-meta-xr-audio-metadata-batman
|
||||
**Heuristics eval (2026-10-04):** 19/44 recipes exact (superseded by the 2026-10-15 numbers under Heuristics). → docs/DEVICE_NOTES.md#heuristics-eval-2026-10-04
|
||||
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
|
||||
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
|
||||
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
|
||||
**Proton default:** the newest **stable** ARM64 Proton (`pick_proton`; owner's headset A/B); `pcvr.proton_tool` dropdown (Experimental = alias `proton-experimental`), `ensure_proton`, `proton_alternative_worth_trying`. → docs/DEVICE_NOTES.md#proton-default-stable-vs-experimental
|
||||
**USB cable link:** `usb0` is a USB NCM gadget (Developer Mode only); Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py`); ~37 MB/s; `scripts/usb_autotest.py`, `frameport frame usb-check`; discovery prefers USB > hotspot > network (`discovery.dedupe`). → docs/DEVICE_NOTES.md#usb-cable-link
|
||||
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
|
||||
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
|
||||
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
|
||||
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
|
||||
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
|
||||
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
|
||||
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
||||
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
|
||||
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
|
||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
|
||||
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
||||
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
|
||||
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
||||
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
||||
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
||||
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
|
||||
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
|
||||
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
||||
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
||||
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
|
||||
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
||||
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
||||
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
||||
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
||||
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
|
||||
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
|
||||
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
|
||||
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
|
||||
FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
|
||||
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
||||
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).
|
||||
**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
|
||||
`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
|
||||
`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
|
||||
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
|
||||
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
|
||||
**Issue triage round (2026-10-06, owner's headset):** vibration in OVRPlugin games = 2 s vibrations updated per frame and
|
||||
stopped with amplitude 0; FrameBridge turns amplitude 0 into xrStopHapticFeedback (else each buzz ran 2 s), haptic_fix
|
||||
uses the envelope RMS (was its peak), per-game `haptic_scale` → Creed/The Boys/Jurassic World fine. Lambda1VR (TBXR):
|
||||
loader named by Build.MANUFACTURER (`frame.tbxr_vendor`), no graphics extension enabled (FrameBridge adds
|
||||
XR_KHR_opengl_es_enable + asks for the requirements on -50), always multisampled render-to-texture (GL shim gives
|
||||
single-sampled stand-ins when GL_EXT_multisampled_render_to_texture is hidden) + its xash/ data → works. Jurassic World:
|
||||
`frame.vrapi_stub`. Metro Awakening: contributor's vkshim fixes + hide_space_warp + no VALVE_rpo (jumping polygons like
|
||||
ITR2). Pinball FX VR: hide_space_warp (stutters). Eleven: a Meta online request fails after platform init → needs Meta
|
||||
services. Star Wars Tales: top half black + freeze after loading; ruled out: asset-file paks (never requested), Valve
|
||||
foveation (off: no change), GL errors (MESA_DEBUG=1: none), EGL_BAD_ACCESS once in OVRPlugin init (harmless); the game's
|
||||
eye image reads back black. BlazeRush: VrApi bridge exports + ovr*_ToString stubs + avatar stub get it to the menu room
|
||||
at 72 fps, full input reaches it (diagnostics `input 5s`: Touch type only, sticks 1.0, buttons, poses 0x8f), but the room
|
||||
draws no controllers and ignores input; avatar loader forced to its "Failed" path (no logged-in user) changed nothing.
|
||||
`frame.ovr_trace` can't trace Unity games (P/Invoke dlsym; nothing imports ovr_*). Headless: the VrApi bridge's 30 s
|
||||
head-pose deadline ends VR mode without a worn headset (not a game bug).
|
||||
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
|
||||
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
|
||||
|
||||
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
|
||||
|
||||
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
|
||||
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
|
||||
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
|
||||
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
|
||||
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
|
||||
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
|
||||
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
|
||||
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
|
||||
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
|
||||
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
|
||||
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
|
||||
Per game: only launchers of games whose recipe has `frame.hw_video_decode` (install stage, no APK change; suggested
|
||||
from analysis `media_codec`, ANALYSIS_VERSION 8; deployment.json `hw_video_decode`) get the codec line → the Podman
|
||||
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
|
||||
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
|
||||
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
|
||||
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
|
||||
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
|
||||
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
|
||||
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
|
||||
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
|
||||
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
|
||||
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
|
||||
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
|
||||
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
|
||||
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
|
||||
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
|
||||
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
|
||||
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
|
||||
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
|
||||
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
|
||||
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
|
||||
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
|
||||
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
|
||||
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
|
||||
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
|
||||
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
|
||||
cutting logs, to stay under the 24 MB zip limit.
|
||||
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
|
||||
**Issue round 2026-10-12 (agent v83):** Lepton pastes STEAM_COMPAT_DATA_PATH unquoted into `sh -c "ln -s …/internal/<pkg>
|
||||
/data/data/<pkg>"` (mounting.sh): a game on a card named "Steam Frame 512g" got no internal storage (no saves/prefs;
|
||||
Beyond Sandbox's EOS then looped `createKeychain→resetKeychain` forever, 1.85 GB log). Quest launchers with an unsafe
|
||||
path now `ln -sfn <base> ~/.local/share/frameport/lepton-paths/<pkg>` at every start and give Lepton that path
|
||||
(`app_dir_lines`/`set_app_dir`/`launcher_base`; upgrade_launchers converts; deployment.json keeps the real base).
|
||||
Verified on the device with a spaced copy of Stremio (old: the `ln` error; new: /data/data link, shared_prefs
|
||||
writable). `frame.eos_keychain_loop` (opt-in, triage `eos-keychain-loop`) returns from EOSSDK.resetKeychain. Wander
|
||||
0.3570 (Unity 6.5, Firebase, Gecko) ran out of bionic's 128 pthread keys → `frame.unity_tls_key_pool` (Klownicle's
|
||||
approach, #198: libunity's 4 key imports renamed `fp_tkey_*` via `elf.rename_imports`, `libfp_tkeys.so` pools
|
||||
destructor-less keys behind one real key); device: past Firestore, 72 fps. Cpp2IL releases can't read metadata v107
|
||||
(Unity 6.5) → `tools/cpp2il.py` falls back to the development CI build (nightly.link) on that error. Vermillion's canvas
|
||||
is an OVROverlay quad (drawn above the hand) → `frame.vermillion_scene_canvas` (PaintableMesh getters → false;
|
||||
installed build checked, 72 fps headless; headset not yet). Linux apps: `desktop_icon` switch, a deleted desktop copy
|
||||
stays deleted (#212). Findings: OLAR (#201) RHIThread null deref in libUnreal (`ldr x8,[x19,#792]`, x19=0) not fixed by
|
||||
hide_space_warp / vk_hide_fdm / no Valve layers; FNAF HW (#135) "freeze" = first-start GL program-binary-cache compile
|
||||
on Zink (threads busy in zink/disk cache), not a hang; VR4 (#199) reporter's patch.203 OBB truncated. Upload benchmark
|
||||
(`scripts/upload_bench.py`, #242): home Wi-Fi caps every method at ~11 MB/s; paramiko uses ~3x OpenSSH's CPU; Windows
|
||||
OpenSSH refuses FramePort's key file (ACL "bad permissions") until its permissions are tightened.
|
||||
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
|
||||
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
|
||||
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
|
||||
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
|
||||
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
|
||||
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
|
||||
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
|
||||
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
|
||||
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
|
||||
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
|
||||
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
|
||||
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
|
||||
headless: Vivox initialises, 150 s at ~65-70 fps.
|
||||
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
|
||||
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
|
||||
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
|
||||
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
|
||||
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
|
||||
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
|
||||
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
|
||||
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
|
||||
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
|
||||
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
|
||||
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
|
||||
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
|
||||
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
|
||||
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
|
||||
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
|
||||
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
|
||||
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
|
||||
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
|
||||
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
|
||||
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
|
||||
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
|
||||
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. 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
|
||||
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
|
||||
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
|
||||
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
|
||||
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
|
||||
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
|
||||
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
|
||||
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
|
||||
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
|
||||
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
|
||||
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
|
||||
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
|
||||
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
|
||||
**Start activity / QuestCraft / ITR2 pop-in:** `frame.start_activity` (analysis `extra.vr_activity`, `axml.set_start_activity`; OVRPort gives every MAIN activity LAUNCHER, so take the VR activity from the original APK); Unreal reads user config from **internal** storage; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>` (QuestCraft `LIBGL_NOERROR`); vkshim `vk_query_slots` left off. → docs/DEVICE_NOTES.md#start-activity--questcraft--itr2-pop-in
|
||||
**Vulkan validation / ITR2 solved:** bundle Khronos' `libVkLayer_khronos_validation.so` into a test APK + vkshim `vk_validation=1` (logcat tag VALIDATION); `vk_spec_fixes=1` drops ITR2's invalid depth resolve; VALVE_rpo removed its fog (catalog `lepton_env: VK_INSTANCE_LAYERS`). Agent `not_started` waits 30 s for "Boot complete!". → docs/DEVICE_NOTES.md#vulkan-validation--itr2-solved
|
||||
**GitHub #38/#39:** SteamVR rejects image rects past their swapchain (-25) → FrameBridge `rect_clamp` (default on), triage `swapchain-rect-invalid`; The Room VR MSAA crash in libgallium. → docs/DEVICE_NOTES.md#github-3839-powerwash-simulator-the-room-vr
|
||||
**Headset round 2026-10-05:** FrameBridge `pose_consistency` (I Am Cat judder), xrshim `haptic_fix` (Lucky's Tale), **`focus_hold` on by default with 5 s** (wear-sensor dips, `logs/eyetracking.txt`), `unity_no_overlay_copy` (The Room VR), ovrpshim frame wait for Unity 2019 (`UnityOculusCheck.legacy_loop`), `frame.ovr_trace` (opt-in, `native/ovrtrace`, logcat `fp_ovrtrace`). → docs/DEVICE_NOTES.md#headset-round-2026-10-05-evening
|
||||
**Unity built-in VR input:** probe builds `FRAMEPORT_INPUT_PROBE=1`; ovrpshim adds a `GetMouseButtonDown` icall click (Accounting+); libunity 2019 only polls Touch when the device model starts with "Oculus" → `unity_oculus_check` revision 4 `oculus_model_checks` (BattleSisters); `haptic_fix` suggested for every game with libOVRPlugin.so. → docs/DEVICE_NOTES.md#unity-built-in-vr-input-accounting-battlesisters
|
||||
**Vader Immortal (GitHub #49):** stuck on its loading card and leaked GPU mappings (solved below: `gl_error_clear`); diagnostics FrameBridge `layer_debug`, `strip_color_bias`, `frame_balance`, `snapshot=N` (`snapshot_gl.c`: saves the submitted left-eye image as `files/fb_snap_*.ppm`). → docs/DEVICE_NOTES.md#vader-immortal-headless-investigation
|
||||
**SteamVR overlay apps:** host OpenVR overlays composite over Lepton games; detection `analysis/vroverlay.py`, patch `pcvr.vr_overlay`, Linux fields `vr_overlay`/`vr_overlay_autostart`, agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay`; SteamVR on the Frame reads only `binary_path_linux_arm`; FramePort's own autostart (`ensure_overlay_service`, `frameport-vr-overlays.service`). See also docs/FRAME_RUNTIME.md "Overlay apps". → docs/DEVICE_NOTES.md#steamvr-overlay-apps
|
||||
**Vader's leak solved / AC Nexus flips:** stale GL errors broke SteamVR's GL interop → adapter `gl_error_clear` (GLES, catalog for Vader ep1-3); read `xrclient_<pkg>.txt` in Steam's logs for runtime errors; the runtime caps swapchains per session (~15) → flip emulation in place; adapter `flip_dump`. → docs/DEVICE_NOTES.md#vaders-leak-solved--ac-nexus-flips
|
||||
**Unreal's self-restart:** UE 4.21+ restarts itself after the first shader precompile and Lepton ends the container → launch.sh RESTART_BLOCK starts Lepton once more (`upgrade_launchers`; `FRAMEPORT_NO_RESTART=1` off). → docs/DEVICE_NOTES.md#unreals-self-restart
|
||||
**xrWaitFrame runs ahead:** the runtime sometimes returns a display time <1 refresh after the last submit and rejects the second submission (`VRCompositorError_AlreadySubmitted`) → the VrApi bridge re-waits (`pacing 2s:` counters). → docs/DEVICE_NOTES.md#xrwaitframe-runs-ahead-journey-of-the-gods
|
||||
**Lepton's logcat mirror dies** (EOF, read failure, or silent) → launch.sh `_logcat_keeper` reads `podman exec <container> logcat` itself into launch.log (log `<base>/logcat-keeper.log`). → docs/DEVICE_NOTES.md#leptons-logcat-mirror-dies
|
||||
**Double launch:** launch.sh takes `flock` on `<base>/.launch.lock` (fd 9); a second launch exits 0 and logs to `<base>/launch-dup.log` (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#double-launch
|
||||
**Issue triage round 2026-10-06:** FrameBridge turns haptic amplitude 0 into xrStopHapticFeedback, per-game `haptic_scale`; Lambda1VR → `frame.tbxr_vendor`; Jurassic World → `frame.vrapi_stub`; Metro Awakening / Pinball FX → `hide_space_warp`; `frame.ovr_trace` can't trace Unity games; the VrApi bridge's 30 s head-pose deadline ends headless VR mode. → docs/DEVICE_NOTES.md#issue-triage-round-2026-10-06
|
||||
**Lepton storage:** each app's /sdcard has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (agent `storage_targets`); the media index never works; Lepton grants all runtime permissions. → docs/DEVICE_NOTES.md#lepton-storage
|
||||
**SteamVR per-app settings:** `native/vrsettings` = `fp_vrsettings.exe` sets `steam.app.<appid>` `preferredRefreshRate` / `motionSmoothingOverride` live; `pcvr.steamvr_tuning` (default on, PC only). → docs/DEVICE_NOTES.md#steamvr-per-app-settings
|
||||
**Language packs:** `frame.langpacks` (opt-in, `native/langpack`, `elf.hide_exports`, logcat tag `fp_langpack`) serves `<tag>.lang` files; Unreal needs the pack's Metadata = the game's version (`with_metadata`, `FRAMEPORT_LANGPACK_META`) and the `/storage/emulated/0/...` path spelling; `FRAMEPORT_LANGPACK_SKIP`. → docs/DEVICE_NOTES.md#language-packs
|
||||
**Cube swapchains:** the runtime refuses `faceCount=6` → FrameBridge `cube_standin` (default on, GLES only, `native/adapter/cube_standin.c`). → docs/DEVICE_NOTES.md#cube-swapchains
|
||||
**Hardware video decoding:** `native/hevc` OMX plugin (`OMX.frameport.{avc,hevc,vp9}.decoder`), installed once per Frame (`ensure_video_codec`, agent `video_codec_status`/`install_video_codec`/`video_codec_switch`); **bump `revision` in native/hevc/build.py with every artifact change**; per game `frame.hw_video_decode` (analysis `media_codec`), Settings `video.hw_decode`, `FRAMEPORT_NO_HW_VIDEO=1`; Batman migration `batman_video_patches` + `surface_native`. → docs/DEVICE_NOTES.md#hardware-video-decoding
|
||||
**Vulkan shader dump:** adapter `vk_shader_dump=1` (`native/vkshim/shader_dump.h`) writes SPIR-V modules + `index.txt` to `files/fp_vk_shaders/`; `collect_diag` returns the newest session's modules (`shader_dumps`); triage `gpu-hang`, `triage.graphics_api`. → docs/DEVICE_NOTES.md#vulkan-shader-dump
|
||||
**Unreal OBB check (#159):** `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`) turns off Epic's OBB CRC pass; triage `unreal-obb-check-stuck`. → docs/DEVICE_NOTES.md#unreal-obb-check
|
||||
**Issue round 2026-10-12:** Lepton breaks on unquoted paths with spaces → launchers give Lepton a `~/.local/share/frameport/lepton-paths/<pkg>` link (`app_dir_lines`/`set_app_dir`/`launcher_base`); `frame.eos_keychain_loop`, `frame.unity_tls_key_pool` (`libfp_tkeys.so`, `elf.rename_imports`), `frame.vermillion_scene_canvas`; `tools/cpp2il.py` falls back to Cpp2IL's dev build for metadata v107; Linux `desktop_icon`; `scripts/upload_bench.py`. → docs/DEVICE_NOTES.md#issue-round-2026-10-12
|
||||
**OpenSSH uploads (#324/#242):** `native_upload.quote` escapes only backslash and `"`, Win32 local paths go as `C:/…`; `Frame.auth` records the login that worked (app_key / user_key from `ssh.extra_keys`, `frame ssh-keys`, agent, password); strict IdentitiesOnly first, relaxed retry. → docs/DEVICE_NOTES.md#openssh-uploads
|
||||
**Meta user id (#182):** OVRPort's platform loader makes up a new user id every start → `frame.ovr_stable_user` (default on) returns a stable per-game, per-user id. → docs/DEVICE_NOTES.md#meta-user-id
|
||||
**Vivox API 31 (#101):** newer Vivox calls Android 12 AudioManager methods → `frame.vivox_audio_route` (analysis `vivox_api31`, `Dex.return_early`). → docs/DEVICE_NOTES.md#vivox-api-31
|
||||
**Steam Input gamepad for 2D apps (#162):** opt-in `device.steam_gamepad` (deployment `steam_gamepad` → launcher `GAMEPAD_LINE` → `PODMAN_WRAPPER` / `podman_run_args` bind-mount Steam's virtual pads). → docs/DEVICE_NOTES.md#steam-input-gamepad-for-2d-apps
|
||||
**Multiview programs on flat framebuffers (#77):** Mesa drops num_views=2 draws on single-view FBOs → `frame.gl_multiview_fbo` (`native/glmv` = `libfpglmv.so`, analysis `gl_multiview_libs`); headset-verified with Doom3Quest. → docs/DEVICE_NOTES.md#multiview-programs-on-flat-framebuffers-doom3quest
|
||||
**BlazeRush (#57):** `frame.blazerush` (1.0.349 only), GL shim `gl_int_attribs` / `gl_highp_markers`, saved VrApi FOV (`files/framebridge-vrapi-fov.txt`), `device.config_sync` (catalog `config_sync`); launch tests treat an end after the headless deadline as a pass (triage `headless_end`). → docs/DEVICE_NOTES.md#blazerush
|
||||
**Session triage:** real play sessions are triaged too: agent `last_play` / `session_log` (`<anchor>/plays.log`), `pipeline.sessions_due` / `triage_session` = `validate/session.analyze` (incl. `space-warp-used`, `gpu-hang`, `slow-frames`, `focus-dips`) → library `last_session` → game page "Last session"; `apply_suggestions_live`; CLI `frameport session <pkg> [--apply]`; pac_hints stays triage-only. → docs/DEVICE_NOTES.md#session-triage
|
||||
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
|
||||
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
|
||||
crash): use PC versions.
|
||||
|
||||
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
|
||||
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
|
||||
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
|
||||
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
|
||||
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
|
||||
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
|
||||
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
|
||||
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
|
||||
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
|
||||
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
|
||||
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
|
||||
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
|
||||
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
|
||||
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
|
||||
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
|
||||
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
|
||||
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
|
||||
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
|
||||
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
|
||||
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
|
||||
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
|
||||
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
|
||||
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
|
||||
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
|
||||
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
|
||||
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
|
||||
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
|
||||
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
|
||||
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
|
||||
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
|
||||
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
|
||||
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
|
||||
1280x7000`; Flutter's popup menu ignores Escape).
|
||||
Demo link: the homepage's example button = `deeplink.DEMO_MANIFEST` (https://frameport.app/demo/cool-game.json, published
|
||||
from site/public/demo/); every form (https button page, frameport://, framedrop://, pasted) → `InstallRequest.demo`,
|
||||
no network (fetch_manifest returns `demo_manifest()`, download refuses), `link_dialog.show_demo` (Install =
|
||||
`easter.demo_install`: Cool Game's cover out of the portal; eggs off → "Nice, it works!"), CLI just says so.
|
||||
**Install links / FrameDrop button protocol:** `deeplink.py` parses framedrop://, frameport:// and https install links (strict URL rules, manifest ≤256 KiB, downloads into `<data>/downloads/`), `pipeline.add_from_link`, `views/link_dialog.py`, CLI `frameport open-link`; `urlhandler.py` registers a script (bundles can't take URL arguments), `<data>/links/*.link` + `gui.alive` heartbeat; Settings → Install links (`links.framedrop`/`links.frameport`); `ui/dropped.py`, `pipeline.add_windows_exe`, `device.display_mode`; demo link `deeplink.DEMO_MANIFEST`. → docs/DEVICE_NOTES.md#install-links--framedrop-button-protocol
|
||||
**Install link updates:** manifest `version` → library `link.version`; `pipeline.check_link_updates` (GUI start, 6 h, setting `links.check_updates` = Settings → Updates → Games) marks `link_update` → Library bar / game page → `link_dialog.update_from_link`; CLI `frameport link-updates`; the demo link is never checked. → docs/DEVICE_NOTES.md#install-links--framedrop-button-protocol
|
||||
|
||||
## Releases, CI, GitHub
|
||||
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
|
||||
@@ -972,6 +662,56 @@ 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:
|
||||
@@ -979,9 +719,15 @@ 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`).
|
||||
|
||||
+1043
-56
File diff suppressed because it is too large.
Load diff
@@ -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.
|
||||
+11
-8
@@ -1,20 +1,23 @@
|
||||
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
|
||||
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
|
||||
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
|
||||
222727ddabf7eaee08c92e86c64f02edc6639667e9041ab2629032b885c9ae3a ./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
|
||||
468b97ee3c36481d939a87425b15880c7a801d16732350e1e2832b385d63f20a ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
|
||||
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
|
||||
4a13a33e112c9e4e3c5ff4337ed6e988a9e5b3602f48d654df148ef5fafbf426 ./arm64-v8a/libfpglmv.so
|
||||
36400eae4ba3807bcfcd54463daa217347032b07218792faa448d8cbbd086a0e ./arm64-v8a/libframe_xrshim.so
|
||||
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
|
||||
e44ded778758de33ad87bb31398281d7ec94c1ecd43dcf55b1dc99311f011859 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
b1ec76d3c93862ef2e5dcffab44b4b45cdbd791df3c6870350a04be44a0e0137 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
7f30861c770361a4e311e3f486dcd2e48cd99a7f907961829ce68e24af17d775 ./arm64-v8a/libvrapi.so
|
||||
7f30861c770361a4e311e3f486dcd2e48cd99a7f907961829ce68e24af17d775 ./arm64-v8a/libvrapi_foveation.so
|
||||
d2361ee8b6ff62d2ff6b3f59f7b15730b95bdbe0e9dcee469ffa1117411e7288 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
|
||||
b35a45e3e4948352a5433553420848eb7a8837afbe114edb1e95979872e25426 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
|
||||
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
|
||||
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Regular → Executable
BIN
Binary file not shown.
Regular → Executable
BIN
Binary file not shown.
Binary file not shown.
@@ -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
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
package: ScaredBySquares.Game
|
||||
title: Scared By Squares
|
||||
status: unknown
|
||||
notes: 'Showed black and dropped back to the home environment while the game kept running (sound only, GitHub 323).
|
||||
Fixed in FramePort 1.2.1 and checked on the Frame without the headset (the game runs at 72 fps and SteamVR keeps it
|
||||
as the running game); not yet confirmed in the headset. Rebuild and reinstall the game after updating FramePort.'
|
||||
details: 'The game (Unreal 4.27, OpenXR) creates two controller actions named "turn" (an action mapping and an axis
|
||||
mapping called Turn). The Frame''s runtime accepts the duplicate, then fails to load the input manifest it builds
|
||||
from the actions ("SetXrInputConfig failed. Failed to load manifest") and treats the game as closed. FrameBridge''s
|
||||
action_dedup (on by default) creates the second one as "turn_2".'
|
||||
tested_version: '2'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
- frame.unreal_skip_obb_check
|
||||
updated: '2026-10-16'
|
||||
min_app: 1.2.1
|
||||
source_hint: Scared By Squares
|
||||
@@ -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 +1,22 @@
|
||||
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
|
||||
@@ -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 +1,24 @@
|
||||
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
|
||||
@@ -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 +1,25 @@
|
||||
package: com.RealitiesIO.puzzlingPlaces
|
||||
title: Puzzling Places
|
||||
status: issues
|
||||
notes: Works fine, but pointers dont show well on main menu, easy to work around.
|
||||
tested_version: '2.14'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
overport_extra:
|
||||
- patch_disable_space_warp
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.unreal_ovrp_entrypoints
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 8d9bb64b0af4c34269fffb64c5ef7515d6ba4715f5234f95517975b8e2b56c00
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 359
|
||||
source_hint: Puzzling Places
|
||||
@@ -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 +1,22 @@
|
||||
package: com.SDI.TWD
|
||||
title: 'The Walking Dead: Saints & Sinners'
|
||||
status: works
|
||||
tested_version: Shipping / 2024.01.19 / build 400355 - STAGECH1
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.ovr_microphone
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-17'
|
||||
known_good_sha256: 4b172a5abba0901c75278fb55b867f344120c658c26ae07c8558d90e0c38cec3
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 376
|
||||
source_hint: The Walking Dead- Saints & Sinners
|
||||
@@ -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 +1,25 @@
|
||||
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'
|
||||
@@ -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 +1,27 @@
|
||||
package: com.VertigoGames.The7thGuestVR
|
||||
title: The 7th Guest VR
|
||||
status: issues
|
||||
notes: Runs and is playable. Foveated rendering (fixed and eye-tracked) sits offset toward the bottom right, and
|
||||
changing the foveated region size has no visible effect.
|
||||
tested_version: 1.1.3.12072
|
||||
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
|
||||
scale: 2.0
|
||||
foveation: fixed
|
||||
foveation_radius: 0.1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 11a1208888adedf4aa48a672b2af5535f0e8f11e5bb1ce0a28bafe5d272bb672
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 363
|
||||
source_hint: Guest
|
||||
@@ -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 +1,25 @@
|
||||
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
|
||||
|
||||
@@ -2,6 +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
|
||||
@@ -13,15 +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: '2026-10-13'
|
||||
updated: '2026-10-15'
|
||||
min_app: 1.1.0
|
||||
source_hint: Batman- Arkham Shadow
|
||||
@@ -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 +1,20 @@
|
||||
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 +1,26 @@
|
||||
package: com.fasttravelgames.lollipop
|
||||
title: 'Vampire: The Masquerade - Justice'
|
||||
status: issues
|
||||
notes: Game runs fine and playable, on loading there's a random sphere in the middle of the sceen. Also control
|
||||
input images are missing so you get text like press <img>wmr.Rstick...
|
||||
tested_version: 1.00.1653
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scale: 2.0
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-17'
|
||||
known_good_sha256: 5669f8e9c52e4fa00a3bbce79d323c7f521e098b08dacaf330db0083c7993dee
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 377
|
||||
source_hint: vampire
|
||||
@@ -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 +1,16 @@
|
||||
package: com.fgovr.quest
|
||||
title: FGO VR
|
||||
status: issues
|
||||
notes: Audio stuttering and popping sounds
|
||||
tested_version: 0.2.0-fgo-resolution
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
adapter:
|
||||
scale: 1.2
|
||||
verified:
|
||||
date: '2026-10-17'
|
||||
known_good_sha256: e26a0755297961e5131fe4bd404cbd956e18aef01bed71a79114805f6d805032
|
||||
app: 1.2.1.dev433
|
||||
overport_cli: 1.2.5
|
||||
issue: 364
|
||||
source_hint: com.fgovr.quest
|
||||
@@ -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
|
||||
@@ -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'
|
||||
@@ -4,6 +4,8 @@ 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.
|
||||
GitHub issue 369 (headset, Lepton 3.0.5): the GPU hang at a later loading screen is fixed by zink_shader_fix;
|
||||
played ~28 min at 72 fps.
|
||||
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
|
||||
@@ -17,6 +19,10 @@ details: Unreal Engine 4 (GLES) by ILMxLAB, like Vader Immortal, but a different
|
||||
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.
|
||||
A fragment shader (module 16800_8dbab031..., as Zink compiles it) reads 12 int loop counters/accumulators before
|
||||
setting them and hangs the GPU (kernel hangcheck) at a loading screen, the same bug as Vader Immortal's lightspeed
|
||||
shaders; the Vulkan layer under Zink inserts stores of 0 (frame.zink_shader_fix, zink_shader_fix). Captured with
|
||||
Lepton 3.0.5, so a Frame update that changes Zink's output stops it matching (the layer logs that).
|
||||
tested_version: 1.1.9+734762.cl.439699
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
@@ -27,10 +33,12 @@ frame:
|
||||
- frame.unreal_thumb_touch
|
||||
- frame.unreal_splash_bypass
|
||||
- frame.unreal_multiview_depth
|
||||
- frame.zink_shader_fix
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
zink_shader_fix: 16800:8dbab031be7975e23452e333fe63afe44d5c8f4fd2b096aa21ed300426747757:4008:0x0003003e,219,102,0x0003003e,229,102,0x0003003e,235,102,0x0003003e,241,102,0x0003003e,302,102,0x0003003e,312,102,0x0003003e,318,102,0x0003003e,324,102,0x0003003e,369,102,0x0003003e,379,102,0x0003003e,385,102,0x0003003e,391,102
|
||||
verified:
|
||||
issue: 61
|
||||
updated: '2026-10-12'
|
||||
issue: 369
|
||||
updated: '2026-10-17'
|
||||
min_app: 1.0.4
|
||||
source_hint: Star Wars- Tales from the Galaxys Edge
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.nDreams.Ghostbusters
|
||||
title: 'Ghostbusters: Rise of the Ghost Lord'
|
||||
status: works
|
||||
notes: 'Needs the game''s offline mode: it is built for online play, and without a profile the player name is a random
|
||||
number. The flat loading screen floats in front of you instead of following your head, so assets can be seen loading
|
||||
in behind it.'
|
||||
tested_version: 1.325635.prod.shipping
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_ovrp_entrypoints
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 7556a78c8772aed70c38fc4781677c0900e9dfd4be085a79c421a31323af7888
|
||||
app: 1.1.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 85
|
||||
issue: 279
|
||||
source_hint: GBRotgl
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.nextgenreality.mmrx
|
||||
title: Mini Motor Racing X
|
||||
status: works
|
||||
tested_version: 1.3.6
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: f1df011117c918794b9d9da0c5a170fc7ac7cb7ec10eddc2dd4db649d855a531
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 317
|
||||
source_hint: com.nextgenreality.mmrx
|
||||
@@ -2,10 +2,17 @@ package: com.nexxr.nexplayer
|
||||
title: NEX Player
|
||||
status: works
|
||||
notes: 'Confirmed in the headset by the owner (2026-10-01): 72 fps, local 2D/360/3D videos play (it browses /sdcard/Movies
|
||||
itself). USB-drive browsing can''t work in Lepton.'
|
||||
itself). USB-drive browsing can''t work in Lepton. Typing (frame.unity_text_input + device.text_input_window,
|
||||
owner in the headset 2026-10-15): SteamVR''s keyboard button works and typed text reaches the fields; the keyboard
|
||||
doesn''t open by itself when a field is selected.'
|
||||
tested_version: 1.3.1.0
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
source_hint: NEX - NEXt-Gen Video Player
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.orbusvr.OrbusVRCommunity
|
||||
title: OrbusVR
|
||||
status: works
|
||||
tested_version: '31.01'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- 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
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: fe569ffe52ca73f2384162ce80769f05f7cf177edbf26d8e429ca0e9b4aa27e8
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 378
|
||||
source_hint: OrbusVR
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.picselica.OceanRiftFullQuest
|
||||
title: Ocean Rift
|
||||
status: works
|
||||
notes: eye tracked foveated rendering works great!
|
||||
tested_version: '2.09'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 63020505f27af3d463798679999000e2d9bc671e72913138a16171461e3c95d2
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 304
|
||||
source_hint: Ocean Rift
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.polyarc.MossGame
|
||||
title: Moss
|
||||
status: works
|
||||
notes: The initial loading image looks glitchy, but otherwise it works well.
|
||||
tested_version: 1.0.3.151047
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 4aaae261dcc67de1d04309e31c0ea17dbc980b431adc8ce1917ae72ac4f9d417
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 315
|
||||
source_hint: com.polyarc.MossGame
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.resolutiongames.demeo
|
||||
title: Demeo
|
||||
status: works
|
||||
tested_version: 1.42.40696-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: adae217584c956e5574c5248868afdbb50a1f3ffd0609783215412d39b54e9ee
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 313
|
||||
source_hint: com.resolutiongames.demeo
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.resolutiongames.jade
|
||||
title: Battlemarked
|
||||
status: works
|
||||
tested_version: 7.2.39817-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 670c7c16ec8d85b3865b120d143143dc73387ec325feaa028320608b1f377e7d
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 312
|
||||
source_hint: com.resolutiongames.jade
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.s3d.ExplodingKittensVR.TestRelease
|
||||
title: Exploding Kittens VR
|
||||
status: issues
|
||||
notes: Requires online for most modes. Practice lobby does work though.
|
||||
tested_version: 1.4.25779
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 4b0a2348a5553851dcec820835e02c93a1a64927a30533d554943a9b81b3baa0
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 343
|
||||
source_hint: com.s3d.ExplodingKittensVR.TestRelease
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.schellgames.ieytd2
|
||||
title: I Expect You To Die 2
|
||||
status: works
|
||||
notes: loaded up and played 5 minutes looks fine.
|
||||
tested_version: 1.0.1.171177 (ReleaseCandidate_1.0.1_QuestStore)
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scale: 2.0
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: fc626ec62e49e19210a188d90f94c370e956d0de729cbd04cbe8866430d77730
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 358
|
||||
source_hint: Expect
|
||||
@@ -6,8 +6,14 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Layers with failed swapchains are dropped by the adapter.
|
||||
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: c3f8cba1c22762231b6a6fbd881668db859d83224884ebeae0c1a3ba716f298c
|
||||
updated: '2026-10-15'
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Use VR mode.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Has VR and MR modes; use VR mode (passthrough not forced).
|
||||
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: 5ba09a2bc0046c8cb587272ab81e8d32739334fef523b10ab26531a733d54f12
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.voidroom.TeaForGodEmperor
|
||||
title: Tea For God
|
||||
status: works
|
||||
tested_version: 1.1.1
|
||||
engine: Other
|
||||
xr: OpenXR+VrApi
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
foveation: tracked
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 89b0b20d5a5b414604163def76b50aaed26961ac283dab08ff7eb469f5bacde6
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 295
|
||||
source_hint: Tea For God
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.wanadev.ragnarockquest
|
||||
title: Ragnarock
|
||||
status: issues
|
||||
tested_version: 2.8.0
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.bhaptics_permission
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 365f26d9a4991e2340311dfb40d14f097a066653f97fff55c632aa1876519d70
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 319
|
||||
source_hint: com.wanadev.ragnarockquest
|
||||
@@ -4,14 +4,17 @@ tested_version: 1.0.479431
|
||||
source_hint: Journey of the Gods
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32. UE4 cannot be rebuilt for arm64.
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Plays in the headset.
|
||||
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES. Needed DT_ANDROID_RELR relocations in the 32-bit
|
||||
loader (it crashed at start) and the VrApi bridge''s frame pacing: the Frame''s runtime can return from
|
||||
xrWaitFrame early, and this light game then ran at ~120 fps on a 90 Hz display, so the scene slid and snapped
|
||||
back. Plays in the headset (owner, 2026-10-14).'
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
pcvr_alternative: Rift (Meta PC) version via Revive + SteamVR.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e85141e3e9a8a3226f653d8ffbd21b44268101f3a207f56e657454a3639b3201
|
||||
date: '2026-10-14'
|
||||
min_app: 1.2.0
|
||||
@@ -0,0 +1,22 @@
|
||||
package: io.doublejack.maestro
|
||||
title: Maestro
|
||||
status: works
|
||||
tested_version: 0.0.397
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 4ca71bf4464691ab2c675fbeca1ecc5f4d34599c0a810fd3a67374c91d47f6ee
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 316
|
||||
source_hint: io.doublejack.maestro
|
||||
@@ -0,0 +1,24 @@
|
||||
package: jp.co.hit_point.vneko
|
||||
title: Neko Atsume Purrfect
|
||||
status: works
|
||||
tested_version: 2.3.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: da0196efa495d6ea7b34be2cea5b279acf23489134bb1dd1acef7cf54aa57da6
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 338
|
||||
source_hint: jp.co.hit_point.vneko
|
||||
@@ -0,0 +1,21 @@
|
||||
package: net.mobilemischief.spunkydungeon
|
||||
title: Spunky Dungeon
|
||||
status: issues
|
||||
notes: 'Gear VR / Oculus Go game (32-bit only), runs through FramePort''s 32-bit bridge (experimental).
|
||||
Controls: left stick = walk and strafe (the touchpad), right stick sideways = turn, stick press or A = touchpad
|
||||
click, right trigger = trigger, B = back.'
|
||||
details: 'Unity 2019.2 + Mono, OVRPlugin 1.46 on VrApi 1.31, GLES, Meta Platform SDK (OVRPort''s 32-bit dispatcher).
|
||||
Played in the headset by the owner (2026-10-10): picture at 72 fps, floor-level tracking and walking work; turning
|
||||
without a stick press was added afterwards and is not yet confirmed.'
|
||||
tested_version: '1.4'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
headset: gearvr
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: Spunky Dungeon
|
||||
@@ -0,0 +1,18 @@
|
||||
package: org.crisiszone.vr
|
||||
title: Crisis Zone VR
|
||||
status: works
|
||||
notes: Played the beginning of the first mission without issues.
|
||||
tested_version: 0.1.4
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 747d1e6613ae443ef03e509b509e4ec89039eec1aecf3689643db4057e53266a
|
||||
app: 1.2.1.dev433
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 331
|
||||
source_hint: CrisisZoneVR-v0.1.4-quest3
|
||||
@@ -0,0 +1,19 @@
|
||||
package: org.godotengine.endoparasitic_vr
|
||||
title: EndoparasiticVR
|
||||
status: works
|
||||
tested_version: '1.3'
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.godot_clipboard
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
verified:
|
||||
date: '2026-10-17'
|
||||
known_good_sha256: 89ed0e940c0285b1284a22d8eb5b35966dda79dd57a602c475be3cf1b758fa35
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 375
|
||||
source_hint: Endoparasitic
|
||||
@@ -0,0 +1,18 @@
|
||||
package: org.smarttube.stable
|
||||
title: SmartTube
|
||||
status: issues
|
||||
notes: Android's home screen shows for a few seconds while the app starts (normal for flat Android apps; longest on the
|
||||
first start after an install). Froze once in the reporter's session.
|
||||
tested_version: '32.56'
|
||||
engine: Other
|
||||
xr: '?'
|
||||
as_is: true
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: cc53f1aedac52ea0d4e77803acd580e32e7e5179adc96b55db7267b63a16c864
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 350
|
||||
source_hint: SmartTube_stable_arm64-v8a
|
||||
@@ -5,9 +5,14 @@ source_hint: Toy Master
|
||||
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: e951595c67b6e448f3fb4afd07e6b83e98e589094bb3b73374cfb28aa01e96ee
|
||||
updated: '2026-10-15'
|
||||
@@ -7,6 +7,9 @@ xr: OpenXR
|
||||
status: works
|
||||
notes: Needs Oculus OS telemetry class stubs and the no-ForceQuit build (the normal build quits right after
|
||||
starting).
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-02' # owner-confirmed with the no-ForceQuit build
|
||||
overport_cli: 1.2.3
|
||||
@@ -14,6 +17,8 @@ verified:
|
||||
known_good_sha256: 31469d50b8ee292597291db7cc3bc3eca8e851f533cd92bba0d64214893580cc
|
||||
frame:
|
||||
- frame.oculusos
|
||||
- frame.unity_text_input
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
use_alt: true
|
||||
updated: '2026-10-15'
|
||||
@@ -1,9 +1,9 @@
|
||||
package: xyz.TheAviary.Vermillion
|
||||
title: Vermillion
|
||||
status: issues
|
||||
notes: Runs. The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in
|
||||
front of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub
|
||||
#200). Not yet confirmed in the headset with this patch.
|
||||
status: works
|
||||
notes: "The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in front
|
||||
of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub #200).
|
||||
Confirmed in the headset by Klownicle."
|
||||
tested_version: 1.7.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
@@ -16,10 +16,10 @@ adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
date: '2026-10-15'
|
||||
app: 1.0.1
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 200
|
||||
updated: '2026-10-12'
|
||||
updated: '2026-10-15'
|
||||
source_hint: Vermillion - VR Painting
|
||||
@@ -5,9 +5,14 @@ source_hint: H.U.N.T
|
||||
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: c35373d0f7c870ade148e3259abcc74098b6bc89fe2c2f3a2e55168df642e391
|
||||
updated: '2026-10-15'
|
||||
+136
-10
@@ -6,6 +6,42 @@
|
||||
# with diagnostics. Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
|
||||
# Sources: every failure we hit porting 34 games to the Steam Frame (see docs/PLAYBOOK.md).
|
||||
signatures:
|
||||
- id: meta-asset-status-error
|
||||
pattern: 'Asset status error\s+\(code 100\)'
|
||||
severity: error
|
||||
diagnosis: A DLC manager reports a Meta asset-file status error after VR starts (e.g. PixelRipped 1995). The asset-file check failed; the log does not identify the native call or asset ID. Try the experimental asset-file bypass (empty list, installed status with no file path); this does not supply DLC and has not been verified in the game.
|
||||
suggest: [frame.asset_files_stub]
|
||||
- id: meta-entitlement
|
||||
# Quest games (the pcvr oculus-entitlement signature covers Rift games). Only explicit failure results: a bare
|
||||
# ovr_PlatformInitialize error isn't matched. `error`, not fatal: offline games may log it and play on; an online
|
||||
# game that then quits (e.g. Deadly Delivery, GitHub #322) fails the test through its exit.
|
||||
pattern: '(?i)entitlement check failed|\bnot entitled to (use|play)|ovrPlatformInitialize_(NotEntitled|UnableToVerify|FileInvalid|SignatureInvalid)'
|
||||
severity: error
|
||||
diagnosis: The game's Meta licence check (entitlement) failed. It needs Meta's online login and licence check,
|
||||
which the Frame doesn't have; games that depend on it (often online games) quit or stay offline. FramePort
|
||||
doesn't get around such checks.
|
||||
suggest: []
|
||||
- id: meta-request-failed
|
||||
# Unity's Oculus.Platform wrapper logs this when a Meta platform call gets no usable answer: OVRPort's platform
|
||||
# library answers some calls without Meta's services (request id 0), so the game's callback never runs and it
|
||||
# can wait forever (e.g. Thief Simulator, Eleven, Spectre; GitHub #346, #360, #368).
|
||||
pattern: 'An unknown error occurred\. Request failed\.[\s\S]{0,400}?Oculus\.Platform\.Request'
|
||||
severity: warning
|
||||
diagnosis: A Meta platform request made by the game failed (it needs Meta's online services, which the Frame
|
||||
doesn't have). If the game then stays on a loading screen or doesn't go on, it is waiting for that answer;
|
||||
some games have a per-game fix that skips the call. A problem report with diagnostics shows which call it is.
|
||||
suggest: []
|
||||
report: true
|
||||
- id: meta-system-activities
|
||||
# The game ships its own (renamed) copy of Meta's platform loader instead of going through OVRPort's, which
|
||||
# tries to open Meta's system activities (Horizon OS) and aborts when Android can't start them (Breachers, #357).
|
||||
pattern: 'DisplayErrorAndExit: Failed to launch SystemActivities'
|
||||
severity: fatal
|
||||
diagnosis: The game's own Meta platform library tried to open Meta's system screens (Horizon OS), which the
|
||||
Frame doesn't have, and quit on purpose. Games built this way are usually online games that depend on Meta's
|
||||
services; FramePort can't provide those.
|
||||
suggest: []
|
||||
supersedes: [native-crash]
|
||||
- id: lua-lightuserdata-pointer
|
||||
pattern: 'bad light userdata pointer'
|
||||
severity: fatal
|
||||
@@ -44,8 +80,15 @@ signatures:
|
||||
- id: no-arm64
|
||||
pattern: 'INSTALL_FAILED_NO_MATCHING_ABIS'
|
||||
severity: fatal
|
||||
diagnosis: This game is 32-bit only and can't run on the Frame (no AArch32). Use the PC (Rift) version through Revive.
|
||||
suggest: []
|
||||
diagnosis: 32-bit-only APK (e.g. a Gear VR or Oculus Go game). The Steam Frame has no 32-bit ARM support; FramePort's 32-bit bridge translates the game (experimental).
|
||||
suggest: [frame.a32_bridge]
|
||||
- id: a32-jit-overflow
|
||||
pattern: 'a32: block at 0x[0-9a-f]+ overflowed the code buffer'
|
||||
severity: fatal
|
||||
diagnosis: The 32-bit bridge's translator stopped the game on a long run of instructions it hands to its
|
||||
interpreter, for example OpenSSL's ARMv8 SHA-1 code in Pinball FX2 VR. Fixed in newer FramePort versions;
|
||||
update FramePort and rebuild the game ("Update on Frame").
|
||||
suggest: [frame.a32_bridge]
|
||||
- id: android-too-new
|
||||
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
|
||||
severity: fatal
|
||||
@@ -56,6 +99,13 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: This app is a website, not a game, and it can't open on the Frame. It is a Trusted Web Activity that opens Meta's browser (com.oculus.browser), which the Frame doesn't have; open the website (TWALauncherActivity's "Using URL" line) in a browser instead.
|
||||
suggest: []
|
||||
- id: gvr-not-supported
|
||||
# GitHub #335 (Blade Runner: Revelations, Daydream, Unity 2017.4): Unity's "Google VR Error [Daydream]", the GVR
|
||||
# library's Java side missing on the 32-bit bridge, or a bind to Daydream's VrCore service
|
||||
pattern: 'Google VR Error \[(Daydream|Cardboard)\]|Google VR had a fatal issue while loading|class com/google/vr/sdk/base/CardboardViewNativeImpl not found|act=com\.google\.vr\.vrcore\.\S+ pkg=com\.google\.vr\.vrcore'
|
||||
severity: fatal
|
||||
diagnosis: This is a Google Daydream / Cardboard VR build (Google VR SDK), and its VR can't reach the Frame's headset. Daydream needs Google's VR services (VrCore) and Cardboard draws for a phone in a viewer; FramePort has no translation for either, so the game runs as a flat window at best, usually without working controls. An Oculus build of the same game (Meta Quest, Oculus Go or Gear VR) goes through FramePort's normal path.
|
||||
suggest: []
|
||||
- id: unity-render-crash
|
||||
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
|
||||
severity: fatal
|
||||
@@ -86,13 +136,23 @@ signatures:
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ .*faces=6 .*result=-\d+'
|
||||
unless: 'cube_standin: runtime refused'
|
||||
severity: fatal
|
||||
diagnosis: The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have. OVRPlugin goes on without images and crashes in ovrp_EndFrame4 (Unity's render thread SIGSEGV in memset, for example Budget Cuts Ultimate). FrameBridge from FramePort 0.12 serves such swapchains itself and drops their cube layers (cube_standin, GLES games) - rebuild and reinstall the game.
|
||||
diagnosis: The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have. OVRPlugin goes on without images and crashes in ovrp_EndFrame4 (Unity's render thread SIGSEGV in memset, for example Budget Cuts Ultimate). FrameBridge from FramePort 0.12 serves such swapchains itself and drops their cube layers (cube_standin, GLES games); rebuild and reinstall a GLES game to try this workaround. For a Vulkan game, the current build cannot stand in for the cube swapchain yet.
|
||||
suggest: [frame.adapter]
|
||||
supersedes: [unity-render-crash, native-crash]
|
||||
- id: swapchain-rect-invalid
|
||||
pattern: 'xrEndFrame failed -25\b'
|
||||
severity: fatal
|
||||
diagnosis: The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames; FrameBridge from FramePort 0.11.0 clamps the rects, so rebuild and reinstall the game.
|
||||
diagnosis: The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames (FrameBridge from FramePort 0.11.0 clamps the rects), or is empty (0x0, for example BattleTalent's first frames right after Unity switches its MSAA level; a newer FrameBridge shows the whole swapchain image instead), so rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
- id: cylinder-menu-layers-rejected
|
||||
pattern: 'xrEndFrame failed -16\b'
|
||||
severity: info
|
||||
# PreyVR (GitHub #306): one rejected frame at the start of every session (its space isn't locatable yet); the black
|
||||
# menu there had another cause (a 0 Hz refresh rate stopped the game clock), so this alone is no error
|
||||
diagnosis: The runtime rejected a frame's layers once (XR_ERROR_LAYER_INVALID). At the start of a session that is
|
||||
harmless. If it repeats every frame the picture stays black; FrameBridge shows a curved (cylinder) screen drawn
|
||||
to each eye separately (for example the Doom3Quest / PreyVR menu) as one set of flat strips for both eyes to stay
|
||||
within the runtime's layer limit, so rebuild and reinstall the game with the current FrameBridge.
|
||||
suggest: [frame.adapter]
|
||||
- id: missing-ovr-symbol
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovr[A-Z][A-Za-z0-9]*_ToString)'
|
||||
@@ -153,7 +213,8 @@ signatures:
|
||||
suggest: [adapter.vk_shader_dump, adapter.zink_shader_dump]
|
||||
report: true
|
||||
- id: space-warp-used
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ format=(97|129) '
|
||||
# space warp's motion vectors (97 = R16G16B16A16_SFLOAT); its depth (129) is also what eye depth layers use (#323)
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ format=97 '
|
||||
unless: 'per-game: hide_space_warp=1'
|
||||
severity: info
|
||||
diagnosis: The game uses Meta's space warp (it renders half of its frames plus motion vectors, and the runtime makes
|
||||
@@ -161,6 +222,13 @@ signatures:
|
||||
Metro Awakening). Turning it off makes the game render every frame itself.
|
||||
question: Did textures flicker, jump or smear while you moved?
|
||||
suggest: [adapter.hide_space_warp]
|
||||
- id: duplicate-action-renamed
|
||||
pattern: 'action_dedup: action .* already exists in its set'
|
||||
severity: info
|
||||
diagnosis: The game creates two controller actions with the same name (for example an Unreal action and axis both
|
||||
called Turn). The Frame's runtime then can't load the game's controller setup and drops the game back to the home
|
||||
environment while it keeps running. FramePort renamed the second one, so this is handled.
|
||||
suggest: []
|
||||
- id: unity-runtime-msaa
|
||||
pattern: 'recommended MSAA level is [248]\. Switching to the recommended level'
|
||||
severity: info
|
||||
@@ -223,6 +291,16 @@ signatures:
|
||||
severity: error
|
||||
diagnosis: The screen stays black because the game submits a layer the VrApi bridge can't show. Whole frames with that VrApi layer type are dropped.
|
||||
suggest: []
|
||||
- id: unreal-reserve-refused
|
||||
# GitHub #349: Unreal's out-of-memory handler dereferences its not yet created log while libUnreal.so's static
|
||||
# constructors run (System.loadLibrary), after the Binned3 allocator's up-front reservation failed
|
||||
pattern: '(?s)fault addr 0x10\b(?:(?!Fatal signal).){0,8000}?#00 pc [0-9a-f]+\s+\S*lib(?:Unreal|UE4)\.so(?:(?!Fatal signal).){0,8000}?soinfo17call_constructors'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed while Unreal was still loading, before its first frame. Its memory allocator (Binned3)
|
||||
reserves tens of gigabytes of address space at once, which Quest allows and the Frame's kernel refuses in one
|
||||
piece (for example Transformers Beyond Reality). Rebuild with the reservation marked as not committed.
|
||||
suggest: [frame.unreal_noreserve]
|
||||
supersedes: [native-crash]
|
||||
- id: graphics-requirements-missing
|
||||
pattern: '(XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING|Failed to create XR session: -50\b|xrCreateSession[^\n]*-50\b)'
|
||||
severity: fatal
|
||||
@@ -263,6 +341,7 @@ signatures:
|
||||
supersedes: [direct-vrapi, native-crash]
|
||||
- id: direct-vrapi
|
||||
pattern: '(?<!called before )vrapi_Initialize|VrApi.*not supported|libvrapi\.so.*(not found|failed)'
|
||||
unless: 'a32bridge: ' # a 32-bit game on the a32 bridge: it translates VrApi itself
|
||||
severity: warning
|
||||
diagnosis: The game uses Meta's VrApi directly and needs the VrApi bridge.
|
||||
suggest: [frame.vrapi_bridge]
|
||||
@@ -298,6 +377,13 @@ signatures:
|
||||
diagnosis: 'The Frame''s Vulkan driver crashed on a call from Unreal. Unreal 5 passes things Quest''s driver ignores: a depth resolve in a subpass without a depth attachment (handled by the Vulkan shim), and image barriers and views for a missing image when it expects fragment density maps (foveation) from the headset (for example Metro Awakening).'
|
||||
suggest: [frame.vk_sanitize, adapter.vk_spec_fixes, adapter.vk_hide_fdm]
|
||||
supersedes: [native-crash]
|
||||
- id: quest-foveation-image-missing
|
||||
pattern: 'foveationImage = 0x0, width = 0, height = 0'
|
||||
unless: 'hide_fb_foveation: filtering dispatcher extensions'
|
||||
severity: info
|
||||
question: Did the Vulkan game stop on its first frames?
|
||||
diagnosis: OVRPlugin enabled Quest Vulkan foveation but received no density image. For a first-frame failure, compare with Quest foveation suppressed. This message alone does not prove the crash cause; a null Unreal graphics pipeline can also follow an earlier fatal error.
|
||||
suggest: [adapter.hide_fb_foveation]
|
||||
- id: unreal-fdm-missing
|
||||
pattern: 'vk shim: left out \d+ image barrier\(s\) without an image \(first: layout \d+ -> 1000218000'
|
||||
unless: 'vk shim: fragment density map extensions hidden'
|
||||
@@ -326,6 +412,13 @@ signatures:
|
||||
diagnosis: The game crashed creating a very large image (over 4096 px, for example in video players). OVRPort's OpenXR dispatcher aborts on such swapchains.
|
||||
suggest: [frame.swapchain_limit]
|
||||
supersedes: [native-crash]
|
||||
- id: cortopia-org-id-wait
|
||||
# Meta's C# wrapper logs this when the native call returned request id 0 (no callback ever follows); Cortopia's
|
||||
# start-up awaits it forever (GitHub #360)
|
||||
pattern: 'An unknown error occurred\. Request failed\.[\s\S]{0,600}?Cortopia\.Scripts\.Platform\.Meta'
|
||||
severity: error
|
||||
diagnosis: The game waits forever on its loading screen for an answer from Meta's platform (an org-scoped user id, used as its analytics id) that OVRPort's platform library doesn't give. The patch makes the game skip that one request, as it does without Wi-Fi.
|
||||
suggest: [frame.cortopia_org_id]
|
||||
- id: ovr-microphone-crash
|
||||
pattern: 'ovr_Microphone_GetOutputBufferMaxSize\+'
|
||||
severity: fatal
|
||||
@@ -339,10 +432,22 @@ signatures:
|
||||
suggest: [frame.slz_vulkan_hooks]
|
||||
supersedes: [java-crash, native-crash]
|
||||
- id: vivox-api31
|
||||
pattern: 'NoSuchMethodError: No virtual method \w*CommunicationDevice\w*\(.*Landroid/media/AudioManager'
|
||||
pattern: 'NoSuchMethodError: No virtual method \w*CommunicationDevice\w*\(.*Landroid/media/AudioManager[^\n]*(?:\n[^\n]*\sat [^\n]*){0,12}?\n[^\n]*\sat com\.vivox\.'
|
||||
severity: fatal
|
||||
diagnosis: The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR). The patch makes Vivox's audio-route check return early (voice chat keeps the default route).
|
||||
suggest: [frame.vivox_audio_route]
|
||||
supersedes: [java-crash, audio-api31]
|
||||
- id: photon-voice-api31
|
||||
pattern: 'NoSuchMethodError: No virtual method \w*CommunicationDevice\w*\(.*Landroid/media/AudioManager[^\n]*(?:\n[^\n]*\sat [^\n]*){0,12}?\n[^\n]*\sat com\.exitgames\.photon\.'
|
||||
severity: fatal
|
||||
diagnosis: The game's Photon Voice microphone plugin calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes when voice chat starts (for example Table Troopers at the tutorial). The patch makes Photon's audio-device pick return early (the microphone keeps the default route).
|
||||
suggest: [frame.photon_voice_audio_route]
|
||||
supersedes: [java-crash, audio-api31]
|
||||
- id: audio-api31
|
||||
pattern: 'NoSuchMethodError: No virtual method \w*CommunicationDevice\w*\(.*Landroid/media/AudioManager'
|
||||
severity: fatal
|
||||
diagnosis: Code in the game (often a voice-chat SDK) calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes. FramePort has fixes for Vivox and Photon Voice; this one comes from another library, so please report it with the log.
|
||||
report: true
|
||||
supersedes: [java-crash]
|
||||
- id: lepton-data-link-failed
|
||||
pattern: "ln: cannot create symbolic link from '[^']*' to '/data/data/|Couldn't create directory for SharedPreferences file /data/user/0/"
|
||||
@@ -350,6 +455,24 @@ signatures:
|
||||
diagnosis: The game has no internal storage (saves, settings) inside Lepton. Usually its folder's path has a space (a microSD card named for example "Steam Frame 512g"), which Lepton's own scripts can't handle; FramePort's launcher (agent 83 and newer) gives Lepton a path without spaces. Connect FramePort once so the launcher is updated, then start the game again.
|
||||
report: true
|
||||
supersedes: [java-crash, native-crash]
|
||||
- id: gms-android12-call
|
||||
pattern: 'No virtual method permitUnsafeIntentLaunch\(\)'
|
||||
severity: fatal
|
||||
diagnosis: Google Play services' code in the game called an Android 12 method (the game was built for Android 12 and newer, so its version checks were built in as "always true") and Lepton runs Android 11; the game crashes on its GoogleApiHandler thread at start (for example Titan Isles). The patch makes those checks answer "no" again; Play services themselves aren't on the Frame, so sign-in and other Google features stay off.
|
||||
suggest: [frame.gms_platform_version]
|
||||
supersedes: [java-crash]
|
||||
- id: usb-midi-watcher
|
||||
pattern: 'UsbManager\.getDeviceList\(\)'' on a null object reference|at jp\.kshoji\.driver\.midi\.device\.MidiDeviceConnectionWatcher\$MidiDeviceConnectionWatchThread\.checkConnectedDevices'
|
||||
severity: fatal
|
||||
diagnosis: The app's USB MIDI driver (kshoji's, used by Unity MIDI plugins, for example PianoVision) asked Android's USB service for MIDI devices; the Frame's Android has no USB service, so the app crashed. The patch stops that poll; USB MIDI devices can't reach the app on the Frame anyway.
|
||||
suggest: [frame.usb_midi_watcher]
|
||||
supersedes: [java-crash]
|
||||
- id: unity-appui-vibrator
|
||||
pattern: 'NoClassDefFoundError: Failed resolution of: Landroid/os/VibratorManager;'
|
||||
severity: fatal
|
||||
diagnosis: The game's start activity uses Android 12's VibratorManager (Unity's App UI package, for example PianoVision) and Lepton runs Android 11, so it quits before the game starts. The patch starts the activity without a vibrator; its UI haptic feedback then does nothing.
|
||||
suggest: [frame.unity_appui_vibrator]
|
||||
supersedes: [java-crash]
|
||||
- id: bhaptics-permission-prompt
|
||||
pattern: 'GrantPermissionsActivity: Permission grant result .*permission=android\.permission\.BLUETOOTH_CONNECT'
|
||||
severity: error
|
||||
@@ -375,10 +498,13 @@ signatures:
|
||||
The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never
|
||||
starts VR (for example Contractors, GitHub #159). Unreal checks that the data file (.obb) has the name and size
|
||||
this APK expects, and with bVerifyOBBOnStartUp it also reads the whole file to check it; a failed check waits
|
||||
on an error screen. "Unreal - start without the OBB check" skips the content check. If the game still stops
|
||||
here, the OBB doesn't match this APK version - copy the APK and the OBB from the same install, add the game
|
||||
again and reinstall.
|
||||
suggest: [frame.unreal_skip_obb_check]
|
||||
on an error screen. "Unreal: start without the OBB check" (frame.unreal_skip_obb_check) skips only the CRC content check and applies only when the APK enables bVerifyOBBOnStartUp. Copy the APK and OBB
|
||||
from the same install, add the game again and reinstall.
|
||||
If the downloader still appears with bVerifyOBBOnStartUp=false (already disabled in the APK or by the skip patch), try
|
||||
"Unreal: skip the OBB delivery check" (frame.unreal_skip_obb_delivery), an experimental bypass of the separate Java name and size gate
|
||||
(e.g. Into The Radius, GitHub #283). An external-storage path or visibility failure can reject an uploaded
|
||||
OBB; neither option is a guaranteed fix, and the native engine still needs complete, matching, readable data.
|
||||
suggest: [frame.unreal_skip_obb_check, frame.unreal_skip_obb_delivery]
|
||||
- id: tbxr-fdm-shutdown-crash
|
||||
pattern: '(?s)\A(?=.*Fatal signal 11)(?=.*fdm_injection_xrDestroySwapchain)(?=.*TBXR_LeaveVR)'
|
||||
severity: error
|
||||
|
||||
@@ -11,10 +11,11 @@ Got a game working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-pro
|
||||
| Kind of game | On the Steam Frame |
|
||||
|---|---|
|
||||
| Quest games | Converted to OpenXR (the VR standard the Frame uses) by OVRPort and patched; they run in Lepton, Valve's Android runtime |
|
||||
| 32-bit Gear VR, Oculus Go and early Quest games | Run through FramePort's 32-bit bridge (experimental): it translates the game's 32-bit code inside the app; the Frame's right controller acts as the Gear VR / Go controller |
|
||||
| Other Android VR apps using OpenXR (for example Pico builds) | Converted the same way; the other headset's own features and store services aren't available |
|
||||
| Android apps without VR | Installed unchanged and shown as a window in the headset |
|
||||
| PC VR games | On the Frame through Proton (experimental), or on your PC and streamed to the Frame: see [PC VR games](INSTALL.md#pc-vr-games) |
|
||||
| Can't run | 32-bit-only or x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
|
||||
| Can't run | x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
|
||||
|
||||
Automatic launch tests show that a game starts; only the headset shows whether it looks right.
|
||||
|
||||
|
||||
@@ -0,0 +1,641 @@
|
||||
# Device notes
|
||||
|
||||
Detailed device findings per game and issue, moved verbatim from CLAUDE.md (which keeps a one-line pointer
|
||||
with the key fact and the patch/setting names for each). Read the matching section before debugging a game;
|
||||
general runtime facts are in docs/FRAME_RUNTIME.md and symptom → fix rows in docs/PLAYBOOK.md.
|
||||
|
||||
## a32 bridge: games, lessons, debugging aids, profiling
|
||||
|
||||
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.
|
||||
|
||||
## Upload speed
|
||||
|
||||
**Upload speed (measured 2026-09-29):** via the home router (PC Wi-Fi → router → Frame wlan0) only 15-18 MB/s, the
|
||||
same for paramiko, OpenSSH and 4 parallel streams, so the network path is the limit, not the SSH code. Direct to the
|
||||
Frame's hotspot (`wlanap` 10.35.78.1; the owner's PC has Valve's USB Wi-Fi dongle on it) 83 MB/s OpenSSH / 97 MB/s
|
||||
paramiko; reading dumps from D: via WSL drvfs is then the cap (~82 MB/s). `Frame.fast_link()` (installer
|
||||
`transfer_link`, uploads ≥64 MiB) uses usb0 > wlanap when reachable **and** the host key matches the paired Frame.
|
||||
|
||||
## Revive under Proton arm64 (Lone Echo)
|
||||
|
||||
**Revive under Proton arm64 (Lone Echo, 2026-09-29):** Revive's Detours hooks (LoadLibraryW/ExW, OpenEventW, the
|
||||
signature check) don't take effect: Wine's kernelbase is ARM64EC. The LibOVR shim in the game then does a plain
|
||||
`LoadLibrary("LibOVRRT64_1.dll")` search (exe dir, cwd, system32, windows, PATH — no registry, `OculusBase` or
|
||||
`LIBOVR_DLL_DIR` used by this build) → `Failed to initialize Oculus API (-3001)` (= Lies Beneath's "Unable to load
|
||||
LibOVRRT DLL"). A symlink `pfx/drive_c/windows/system32/LibOVRRT64_1.dll -> <base>/revive/LibReviveXR64.dll` (Wine
|
||||
maps a symlink to the already-loaded module) gets past it to **-3021 = ovrError_LibSignCheck**: the shim only accepts
|
||||
an Oculus-signed runtime. Next step (not done): make the runtime check pass without Detours, e.g. an injected helper
|
||||
that patches the game's import table (IAT) for LoadLibrary*/WinVerifyTrust, or a prefix-level override. This is
|
||||
runtime interop (what Revive does), not the Platform SDK licence check (which FramePort never touches).
|
||||
Uninstall (Quest, saves kept) used to leave `deployment.json` → still "installed"; fixed (agent v16).
|
||||
|
||||
|
||||
## OVRPort 1.2.5
|
||||
|
||||
**OVRPort 1.2.5 (2026-10-01, the fork's first release; CLI-only):** same commands (`patches [--json]`, `patch`, `help`,
|
||||
`install`), but `patch` rejects unknown/duplicate args, unknown patch ids and an empty `--patches=`
|
||||
(`tools/overport.patch` refuses empty lists). After patching it adds `libovrplatformcompat.so` itself when the platform
|
||||
loader lacks `ovrMessageType_ToString` (our `frame.ovrplatformcompat` then skips: same library). New patches (all off;
|
||||
`patches/overport.py`): `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only, exclusive),
|
||||
`patch_disable_meta_xr_audio_telemetry` (x86_64 emulators: hidden), `patch_vrapi_openxr` = OVRPort's VrApi adapter =
|
||||
the **unpatched** upstream of our `frame.vrapi_bridge` (`native/vrapi` unchanged since our 5e7df52), only usable with an
|
||||
experimental CLI built with `-PwithVrApi=true` (stable jars list it but fail). The owner prefers OVRPort's fixes over
|
||||
ours where they work as well (less to maintain): compare in the headset before switching a default.
|
||||
`frameport install <pkg> --apk <file>` installs a specific (test) build signed with the game's key.
|
||||
Headset results (2026-10-02, `PATCHED/_test-ovrport-1.2.5/TESTING.md`): OVRPort's own VrApi translator fails on the
|
||||
Frame (Climb 2: requests VkFormat 37 → crash; POTW: no GLES path, missing `vrapi_GetTextureSwapChainHandle`) → keep
|
||||
`frame.vrapi_bridge`; those two changes are upstream candidates. 1.2.5 builds (its platform compat, new permissions)
|
||||
work. AC Nexus: `patch_ac_nexus_no_appsw_90` is the catalog default (owner preferred 90 Hz); `STRICT` patches are only
|
||||
taken from a catalog recipe where `applies()` holds (the AC Nexus ones need build MAIN.450412.207706.final, else the
|
||||
whole overport run fails).
|
||||
|
||||
|
||||
## Steam Frame controller models
|
||||
|
||||
**Steam Frame controller models (2026-09-30, not yet seen in a game):** adapter setting `controller_models`
|
||||
(`native/adapter/render_model.c`) emulates XR_FB_render_model and serves `files/framebridge/controller_{left,right}.glb`;
|
||||
agent v20 (`install_controller_models`, command `controller_models`) converts the Frame's SteamVR render models
|
||||
(folder name matching "frame" + left/right, OBJ+PNG, `openxr_grip` component → grip space) at finalize/set_settings.
|
||||
Valve's models are never committed or copied off the Frame. Only games that use Meta's runtime controller models
|
||||
benefit (manifest `RENDER_MODEL` permission/feature → suggested); **none of the 34 catalog games do** (they ship their
|
||||
own meshes: that would need per-game asset replacement). Model discovery and conversion
|
||||
checked on the device 2026-09-30: `/opt/steamvr/drivers/frame_controller/resources/rendermodels/frame_controller_{left,right}`
|
||||
(component OBJs in model space = the whole `<name>.obj`, one `_color.png` 2048² near-black, `openxr_grip` rotates about
|
||||
X only; hidden-by-default components like `status` are skipped) → ~2 MB glb each, ~1 s. Not yet seen in a game (none
|
||||
of the installed builds has the new adapter, and none requests runtime models), so whether Meta's SDK attaches runtime models at the grip pose is unverified.
|
||||
|
||||
## Crash backtraces, Fossilize, swapchain limit, cylinder and equirect layers
|
||||
|
||||
**Crash backtraces (2026-09-30):** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (after "Dumping logcat"), not launch.log; agent v23 launch tests wait for it and return `crash_log`, triage gets it via `triage(..., crash=)` (not pid-filtered: tombstones come from crash_dump's pid). The guest is `userdebug` (`ro.debuggable=1`), so Lepton's Fossilize layer loads into every app whatever the APK's debuggable flag; it has no off switch. Fossilize crashed Deadpool VR on uninitialized attachment-reference pNexts (several, in FVulkanRenderPass and the render-target layout) → `frame.vk_sanitize` = `native/vkshim` (engine's `dlopen("libvulkan.so")` string → `libfp_vk.so`, wraps vkCreateRenderPass2/KHR, drops unreadable/wrong-sType pNexts; verified: game runs). overport's dispatcher aborts on swapchains > 4096 px (`cmp wN,#4096` in xrCreateSwapchain) → `frame.swapchain_limit` (verified with 4XVR, 7680×3840 accepted by the runtime). Both are default-on (parity classifies their rewrites as
|
||||
"expected"; library migration `quest_binary_fixes_v2`). The adapter shows cylinder layers (4XVR's movie screen) as ~15° quad strips (`cylinder_strips`, setting
|
||||
`cylinder_strips`); the runtime composites them at full resolution. Equirect (360°) layers are dropped: drawing
|
||||
them ourselves (GLES renderer in xrEndFrame: stutter, never showed 4XVR's VR video; Vulkan renderer: hung the
|
||||
Frame's GPU in AC Nexus; reading the newest *released* image broke 4XVR's theatre) was removed again on the owner's
|
||||
request — don't retry without a new approach. Converted layers must count as "swapped" or the original layer list
|
||||
is submitted (runtime returns -2 for every frame). A focus debounce (hiding the Frame's brief
|
||||
FOCUSED→VISIBLE→SYNCHRONIZED dips, which make 4XVR recenter) was also removed: AC Nexus stayed black with it (it
|
||||
hid 521 ms focus changes at start). The new approach (below) is per-game, off the app's render thread, GLES-only.
|
||||
|
||||
|
||||
## 360° layers / 4XVR
|
||||
|
||||
**360° layers / 4XVR (2026-09-30):** the Frame's Android SteamVR runtime (`/opt/steamvr/bin/androidarm64/vrclient.so`,
|
||||
mounted in Lepton as `/data/steamvr/runtime`) only composites quad + projection layers (cube/cylinder/equirect(2)
|
||||
are enum names only) — nothing to unlock. Per-game adapter settings (off by default, hooks installed only when on):
|
||||
`equirect_emul` (GLES only: a worker thread with a shared EGL context converts each 360° image to a cube map when it
|
||||
changes and draws one adapter projection layer from it for every frame with exactly that frame's views (the app's own
|
||||
projection views, else xrLocateViews at displayTime); xrEndFrame waits ≤6 ms for the worker's CPU submit, never the
|
||||
GPU. Learned in the headset: quads can't be a background (the Frame draws quad layers above all projection layers
|
||||
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
|
||||
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
|
||||
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
|
||||
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
|
||||
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
|
||||
folder (`app_media_dirs`), `frameport frame send --app <pkg>`, GUI game page "Add videos" (players) / "Add videos &
|
||||
files…". A 4XVR webm stereo swapchain was refused with XR_ERROR_LIMIT_REACHED (-10) → right eye grey; our projection
|
||||
swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame data snapshot
|
||||
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
|
||||
Not yet verified in the headset.
|
||||
|
||||
|
||||
## Companion apps / intents (Stremio + 4XVR)
|
||||
|
||||
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
|
||||
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
|
||||
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
|
||||
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
|
||||
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
|
||||
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
|
||||
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
|
||||
folder (two break `get_apk_path`).
|
||||
|
||||
## Text input (Stremio VR)
|
||||
|
||||
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
|
||||
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
|
||||
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
|
||||
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
|
||||
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
|
||||
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
|
||||
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
|
||||
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
|
||||
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
|
||||
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
|
||||
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
|
||||
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
|
||||
re-bake); `cmd_real package install` skips the hook.
|
||||
|
||||
## User reports 2026-10-04 (issues #4-#10)
|
||||
|
||||
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
|
||||
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
|
||||
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
|
||||
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
|
||||
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
|
||||
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
|
||||
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
|
||||
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
|
||||
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
|
||||
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
|
||||
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
|
||||
|
||||
## Round 2 of reports, headset rounds 2-3 (2026-10-04)
|
||||
|
||||
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
|
||||
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
|
||||
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
|
||||
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
|
||||
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
|
||||
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
|
||||
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
|
||||
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
|
||||
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
|
||||
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
|
||||
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
|
||||
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
|
||||
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
|
||||
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
|
||||
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
|
||||
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
|
||||
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
|
||||
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
|
||||
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
|
||||
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
|
||||
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
|
||||
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
|
||||
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
|
||||
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
|
||||
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
|
||||
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
|
||||
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
|
||||
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
|
||||
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
|
||||
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
|
||||
"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`); 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
|
||||
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
|
||||
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
|
||||
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
|
||||
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
|
||||
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
|
||||
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
|
||||
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
|
||||
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
|
||||
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
|
||||
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
|
||||
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
|
||||
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
|
||||
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
|
||||
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
|
||||
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
|
||||
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
|
||||
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
|
||||
## Round 4 (2026-10-04): surface swapchains, save-folder permissions
|
||||
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
|
||||
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
|
||||
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
|
||||
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
|
||||
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
|
||||
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
|
||||
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
|
||||
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
|
||||
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
|
||||
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
|
||||
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
|
||||
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
|
||||
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
|
||||
|
||||
## Steam library failures and the devkit fallback (GitHub #21/#30/#41/#42)
|
||||
|
||||
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
|
||||
|
||||
## Exit game (GitHub #36)
|
||||
|
||||
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
|
||||
|
||||
## SteamVR dashboard at game start
|
||||
|
||||
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v59: watches 120 s and hides up to 10 times (the menu came back after 30 s in the owner's sessions). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
|
||||
|
||||
## Space warp / ITR2
|
||||
|
||||
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
|
||||
|
||||
## PR #34: Meta XR Audio metadata (Batman)
|
||||
|
||||
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
|
||||
|
||||
## Heuristics eval (2026-10-04)
|
||||
|
||||
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
|
||||
|
||||
## Proton default (stable vs Experimental)
|
||||
|
||||
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
|
||||
|
||||
## USB cable link
|
||||
|
||||
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
|
||||
|
||||
## Start activity / QuestCraft / ITR2 pop-in
|
||||
|
||||
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
|
||||
|
||||
## Vulkan validation / ITR2 solved
|
||||
|
||||
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
|
||||
|
||||
## GitHub #38/#39: PowerWash Simulator, The Room VR
|
||||
|
||||
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
|
||||
|
||||
## Headset round 2026-10-05 (evening)
|
||||
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
|
||||
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
|
||||
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
|
||||
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
||||
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
|
||||
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
|
||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
|
||||
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
||||
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
|
||||
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
|
||||
## Unity built-in VR input (Accounting+, BattleSisters)
|
||||
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
||||
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
||||
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
||||
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
|
||||
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
|
||||
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
||||
|
||||
## Vader Immortal (headless investigation)
|
||||
|
||||
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
||||
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
|
||||
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
||||
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
||||
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
||||
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
||||
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
|
||||
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
|
||||
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
|
||||
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
|
||||
FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
|
||||
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
||||
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
|
||||
|
||||
**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".
|
||||
|
||||
## Vader's leak solved / AC Nexus flips
|
||||
|
||||
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
|
||||
|
||||
## Unreal's self-restart
|
||||
|
||||
**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)
|
||||
|
||||
**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
|
||||
|
||||
**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
|
||||
|
||||
**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
|
||||
`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
|
||||
`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
|
||||
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
|
||||
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
|
||||
|
||||
## Issue triage round (2026-10-06)
|
||||
|
||||
**Issue triage round (2026-10-06, owner's headset):** vibration in OVRPlugin games = 2 s vibrations updated per frame and
|
||||
stopped with amplitude 0; FrameBridge turns amplitude 0 into xrStopHapticFeedback (else each buzz ran 2 s), haptic_fix
|
||||
uses the envelope RMS (was its peak), per-game `haptic_scale` → Creed/The Boys/Jurassic World fine. Lambda1VR (TBXR):
|
||||
loader named by Build.MANUFACTURER (`frame.tbxr_vendor`), no graphics extension enabled (FrameBridge adds
|
||||
XR_KHR_opengl_es_enable + asks for the requirements on -50), always multisampled render-to-texture (GL shim gives
|
||||
single-sampled stand-ins when GL_EXT_multisampled_render_to_texture is hidden) + its xash/ data → works. Jurassic World:
|
||||
`frame.vrapi_stub`. Metro Awakening: contributor's vkshim fixes + hide_space_warp + no VALVE_rpo (jumping polygons like
|
||||
ITR2). Pinball FX VR: hide_space_warp (stutters). Eleven: a Meta online request fails after platform init → needs Meta
|
||||
services. Star Wars Tales: top half black + freeze after loading; ruled out: asset-file paks (never requested), Valve
|
||||
foveation (off: no change), GL errors (MESA_DEBUG=1: none), EGL_BAD_ACCESS once in OVRPlugin init (harmless); the game's
|
||||
eye image reads back black. BlazeRush: VrApi bridge exports + ovr*_ToString stubs + avatar stub get it to the menu room
|
||||
at 72 fps, full input reaches it (diagnostics `input 5s`: Touch type only, sticks 1.0, buttons, poses 0x8f), but the room
|
||||
draws no controllers and ignores input; avatar loader forced to its "Failed" path (no logged-in user) changed nothing.
|
||||
`frame.ovr_trace` can't trace Unity games (P/Invoke dlsym; nothing imports ovr_*). Headless: the VrApi bridge's 30 s
|
||||
head-pose deadline ends VR mode without a worn headset (not a game bug).
|
||||
|
||||
## Lepton storage
|
||||
|
||||
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
|
||||
|
||||
## SteamVR per-app settings
|
||||
|
||||
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
|
||||
|
||||
|
||||
## Language packs
|
||||
|
||||
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
|
||||
|
||||
|
||||
## Cube swapchains
|
||||
|
||||
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
|
||||
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
|
||||
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
|
||||
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
|
||||
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
|
||||
|
||||
## Hardware video decoding
|
||||
|
||||
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
|
||||
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
|
||||
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
|
||||
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
|
||||
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
|
||||
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
|
||||
Per game: only launchers of games whose recipe has `frame.hw_video_decode` (install stage, no APK change; suggested
|
||||
from analysis `media_codec`, ANALYSIS_VERSION 8; deployment.json `hw_video_decode`) get the codec line → the Podman
|
||||
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
|
||||
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
|
||||
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
|
||||
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
|
||||
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
|
||||
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
|
||||
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
|
||||
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
|
||||
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
|
||||
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
|
||||
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
|
||||
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
|
||||
|
||||
## Vulkan shader dump
|
||||
|
||||
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
|
||||
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
|
||||
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
|
||||
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
|
||||
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
|
||||
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
|
||||
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
|
||||
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
|
||||
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
|
||||
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
|
||||
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
|
||||
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
|
||||
|
||||
**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
|
||||
|
||||
**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, and since #293 on any release failure (BattleTalent, Unity 2021.3: the release dies exit 134 in CsFileUtils.GetTypeName after making the folders, no .cs; `il2cpp._run` = non-zero exit or no .cs is unreadable; never with FRAMEPORT_CPP2IL; caches holding "every class missing" are re-run). 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
|
||||
|
||||
**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
|
||||
|
||||
**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
|
||||
|
||||
**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
|
||||
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
|
||||
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
|
||||
headless: Vivox initialises, 150 s at ~65-70 fps.
|
||||
Photon Voice does the same (GitHub #362 Table Troopers, #325): `com.exitgames.photon.audioinaec.AudioInAEC.
|
||||
updateAudioDevice` (void; only caller of getAvailableCommunicationDevices/setCommunicationDevice, reached from the mic
|
||||
thread `AudioInAEC$1.run` via access$000; no SDK_INT check left) → sibling patch `frame.photon_voice_audio_route`
|
||||
(analysis `photon_voice_api31`, ANALYSIS_VERSION 21; shares `vivox_audio_route.patch_class`; Vivox's id, title and
|
||||
output unchanged, no revision bump). Triage: `vivox-api31` / `photon-voice-api31` now need the SDK's class in the
|
||||
stack; any other `*CommunicationDevice*` NoSuchMethodError = `audio-api31` (report). Host-tested on the real dex only.
|
||||
|
||||
## Steam Input gamepad for 2D apps
|
||||
|
||||
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
|
||||
|
||||
## Multiview programs on flat framebuffers (Doom3Quest)
|
||||
|
||||
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
|
||||
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
|
||||
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
|
||||
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
|
||||
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
|
||||
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
|
||||
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
|
||||
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
|
||||
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
|
||||
|
||||
## BlazeRush
|
||||
|
||||
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
|
||||
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
|
||||
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
|
||||
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
|
||||
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
|
||||
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
|
||||
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
|
||||
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
|
||||
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
|
||||
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
|
||||
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
|
||||
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. 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
|
||||
|
||||
**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
|
||||
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
|
||||
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
|
||||
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
|
||||
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
|
||||
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
|
||||
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
|
||||
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
|
||||
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
|
||||
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
|
||||
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
|
||||
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
|
||||
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
|
||||
|
||||
## Install links / FrameDrop button protocol
|
||||
|
||||
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
|
||||
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
|
||||
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
|
||||
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
|
||||
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
|
||||
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
|
||||
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
|
||||
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
|
||||
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
|
||||
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
|
||||
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
|
||||
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
|
||||
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
|
||||
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
|
||||
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
|
||||
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
|
||||
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
|
||||
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
|
||||
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
|
||||
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
|
||||
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
|
||||
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
|
||||
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
|
||||
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
|
||||
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
|
||||
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
|
||||
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
|
||||
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
|
||||
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
|
||||
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
|
||||
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
|
||||
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
|
||||
1280x7000`; Flutter's popup menu ignores Escape).
|
||||
Demo link: the homepage's example button = `deeplink.DEMO_MANIFEST` (https://frameport.app/demo/cool-game.json, published
|
||||
from site/public/demo/); every form (https button page, frameport://, framedrop://, pasted) → `InstallRequest.demo`,
|
||||
no network (fetch_manifest returns `demo_manifest()`, download refuses), `link_dialog.show_demo` (Install =
|
||||
`easter.demo_install`: Cool Game's cover out of the portal; eggs off → "Nice, it works!"), CLI just says so.
|
||||
Link updates (2026-10-17): manifest `version` (top level, or `frameport.version`, which wins; ≤64 chars) is stored in
|
||||
the entry's `link` record (+ `direct`); `pipeline.check_link_updates` (GUI start via `app._check_link_updates`, every
|
||||
6 h: setting `links.last_update_check`, off with `links.check_updates`) re-fetches web manifests that named a version
|
||||
(`deeplink.can_check_updates`: not bare file links, local manifests or the demo) and sets/clears `link_update`
|
||||
{version, checked}; versions compare with `deeplink.compare_versions` (numbers, then release > suffix). UI: Library
|
||||
`link_bar` + game page callout → `link_dialog.update_from_link` (fetch again, one confirmation, `download_and_install`
|
||||
per game; add_from_link clears the offer and keeps a name the user gave). CLI `frameport link-updates [--install]`.
|
||||
|
||||
+32
@@ -26,6 +26,25 @@ Games/ ← scan this folder (Add games → Scan
|
||||
Not sure of the package name? It's in the OBB file names (`main.<version>.<package name>.obb`), and the game's page
|
||||
shows it under **Details**.
|
||||
|
||||
## I moved my games to another folder or drive. How do I update the library?
|
||||
|
||||
Scan the new folder (**Add games → Scan a folder…**, or **Settings → Library folders → Add folder…**). A game whose
|
||||
files are gone from their old place and that FramePort finds again in the new folder keeps its library entry: only
|
||||
where its files are changes. Its name, tags, artwork, your own recipe and what's installed on the Frame stay; you don't
|
||||
have to remove it from the library first. **Rescan folders** in the Library does the same for every library folder.
|
||||
|
||||
- **Removing a folder:** **Settings → Library folders** lists every folder FramePort scans, with how many library games
|
||||
come from it and whether it's there now (a folder on an unplugged drive shows as not found). The bin icon stops
|
||||
scanning a folder; its games stay in the library. `frameport folders [--add DIR] [--remove DIR]` does the same on the
|
||||
command line, `frameport rescan` rescans.
|
||||
- **Another version in the new folder** (a different APK or game build): **Scan a folder…** on that folder takes it, as
|
||||
**Update with a newer APK…** would (name, tags, art and your own recipe stay). **Rescan folders** leaves such games
|
||||
alone and says so; use the game's **Update with a newer APK…** / **…version…** to switch.
|
||||
- **Two copies** (the old folder is still there): the library keeps the copy it has. To use the other one, delete or
|
||||
rename the old copy and rescan.
|
||||
- PC VR games are recognised by their folder name, or a renamed folder by its program file. Linux apps aren't part of
|
||||
folder scans: add the moved app again with **Add a Linux app…** (it keeps its name, art and switches).
|
||||
|
||||
## Can I scan SideQuest backups or AXRB downloads directly?
|
||||
|
||||
Yes. Scan the folder as it is; FramePort finds the APK and its OBB files in both layouts:
|
||||
@@ -178,6 +197,19 @@ draw more than the battery delivers, especially at lower charge, and the Frame t
|
||||
|
||||
Saves stay on the Frame when you update or reinstall a game.
|
||||
|
||||
## Can I back up a game's saves?
|
||||
|
||||
Yes. Steam doesn't sync Quest games' saves, so FramePort copies them to your PC: the game's menu (**…** on its page) →
|
||||
**Saves** → **Back up saves**, or **Back up all saves** on the Steam Frame page (Installed games). Close the game
|
||||
first. A backup holds the game's own storage (`/data/data/<package>` and `/sdcard/Android/data/<package>`), without
|
||||
caches, shader caches and large downloaded content (videos, OBBs, files over 64 MB); the job says when something was
|
||||
left out. FramePort keeps the 10 newest backups per game (Settings → Data). They're in FramePort's data folder under
|
||||
`save-backups/<package>/` (**Open backups folder** in the game's menu).
|
||||
|
||||
**Restore saves…** puts one back: it replaces the game's saves on the Frame. The Frame keeps a copy of the saves it
|
||||
had, so **Undo last restore** in the same window takes you back. When you uninstall a game and tick *Also delete its
|
||||
saves*, FramePort backs them up first. Command line: `frameport saves backup|list|restore|undo <game>`.
|
||||
|
||||
## A game with mods crashes
|
||||
|
||||
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
|
||||
|
||||
+29
-1
@@ -28,7 +28,7 @@
|
||||
200 keys, so ~200 launches after boot every container fails ("create keyring … Disk quota exceeded"). FramePort sets
|
||||
`keyring = false` in `~/.config/containers/containers.conf`; a reboot clears already-leaked keys.
|
||||
- Picks the activity with category LAUNCHER (`APP_ACTIVITY`). Game data is visible at `/sdcard/Android/{obb,data}/<pkg>`.
|
||||
- 64-bit only (no AArch32).
|
||||
- 64-bit only (no AArch32): 32-bit-only APKs run through FramePort's a32 bridge (`frame.a32_bridge`).
|
||||
- `<install>/lepton-shaders/` holds Mesa's shader cache (Lepton sets `mesa.shader.cache.dir=/data/shaders`):
|
||||
`foz_cache.foz` + `foz_cache_idx.foz` per graphics driver (Turnip Vulkan, zink GL), typically 4–6 files and 7–19 MB
|
||||
per game, 2D apps included. It speeds up later starts; deleting it only costs one slower start.
|
||||
@@ -60,6 +60,32 @@
|
||||
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
|
||||
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
|
||||
|
||||
## Save backups (Quest games, agent v95, discussion #352)
|
||||
- A Lepton game's saves are two folders of `<base>/lepton-data`: `internal/<pkg>` (= `/data/data/<pkg>`:
|
||||
`shared_prefs/`, `files/`, `databases/`; Unreal's `files/UE4Game|UnrealGame/.../Saved` often lives here) and
|
||||
`external/Android/data/<pkg>` (= `/sdcard/Android/data/<pkg>`: Unity's `files/`, Unreal's external `Saved`). On the
|
||||
dev Frame (2026-10-16) every file in them belongs to `steamos` (Lepton's `keep-id:uid=0`: the container's root and
|
||||
app = steamos), mostly mode 600/660 in 700/771/775/2771 folders; Lepton's links (`Android/obb/<pkg>`, `Movies`,
|
||||
`Download`, `Documents`) sit outside these two folders.
|
||||
- Agent `_backup_saves '<json>'` streams a tar.gz of both (members `internal/…`, `external/…`, PAX, numeric owners and
|
||||
modes; last member `frameport-saves.json` = manifest with size + sha256 per file and what was left out) on the SSH
|
||||
exec channel's stdout, the result JSON on stderr. Left out: folders named cache/code_cache/no_backup/il2cpp/
|
||||
UnityShaderCache/(Vulkan)ProgramBinaryCache/GPUCache/… at any depth, Unreal `Saved/Logs|Crashes`, FrameBridge's
|
||||
`fb_snap_*`/`framebridge*` files, `.obb/.apk/.foz/.mp4/.mkv/.webm/.mov`, symlinks and special files, and files over
|
||||
64 MiB (big downloaded content; e.g. BattleTalent's `files/Video`). More than 4 GiB of saves is refused.
|
||||
- `_restore_saves '<json>'` reads the archive from stdin and treats it as untrusted: only regular files and folders
|
||||
under `internal/`/`external/` (no `..`, absolute paths, links, devices, duplicates), ≤1 GiB per file / 8 GiB in all,
|
||||
each file's sha256 must match the manifest, the manifest's package must be the game. Everything is staged in
|
||||
`<base>/.saves-restore-*` first, a path that would pass through a link on the Frame is refused, then the current
|
||||
saves are written to `<base>/saves-before-restore.tar.gz` (one copy; `rollback: true` restores it and keeps the
|
||||
replaced saves as the new copy) and each file is renamed into place. Existing files keep their owner and mode, new
|
||||
ones get their folder's owner and the backup's mode (at least u+rw); save files the backup doesn't have are removed
|
||||
(left-out files stay). A failure while swapping puts the rollback copy back.
|
||||
- Both run their file work in `podman unshare` (the agent re-runs itself as `_saves_ns <op>` with stdio inherited) so
|
||||
files owned by mapped ids are readable and keep their ids, take the game's launch lock (`<base>/.launch.lock`, a
|
||||
Play meanwhile is ignored as a double launch) and refuse while its container runs. `saves_info` sizes a backup and
|
||||
reports the rollback copy, `saves_rollback_delete` removes it.
|
||||
|
||||
## OpenXR runtime (as seen by games through overport's loader)
|
||||
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
|
||||
KHR_vulkan_enable(2), KHR_opengl_es_enable, KHR_composition_layer_depth, FB_display_refresh_rate, EXT_hand_tracking
|
||||
@@ -80,6 +106,8 @@
|
||||
- Swapchain formats: GLES `GL_SRGB8_ALPHA8` (35907) / `GL_SRGB8` (35905) only, samples = 1. Vulkan: 43 (R8G8B8A8_SRGB)
|
||||
and 50, not 37/44 (UNORM).
|
||||
- Environment blend: ALPHA_BLEND available (grayscale passthrough cameras).
|
||||
- XR_FB_composition_layer_alpha_blend and XR_KHR_composition_layer_color_scale_bias are not the runtime's (OVRPort's
|
||||
dispatcher lists alpha_blend): their structs are ignored, so FrameBridge emulates inverse alpha (`alpha_blend_emul`).
|
||||
- Reference spaces: STAGE bounds are reported as 1×1 m.
|
||||
- Display 72 Hz by default in tests. Head pose is only tracked while the headset is worn; otherwise flags 0x3 and
|
||||
the session stays below FOCUSED.
|
||||
|
||||
+55
-8
@@ -10,12 +10,17 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Accounting+ | Quest | ✅ Works | |
|
||||
| AgeOfJoy | Quest | ✅ Works | |
|
||||
| AllInOneSports | Quest | ✅ Works | |
|
||||
| Arkio | Quest | ✅ Works | |
|
||||
| Asgard's Wrath 2 | Quest | ✅ Works | |
|
||||
| Assassin's Creed Nexus | Quest | ✅ Works | |
|
||||
| Attack on Titan VR: Unbreakable | Quest | ✅ Works | |
|
||||
| Audica | Quest | ✅ Works | |
|
||||
| AugmentedEmpire | Quest | ✅ Works | |
|
||||
| BAM | Quest | ✅ Works | |
|
||||
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
|
||||
| Batman: Arkham Shadow | Quest | ✅ Works | |
|
||||
| BattleGlide | Quest | ✅ Works | |
|
||||
| Battlemarked | Quest | ✅ Works | |
|
||||
| BattleSisters | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
@@ -25,54 +30,75 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| BlazeRush | Quest | ✅ Works | |
|
||||
| BodyCombat | Quest | ✅ Works | |
|
||||
| BONELAB | Quest | ✅ Works | |
|
||||
| Breathedge VR | Quest | ✅ Works | |
|
||||
| Carve Snowboarding | Quest | ✅ Works | |
|
||||
| Caves | Quest | ✅ Works | |
|
||||
| Clockwork | Quest | ✅ Works | |
|
||||
| Cities: VR | Quest | ✅ Works | |
|
||||
| COMPOUND | Quest | ✅ Works | |
|
||||
| Cook-Out | Quest | ✅ Works | |
|
||||
| Cosmodread | Quest | ✅ Works | |
|
||||
| Creed | Quest | ✅ Works | |
|
||||
| Crisis Zone VR | Quest | ✅ Works | |
|
||||
| cubism | Quest | ✅ Works | |
|
||||
| Dance Central | Quest | ✅ Works | |
|
||||
| Deep Cuts | Quest | ✅ Works | |
|
||||
| Demeo | Quest | ✅ Works | |
|
||||
| Demeter | Quest | ✅ Works | |
|
||||
| Dinosaur Island | Quest | ✅ Works | |
|
||||
| Doom3Quest | Quest | ✅ Works | |
|
||||
| Down the Rabbit Hole | Quest | ✅ Works | |
|
||||
| Drunkn Bar Fight | Quest | ✅ Works | |
|
||||
| Drunkn Bar Fight 2 - Early Access | Quest | ✅ Works | |
|
||||
| Eleven Table Tennis | Quest | ✅ Works | |
|
||||
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
|
||||
| EndoparasiticVR | Quest | ✅ Works | |
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| Eye of the Temple | Quest | ✅ Works | |
|
||||
| FrenzyVR | Quest | ✅ Works | |
|
||||
| Fruit Ninja | Quest | ✅ Works | |
|
||||
| Fruit Salon | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| Ghost Town | Quest | ✅ Works | |
|
||||
| Ghostbusters: Rise of the Ghost Lord | Quest | ✅ Works | |
|
||||
| GORN2 | Quest | ✅ Works | |
|
||||
| Gravity Lab | Quest | ✅ Works | |
|
||||
| Gunjack | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Cat | Quest | ✅ Works | |
|
||||
| I Am Monkey | Quest | ✅ Works | |
|
||||
| I Expect You To Die 2 | Quest | ✅ Works | |
|
||||
| IEYTD3 | Quest | ✅ Works | |
|
||||
| In Death: Unchained | Quest | ✅ Works | |
|
||||
| Into The Radius 2 | Quest | ✅ Works | |
|
||||
| Job Simulator | Quest | ✅ Works | |
|
||||
| Journey of the Gods | Quest | ✅ Works | |
|
||||
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
|
||||
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
|
||||
| Kill It With Fire VR | Quest | ✅ Works | |
|
||||
| Ladder | Quest | ✅ Works | |
|
||||
| Lambda1VR | Quest | ✅ Works | |
|
||||
| LEGO® Bricktales | Quest | ✅ Works | |
|
||||
| Lost Recipes | Quest | ✅ Works | |
|
||||
| Lucky's Tale | Quest | ✅ Works | |
|
||||
| Maestro | Quest | ✅ Works | |
|
||||
| Marvel's Deadpool VR | Quest | ✅ Works | |
|
||||
| Marvel's Iron Man VR | Quest | ✅ Works | |
|
||||
| Max Mustard | Quest | ✅ Works | |
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
| Metro Awakening | Quest | ✅ Works | |
|
||||
| Mini Motor Racing X | Quest | ✅ Works | |
|
||||
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
|
||||
| Moss | Quest | ✅ Works | |
|
||||
| Moss: Book II | Quest | ✅ Works | |
|
||||
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
|
||||
| Nano | Quest | ✅ Works | |
|
||||
| Neko Atsume Purrfect | Quest | ✅ Works | |
|
||||
| NEX Player | Quest | ✅ Works | |
|
||||
| NFL PRO ERA II | Quest | ✅ Works | |
|
||||
| NOPE CHALLENGE | Quest | ✅ Works | |
|
||||
| Ocean Rift | Quest | ✅ Works | |
|
||||
| Operation Wolf Returns: First Mission VR | Quest | ✅ Works | |
|
||||
| OrbusVR | Quest | ✅ Works | |
|
||||
| palazzo_santacruz | Quest | ✅ Works | |
|
||||
| Path of the Warrior | Quest | ✅ Works | |
|
||||
| Pistol Whip | Quest | ✅ Works | |
|
||||
@@ -81,6 +107,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| PowerWash Simulator VR | Quest | ✅ Works | |
|
||||
| QuestCraft | Quest | ✅ Works | |
|
||||
| Racket: Nx | Quest | ✅ Works | |
|
||||
| RacketPinball | Quest | ✅ Works | |
|
||||
| RC Pilot Trainer | Quest | ✅ Works | |
|
||||
| Retronika | Quest | ✅ Works | |
|
||||
| Retropolis | Quest | ✅ Works | |
|
||||
@@ -89,11 +116,16 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Riven | Quest | ✅ Works | |
|
||||
| Robo Recall | Quest | ✅ Works | |
|
||||
| RUINSMAGUS | Quest | ✅ Works | |
|
||||
| Sclerosis | Quest | ✅ Works | |
|
||||
| Shadow Point | Quest | ✅ Works | |
|
||||
| Shoot The Zombirds VR | Quest | ✅ Works | |
|
||||
| Shores of Loci | Quest | ✅ Works | |
|
||||
| SilentSlayer | Quest | ✅ Works | |
|
||||
| Smash Drums | Quest | ✅ Works | |
|
||||
| Sniper Elite VR | Quest | ✅ Works | |
|
||||
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
|
||||
| Space Pirate Trainer Quest | Quest | ✅ Works | |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ✅ Works | |
|
||||
| Star Wars Pinball VR | Quest | ✅ Works | |
|
||||
| Star Wars: Tales from the Galaxy's Edge | Quest | ✅ Works | |
|
||||
| Stremio | Quest | ✅ Works | |
|
||||
@@ -102,11 +134,15 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| SynthRiders | Quest | ✅ Works | |
|
||||
| Taskmaster | Quest | ✅ Works | |
|
||||
| Tea For God | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Boys VR | Quest | ✅ Works | |
|
||||
| The Climb | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| The Last Clockwinder | Quest | ✅ Works | |
|
||||
| The Room VR | Quest | ✅ Works | |
|
||||
| The Tale of Onogoro | Quest | ✅ Works | |
|
||||
| The Walking Dead: Saints & Sinners | Quest | ✅ Works | |
|
||||
| Time Crisis II VR (Test) | Quest | ✅ Works | |
|
||||
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
|
||||
| Totally Baseball | Quest | ✅ Works | |
|
||||
@@ -118,6 +154,8 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Vader Immortal: Episode II | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode III | Quest | ✅ Works | |
|
||||
| Vampire Survivors | Quest | ✅ Works | |
|
||||
| Vendetta Forever | Quest | ✅ Works | |
|
||||
| Vermillion | Quest | ✅ Works | |
|
||||
| VR HOT Quest | Quest | ✅ Works | |
|
||||
| VR4 | Quest | ✅ Works | |
|
||||
| Walkabout Mini Golf | Quest | ✅ Works | |
|
||||
@@ -125,31 +163,40 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
|
||||
| Wander | Quest | ✅ Works | |
|
||||
| ZombielandVR | Quest | ✅ Works | |
|
||||
| AFFECTED: The Manor | Quest | ⚠️ Works with issues | Gear VR game (32-bit only), runs through FramePort's 32-bit bridge (experimental). |
|
||||
| Ancient_Dungeon | Quest | ⚠️ Works with issues | Multiplayer isn't available (offline). |
|
||||
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
|
||||
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
|
||||
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
|
||||
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
|
||||
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
|
||||
| Exploding Kittens VR | Quest | ⚠️ Works with issues | Requires online for most modes. |
|
||||
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
|
||||
| FGO VR | Quest | ⚠️ Works with issues | Audio stuttering and popping sounds |
|
||||
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
|
||||
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
|
||||
| Homeworld: Vast Reaches | Quest | ⚠️ Works with issues | The game starts but after selecting to start a new game it seems to crash. |
|
||||
| Lawn Mowing Simulator VR | Quest | ⚠️ Works with issues | Left eye textures flicker only when mowing in specific areas. |
|
||||
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
|
||||
| Majora's Mask VR | Quest | ⚠️ Works with issues | Audio on the file select screen sounds crunchy. |
|
||||
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
|
||||
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
|
||||
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
|
||||
| Plezy | Quest | ⚠️ Works with issues | Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding. |
|
||||
| Puzzling Places | Quest | ⚠️ Works with issues | Works fine, but pointers dont show well on main menu, easy to work around. |
|
||||
| Quantum Void | Quest | ⚠️ Works with issues | no hands |
|
||||
| Ragnarock | Quest | ⚠️ Works with issues | |
|
||||
| Real VR Fishing | Quest | ⚠️ Works with issues | Seems to be almost 100% functional with meta permissions enabled. |
|
||||
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
|
||||
| SmartTube | Quest | ⚠️ Works with issues | Android's home screen shows for a few seconds while the app starts (normal for flat Android apps; longest on the first start after an install). |
|
||||
| Spunky Dungeon | Quest | ⚠️ Works with issues | Gear VR / Oculus Go game (32-bit only), runs through FramePort's 32-bit bridge (experimental). |
|
||||
| Swarm 2 | Quest | ⚠️ Works with issues | MSAA creates visible seams around edge geometry and also the skybox edge |
|
||||
| The 7th Guest VR | Quest | ⚠️ Works with issues | Runs and is playable. |
|
||||
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
|
||||
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
|
||||
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
|
||||
| Vermillion | Quest | ⚠️ Works with issues | Runs. |
|
||||
| Vampire: The Masquerade - Justice | Quest | ⚠️ Works with issues | Game runs fine and playable, on loading there's a random sphere in the middle of the sceen. |
|
||||
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
|
||||
| Eleven Table Tennis | Quest | ❌ Doesn't run | Stops at the splash screen. |
|
||||
| Deadly Delivery | Quest | ❌ Doesn't run | Quits after Meta's entitlement check fails: it needs Meta's online services. |
|
||||
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
|
||||
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
|
||||
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
|
||||
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
|
||||
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
@@ -0,0 +1,83 @@
|
||||
# Evaluating patch heuristics
|
||||
|
||||
`scripts/eval_heuristics.py` compares `engine.suggest(analysis, use_catalog=False)` with the bundled
|
||||
`catalog/games/*.yaml` entries. It does not merge personal or remote catalog recipes into the benchmark.
|
||||
It supports the original dumps command, or a precomputed `scripts/heuristics_snapshot.py` snapshot:
|
||||
|
||||
```sh
|
||||
.venv/bin/python scripts/eval_heuristics.py '<dumps folder>' --verbose
|
||||
.venv/bin/python scripts/eval_heuristics.py --snapshot analyses.json --split all --json baseline.json
|
||||
.venv/bin/python scripts/eval_heuristics.py --snapshot analyses.json --fit-report --out fit-report.md
|
||||
```
|
||||
|
||||
Use a scratch `FRAMEPORT_HOME`, `FRAMEPORT_NO_CATALOG_UPDATE=1`, and an empty `FRAMEPORT_WINDOWS_DATA` for offline
|
||||
measurement. Snapshot mode reads no APKs or game data. Each snapshot read copies the source to a temporary file,
|
||||
then parses the copy, retrying incomplete JSON. To compare multiple splits against an actively growing snapshot,
|
||||
freeze one valid copy first and use that file for every run.
|
||||
|
||||
The default split is `dev`. `split_packages({package: analysis_engine})` sorts packages by SHA-256 within Unity,
|
||||
Unreal, and Other strata, then holds out the nearest 20% (half rounded up). Pass only packages with both an analysis
|
||||
and a catalog entry. The same input set always yields the same split regardless of iteration order; adding packages
|
||||
can move the cutoff. Very small strata can have no holdout. Unsupported entries participate in splitting.
|
||||
|
||||
## What is scored
|
||||
|
||||
Ground truth contains catalog choices and patch registry defaults, with no inherited heuristic adapter settings.
|
||||
Default expectations are determined per analysis, using each default patch's own detection in the same way as the
|
||||
engine's initial heuristic pass. Thus a conditional default that is not detected (e.g. LTW on a game without LTW)
|
||||
is not expected. Explicit catalog `overport_remove` and `frame_remove` entries remove expected defaults. An absent
|
||||
expected default is represented as `remove:<patch id>`; enabled defaults do not inflate patch scores.
|
||||
|
||||
Opt-in overport/frame/device/PC VR IDs, default removals, adapter values, device-file names, foveation parameters,
|
||||
and alternate-build patch IDs are compared. Alternate-build identities use `alt:<patch id>` so choosing one in a
|
||||
fallback is distinct from choosing it in the primary build. Device-file content is not compared. Adapter values
|
||||
must match: a wrong value contributes both an FP and an FN for `adapter.<key>`. Patch precision, recall and F1 are
|
||||
micro-averaged across games; an empty denominator is reported as zero. Exact-game accuracy also compares the
|
||||
unsupported status flag. Fields report matching games, including empty-field matches.
|
||||
|
||||
`RUNTIME_ONLY` lists choices excluded from the headline: `use_alt`, selected runtime adapter settings, Lepton
|
||||
environment variables, and config-sync settings. They have their own exact, field and patch metrics. Catalog
|
||||
entries with status `unsupported` are excluded from both headline and runtime supported-game metrics, and have
|
||||
separate metrics and per-game diffs. Converted analyses are included and marked. JSON contains all metrics per
|
||||
engine, all game signatures, split assignments, and missing/extra decisions.
|
||||
|
||||
## Dated score: catalog gaps vs. detection errors
|
||||
|
||||
The strict score treats the catalog as complete, but older entries were verified before many patches existed, and
|
||||
a catalog recipe inherits every heuristic adapter setting and device patch (except `device.text_input_window`)
|
||||
without listing them (`engine.suggest`), so the verified build had those. The dated score (`headline_dated`, printed
|
||||
under "Dated") sets aside, on both sides:
|
||||
|
||||
- patches first committed after the entry's `verified.date` (the verifier couldn't have chosen them), and
|
||||
- inherited adapter/device picks (`inherited_decisions`).
|
||||
|
||||
What remains are real disagreements: an extra on an entry verified after the patch existed, or a catalog choice
|
||||
the heuristics don't make. Gaps are counted per patch ("Catalog gaps by patch"). The dated score needs the intro
|
||||
date cache that `--fit-report` writes; without it only inherited picks are set aside.
|
||||
|
||||
Before tuning a rule to remove an "extra", check which kind it is: a gap on an old entry is a candidate for the
|
||||
catalog (fit report), not a detection error. Before adding a patch to a working entry, weigh its benefit (does it
|
||||
fix something the game hits?) against a rebuild prompt for everyone who installed it; adapter settings never need
|
||||
adding (inherited). Results 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6% (dev 90.5%, holdout
|
||||
79.5%). Remaining misses are one-game fixes found at runtime (e.g. Vader's gl_error_clear, BlazeRush's GL settings).
|
||||
|
||||
An evaluation writes JSON even when its headline has differences, then exits 1 for compatibility with the original
|
||||
script. It exits 0 when exact, or after producing a fit report.
|
||||
|
||||
## New patch fit
|
||||
|
||||
The fit report covers all catalog entries, independently of `--split`. Candidates come from the final heuristic
|
||||
recipe, preserving platform, flat-app, dependency, and 32-bit normalization rules. A candidate must also be opt-in,
|
||||
applicable and recommended by its own `detect()`. Entries already listing or explicitly removing the patch are
|
||||
excluded; a listed adapter key is excluded regardless of its value. This report proposes additions, not value edits.
|
||||
|
||||
Each candidate includes its reason, experimental/strict flags, first local git introduction date, catalog entry
|
||||
date (`verified.date`; `updated` only without one, since it also moves for unrelated edits), and whether the
|
||||
patch is newer. Unknown dates are marked unknown. Warnings
|
||||
come from the full catalog recipe plus that one candidate; they may include pre-existing conflicts. Missing-analysis
|
||||
entries appear as metadata-only rows. Intro dates, including unknown results, are cached in
|
||||
`patch-intro-dates.json` beside the snapshot (or dumps folder); subsequent runs only query uncached patch IDs.
|
||||
|
||||
`tests/test_eval_heuristics.py` uses synthetic data. The opt-in real-dump test in `tests/test_games.py` ratchets the
|
||||
supported all-split exact ratio and patch F1 against measured, rounded-down baseline constants. Machine-local
|
||||
`.eval-home/` and `.eval-results/` scratch outputs are ignored by git.
|
||||
@@ -167,6 +167,11 @@ FramePort downloads it, checks it, restarts and keeps your games and settings. *
|
||||
- Settings → **Updates** turns the check off or turns on **Install updates automatically**.
|
||||
- **Recipes** (the tested patches and settings for each game) update by themselves. A game whose recipe changed shows
|
||||
**Update on Frame**.
|
||||
- **Moved your games?** Scan the new folder (or **Rescan folders**): games found there whose old files are gone keep their library entry, name, artwork, tags and settings, and only their location changes. **Settings → Library folders** lists the folders FramePort scans; remove the old one there (the games stay). See the [FAQ](FAQ.md#i-moved-my-games-to-another-folder-or-drive-how-do-i-update-the-library).
|
||||
- **A newer version of a game:** right-click it (or use **…** on its page) → **Update with a newer APK…** (Quest and
|
||||
Android games) or **Update with a newer version…** (Linux apps: the new AppImage, archive or folder; PC VR games:
|
||||
the new game folder). Its name, artwork, tags and your settings stay. Then click **Update on Frame** (or **on this
|
||||
PC**).
|
||||
- **Dev builds:** if you're asked to test a change before its release, use Settings → Updates → **Install the latest
|
||||
dev build…**. The next release then arrives as a normal update.
|
||||
|
||||
@@ -216,6 +221,14 @@ The **Files** tab copies files between your PC and the Frame: videos, documents,
|
||||
`/sdcard/Download`, `/sdcard/Documents`).
|
||||
- **Game storage** holds each game's own files. A game's menu → **Add videos and files…** opens it.
|
||||
|
||||
## Backing up saves
|
||||
|
||||
Steam doesn't sync Quest games' saves. A game's menu (**…** on its page) → **Saves** → **Back up saves** copies them
|
||||
to your PC (close the game first); **Back up all saves** on the Steam Frame page does every installed Quest game.
|
||||
**Restore saves…** puts a backup back on the Frame and keeps a copy of the replaced saves there (**Undo last
|
||||
restore**). Backups live in FramePort's data folder under `save-backups/`; the 10 newest per game are kept (Settings →
|
||||
Data). Caches and large downloaded content stay out. More in the [FAQ](FAQ.md#can-i-back-up-a-games-saves).
|
||||
|
||||
## Share a recipe or report a problem
|
||||
|
||||
- **Share working recipe…** (in the game's menu) opens a GitHub issue with the game's recipe filled in. Accepted
|
||||
@@ -254,12 +267,15 @@ option. The main ones:
|
||||
| Command | What it does |
|
||||
|---|---|
|
||||
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's patches |
|
||||
| `folders [--add <folder>] [--remove <folder>]` / `rescan` | list the library folders, add or remove one (its games stay); scan them again for new and moved games |
|
||||
| `add-linux <path> [--exe <program>]` | add a Linux app (AppImage, folder or archive) |
|
||||
| `new-version <game> <path>` | point a game at its newer version (APK, Linux app file/folder, PC VR game folder) |
|
||||
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
|
||||
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for this PC), launch test |
|
||||
| `frame discover` / `frame connect` / `frame info` | find, connect to and describe the Frame |
|
||||
| `frame send <files> --dest videos` / `frame storage` / `frame cleanup` | copy files to the Frame, list where they can go, free space |
|
||||
| `frame drives` / `frame move <game> --to <drive>` / `install --dest <drive>` | list the Frame's drives, move a game, install to a drive |
|
||||
| `saves backup <game>\|--all` / `saves list <game>` / `saves restore <game> [n]` / `saves undo <game>` | back up Quest games' saves to this PC, restore one, undo the last restore |
|
||||
| `tools status` / `tools install` | the tools FramePort downloads |
|
||||
| `open-link "<link>"` | install from an install button's address or a download link (`--yes`, `--no-install`) |
|
||||
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
|
||||
|
||||
@@ -45,6 +45,7 @@ The manifest:
|
||||
{
|
||||
"schema": "framedrop.install/v1",
|
||||
"name": "My Game",
|
||||
"version": "1.4.2",
|
||||
"files": [{ "url": "https://example.com/my-game.apk", "sha256": "<64 hex digits>" }],
|
||||
"frameport": { "description": "One sentence about the game.", "icon": "https://example.com/icon.png" }
|
||||
}
|
||||
@@ -54,6 +55,13 @@ The manifest:
|
||||
against it. The `frameport` object is optional; its icon and description are shown in the
|
||||
install question. Only public `https://` addresses are accepted.
|
||||
|
||||
`version` is optional (it can also go inside the `frameport` object) and makes updates possible: FramePort remembers
|
||||
the manifest's address and version, fetches the manifest again at start (at most every 6 hours) and, when its
|
||||
`version` is newer, offers to download and install the update (Library bar and the game's page; CLI
|
||||
`frameport link-updates [--install]`). Keep the manifest at the same address and raise `version` with every build.
|
||||
Versions compare number by number (`1.10` > `1.9`), and a suffix sorts before the plain release (`1.2.0-beta2` <
|
||||
`1.2.0`). Bare file links (`?url=…`) and manifests without a version are never checked.
|
||||
|
||||
To build a link from Python: `frameport.deeplink.make_link(manifest_url="https://…/my-game.json")`.
|
||||
|
||||
## On a website
|
||||
|
||||
+303
-75
@@ -2,7 +2,7 @@
|
||||
|
||||
# Patches
|
||||
|
||||
Every patch and game setting FramePort knows: 164 entries in 5 groups. A game's recipe is its chosen patches and settings; tested games get theirs from the catalog ([GAMES.md](GAMES.md)), and other games get the patches FramePort suggests from its analysis. You change them on the game page under Customize.
|
||||
Every patch and game setting FramePort knows: 179 entries in 5 groups. A game's recipe is its chosen patches and settings; tested games get theirs from the catalog ([GAMES.md](GAMES.md)), and other games get the patches FramePort suggests from its analysis. You change them on the game page under Customize.
|
||||
|
||||
Each entry says what the patch does, whether it changes the APK or only the install, when FramePort suggests it, its options, the catalog games whose recipe names it and the launch-test signatures that suggest it. Patches that are on by default are on for every game, so the catalog rarely names them.
|
||||
|
||||
@@ -11,8 +11,8 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
## Groups
|
||||
|
||||
- [Patches from OVRPort](#group-overport) (25)
|
||||
- [Steam Frame patches](#group-frame) (52)
|
||||
- [Game settings](#group-adapter) (66)
|
||||
- [Steam Frame patches](#group-frame) (61)
|
||||
- [Game settings](#group-adapter) (72)
|
||||
- [Files and settings on the Frame](#group-device) (8)
|
||||
- [PC VR (Proton and Revive)](#group-pcvr) (13)
|
||||
|
||||
@@ -27,10 +27,10 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
| [Copy OVRPlugin if VrApi is present](#patch_copy_ovrplugin_vrapi) | `patch_copy_ovrplugin_vrapi` | Patches from OVRPort | default |
|
||||
| [Disable controller tracking offset](#patch_disable_controller_offset) | `patch_disable_controller_offset` | Patches from OVRPort | |
|
||||
| [Disable Meta XR Audio telemetry](#patch_disable_meta_xr_audio_telemetry) | `patch_disable_meta_xr_audio_telemetry` | Patches from OVRPort | |
|
||||
| [Disable application space warp if used](#patch_disable_space_warp) | `patch_disable_space_warp` | Patches from OVRPort | 3 |
|
||||
| [Disable application space warp if used](#patch_disable_space_warp) | `patch_disable_space_warp` | Patches from OVRPort | 4 |
|
||||
| [Fix minimal Android SDK](#patch_fix_min_android_sdk) | `patch_fix_min_android_sdk` | Patches from OVRPort | default |
|
||||
| [Fix UE4 crash with Unity stub](#patch_fix_unreal_crash) | `patch_fix_unreal_crash` | Patches from OVRPort | default |
|
||||
| [Force enable passthrough](#patch_force_passthrough) | `patch_force_passthrough` | Patches from OVRPort | 2 |
|
||||
| [Force enable passthrough](#patch_force_passthrough) | `patch_force_passthrough` | Patches from OVRPort | 3 |
|
||||
| [Generate OVRPort config](#patch_generate_config) | `patch_generate_config` | Patches from OVRPort | default |
|
||||
| [Fix launcher icon entry](#patch_launcher_entry) | `patch_launcher_entry` | Patches from OVRPort | default |
|
||||
| [Mark application to allow backup](#patch_mark_allow_backup) | `patch_mark_allow_backup` | Patches from OVRPort | default |
|
||||
@@ -39,72 +39,83 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
| [Patch Oculus detection for Unity](#patch_oculus_unity) | `patch_oculus_unity` | Patches from OVRPort | default |
|
||||
| [Patch Oculus detection for Unreal](#patch_oculus_unreal) | `patch_oculus_unreal` | Patches from OVRPort | default |
|
||||
| [Remove localized app names](#patch_remove_localized_names) | `patch_remove_localized_names` | Patches from OVRPort | default |
|
||||
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 35 |
|
||||
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 45 |
|
||||
| [Remove uses-library](#patch_remove_uses_library) | `patch_remove_uses_library` | Patches from OVRPort | default |
|
||||
| [Remove VrApi library](#patch_remove_vrapi) | `patch_remove_vrapi` | Patches from OVRPort | |
|
||||
| [Replace application label and icon](#patch_replace_icon_label) | `patch_replace_icon_label` | Patches from OVRPort | default |
|
||||
| [Pico/YVR/Quest metadata](#patch_vr_metadata) | `patch_vr_metadata` | Patches from OVRPort | default |
|
||||
| [VrApi → OpenXR adapter (OVRPort)](#patch_vrapi_openxr) | `patch_vrapi_openxr` | Patches from OVRPort | |
|
||||
| [32-bit ARM bridge (Gear VR / Go games)](#frame-a32_bridge) | `frame.a32_bridge` | Steam Frame patches | 6 |
|
||||
| [FrameBridge OpenXR adapter](#frame-adapter) | `frame.adapter` | Steam Frame patches | default |
|
||||
| [Content files from the game's data](#frame-asset_files) | `frame.asset_files` | Steam Frame patches | 1 |
|
||||
| [Content files from the game's data](#frame-asset_files) | `frame.asset_files` | Steam Frame patches | 2 |
|
||||
| [Asset-file service bypass](#frame-asset_files_stub) | `frame.asset_files_stub` | Steam Frame patches | |
|
||||
| [Skip Meta avatars](#frame-avatar_stub) | `frame.avatar_stub` | Steam Frame patches | 1 |
|
||||
| [bHaptics: skip the Bluetooth permission request](#frame-bhaptics_permission) | `frame.bhaptics_permission` | Steam Frame patches | |
|
||||
| [bHaptics: skip the Bluetooth permission request](#frame-bhaptics_permission) | `frame.bhaptics_permission` | Steam Frame patches | 6 |
|
||||
| [BlazeRush: controllers without Meta avatars, own shader cache](#frame-blazerush) | `frame.blazerush` | Steam Frame patches | 1 |
|
||||
| [Cortopia games: don't wait for Meta's org-scoped id](#frame-cortopia_org_id) | `frame.cortopia_org_id` | Steam Frame patches | |
|
||||
| [Epic Online Services: stop the keychain retry loop](#frame-eos_keychain_loop) | `frame.eos_keychain_loop` | Steam Frame patches | |
|
||||
| [OpenGL ES: multiview shaders on flat panels (HUD, menus)](#frame-gl_multiview_fbo) | `frame.gl_multiview_fbo` | Steam Frame patches | 1 |
|
||||
| [GL shim (Mesa GLSL compatibility)](#frame-gl_shim) | `frame.gl_shim` | Steam Frame patches | 2 |
|
||||
| [Godot apps: start without a clipboard service](#frame-godot_clipboard) | `frame.godot_clipboard` | Steam Frame patches | |
|
||||
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 7 |
|
||||
| [Play services: Android 11 version checks](#frame-gms_platform_version) | `frame.gms_platform_version` | Steam Frame patches | |
|
||||
| [Godot apps: start without a clipboard service](#frame-godot_clipboard) | `frame.godot_clipboard` | Steam Frame patches | 1 |
|
||||
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 29 |
|
||||
| [Language packs from the game's files](#frame-langpacks) | `frame.langpacks` | Steam Frame patches | |
|
||||
| [Launcher category (INFO → LAUNCHER)](#frame-launcher) | `frame.launcher` | Steam Frame patches | default |
|
||||
| [GL wrapper: OpenGL ES depth formats (Minecraft)](#frame-ltw_depth) | `frame.ltw_depth` | Steam Frame patches | default |
|
||||
| [Fix Lua startup crashes on Frame](#frame-luajit_pointers) | `frame.luajit_pointers` | Steam Frame patches | |
|
||||
| [Declare Meta-only permissions](#frame-meta_permissions) | `frame.meta_permissions` | Steam Frame patches | 1 |
|
||||
| [Declare Meta-only permissions](#frame-meta_permissions) | `frame.meta_permissions` | Steam Frame patches | 3 |
|
||||
| [Meta XR Audio: skip Quest telemetry class](#frame-metaxr_telemetry) | `frame.metaxr_telemetry` | Steam Frame patches | default |
|
||||
| [Clear android:debuggable](#frame-nodebug) | `frame.nodebug` | Steam Frame patches | 3 |
|
||||
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 15 |
|
||||
| [Fix crash when the game prepares the microphone](#frame-ovr_microphone) | `frame.ovr_microphone` | Steam Frame patches | |
|
||||
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 17 |
|
||||
| [Fix crash when the game prepares the microphone](#frame-ovr_microphone) | `frame.ovr_microphone` | Steam Frame patches | 1 |
|
||||
| [Keep the same Meta user between starts](#frame-ovr_stable_user) | `frame.ovr_stable_user` | Steam Frame patches | default |
|
||||
| [Trace Meta platform requests (diagnostics)](#frame-ovr_trace) | `frame.ovr_trace` | Steam Frame patches | |
|
||||
| [Platform compat (ovrMessageType_ToString)](#frame-ovrplatformcompat) | `frame.ovrplatformcompat` | Steam Frame patches | default |
|
||||
| [Stub missing Meta platform functions](#frame-ovrstubs) | `frame.ovrstubs` | Steam Frame patches | default |
|
||||
| [Unpaired pointer-authentication checks](#frame-pac_hints) | `frame.pac_hints` | Steam Frame patches | 1 |
|
||||
| [SDL apps: start without a clipboard service](#frame-sdl_clipboard) | `frame.sdl_clipboard` | Steam Frame patches | 3 |
|
||||
| [Photon Voice: skip Android 12 audio routing](#frame-photon_voice_audio_route) | `frame.photon_voice_audio_route` | Steam Frame patches | |
|
||||
| [SDL apps: start without a clipboard service](#frame-sdl_clipboard) | `frame.sdl_clipboard` | Steam Frame patches | 5 |
|
||||
| [Stress Level Zero: let Unity start Vulkan itself](#frame-slz_vulkan_hooks) | `frame.slz_vulkan_hooks` | Steam Frame patches | 1 |
|
||||
| [Start straight in VR (skip the 2D launcher)](#frame-start_activity) | `frame.start_activity` | Steam Frame patches | |
|
||||
| [Allow swapchains larger than 4096 px](#frame-swapchain_limit) | `frame.swapchain_limit` | Steam Frame patches | default |
|
||||
| [Team Beef ports: treat the Frame as a Meta headset](#frame-tbxr_vendor) | `frame.tbxr_vendor` | Steam Frame patches | 1 |
|
||||
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 19 |
|
||||
| [Unity App UI: no Android 12 vibrator](#frame-unity_appui_vibrator) | `frame.unity_appui_vibrator` | Steam Frame patches | |
|
||||
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 25 |
|
||||
| [Unity: render each eye separately (no multiview)](#frame-unity_multipass) | `frame.unity_multipass` | Steam Frame patches | 1 |
|
||||
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 7 |
|
||||
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 10 |
|
||||
| [Unity: skip OVROverlay layers (fades, splash screens)](#frame-unity_no_overlay_copy) | `frame.unity_no_overlay_copy` | Steam Frame patches | 2 |
|
||||
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 10 |
|
||||
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 24 |
|
||||
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 72 |
|
||||
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 14 |
|
||||
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 30 |
|
||||
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 109 |
|
||||
| [Unity: share thread keys (games that run out of them)](#frame-unity_tls_key_pool) | `frame.unity_tls_key_pool` | Steam Frame patches | 1 |
|
||||
| [Unity: headset always counts as worn](#frame-unity_user_presence) | `frame.unity_user_presence` | Steam Frame patches | 1 |
|
||||
| [GL shim for Unreal (no multisampled render-to-texture)](#frame-unreal_gl_shim) | `frame.unreal_gl_shim` | Steam Frame patches | 1 |
|
||||
| [Unreal: match multiview depth to the eye size](#frame-unreal_multiview_depth) | `frame.unreal_multiview_depth` | Steam Frame patches | 1 |
|
||||
| [Unreal: stand-ins for OVRPlugin functions OVRPort lacks](#frame-unreal_ovrp_entrypoints) | `frame.unreal_ovrp_entrypoints` | Steam Frame patches | 1 |
|
||||
| [Unreal: reserve memory like on Quest](#frame-unreal_noreserve) | `frame.unreal_noreserve` | Steam Frame patches | |
|
||||
| [Unreal: stand-ins for OVRPlugin functions OVRPort lacks](#frame-unreal_ovrp_entrypoints) | `frame.unreal_ovrp_entrypoints` | Steam Frame patches | 3 |
|
||||
| [Unreal: Quest controller bindings (RPOC key map)](#frame-unreal_quest_keymap) | `frame.unreal_quest_keymap` | Steam Frame patches | 3 |
|
||||
| [Unreal: don't wait for the Quest shader precompile](#frame-unreal_quest_precompile) | `frame.unreal_quest_precompile` | Steam Frame patches | 3 |
|
||||
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | 3 |
|
||||
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | 9 |
|
||||
| [Unreal: skip the OBB delivery check](#frame-unreal_skip_obb_delivery) | `frame.unreal_skip_obb_delivery` | Steam Frame patches | 1 |
|
||||
| [Unreal: bypass the stalled loading splash](#frame-unreal_splash_bypass) | `frame.unreal_splash_bypass` | Steam Frame patches | 1 |
|
||||
| [Unreal: thumb follows the capacitive touches](#frame-unreal_thumb_touch) | `frame.unreal_thumb_touch` | Steam Frame patches | 7 |
|
||||
| [USB MIDI: don't poll for USB devices](#frame-usb_midi_watcher) | `frame.usb_midi_watcher` | Steam Frame patches | |
|
||||
| [Vermillion: paint canvases in the scene](#frame-vermillion_scene_canvas) | `frame.vermillion_scene_canvas` | Steam Frame patches | 1 |
|
||||
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | 1 |
|
||||
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | 2 |
|
||||
| [Vulkan: drop invalid render-pass pointers](#frame-vk_sanitize) | `frame.vk_sanitize` | Steam Frame patches | default · 1 |
|
||||
| [VrApi → OpenXR bridge](#frame-vrapi_bridge) | `frame.vrapi_bridge` | Steam Frame patches | 3 |
|
||||
| [VrApi → OpenXR bridge](#frame-vrapi_bridge) | `frame.vrapi_bridge` | Steam Frame patches | 4 |
|
||||
| [Quiet Meta's VrApi loader (OpenXR games)](#frame-vrapi_stub) | `frame.vrapi_stub` | Steam Frame patches | 2 |
|
||||
| [OpenGL ES: shader fixes (Vulkan layer under Zink)](#frame-zink_shader_fix) | `frame.zink_shader_fix` | Steam Frame patches | 1 |
|
||||
| [OpenGL ES: shader fixes (Vulkan layer under Zink)](#frame-zink_shader_fix) | `frame.zink_shader_fix` | Steam Frame patches | 2 |
|
||||
| [Unique controller action names](#adapter-action_dedup) | `adapter.action_dedup` | Game settings | |
|
||||
| [Pointer start](#adapter-aim_forward) | `adapter.aim_forward` | Game settings | |
|
||||
| [Pointer angle](#adapter-aim_pitch) | `adapter.aim_pitch` | Game settings | |
|
||||
| [Pointer turn](#adapter-aim_yaw) | `adapter.aim_yaw` | Game settings | |
|
||||
| [Fix inside-out mixed reality](#adapter-alpha_blend_emul) | `adapter.alpha_blend_emul` | Game settings | |
|
||||
| [Use controllers](#adapter-controller_fix) | `adapter.controller_fix` | Game settings | 1 |
|
||||
| [Show Steam Frame controllers](#adapter-controller_models) | `adapter.controller_models` | Game settings | 3 |
|
||||
| [Show Steam Frame controllers](#adapter-controller_models) | `adapter.controller_models` | Game settings | 6 |
|
||||
| [Stand in for cube layers](#adapter-cube_standin) | `adapter.cube_standin` | Game settings | |
|
||||
| [Show curved menus and screens](#adapter-cylinder_strips) | `adapter.cylinder_strips` | Game settings | |
|
||||
| [Show 360° backgrounds and videos](#adapter-equirect_emul) | `adapter.equirect_emul` | Game settings | 4 |
|
||||
| [Show 360° backgrounds and videos](#adapter-equirect_emul) | `adapter.equirect_emul` | Game settings | 7 |
|
||||
| [360° detail](#adapter-equirect_face) | `adapter.equirect_face` | Game settings | |
|
||||
| [360° picture orientation](#adapter-equirect_flip) | `adapter.equirect_flip` | Game settings | |
|
||||
| [360° video frame rate limit](#adapter-equirect_fps) | `adapter.equirect_fps` | Game settings | |
|
||||
@@ -112,19 +123,22 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
| [360° 3D](#adapter-equirect_stereo) | `adapter.equirect_stereo` | Game settings | |
|
||||
| [Per-eye diagnostics (log)](#adapter-eye_debug) | `adapter.eye_debug` | Game settings | |
|
||||
| [Draw fades over the picture](#adapter-fade_quad) | `adapter.fade_quad` | Game settings | 2 |
|
||||
| [Upside-down panel images (diagnostics)](#adapter-flip_dump) | `adapter.flip_dump` | Game settings | |
|
||||
| [Fix upside-down menus](#adapter-flip_emul) | `adapter.flip_emul` | Game settings | |
|
||||
| [Rotate panels 180°](#adapter-flip_quads) | `adapter.flip_quads` | Game settings | |
|
||||
| [Don't pause on short interruptions](#adapter-focus_hold) | `adapter.focus_hold` | Game settings | 4 |
|
||||
| [Ignore focus dips up to](#adapter-focus_hold_ms) | `adapter.focus_hold_ms` | Game settings | 2 |
|
||||
| [Hide Quest foveation](#adapter-foveation_fix) | `adapter.foveation_fix` | Game settings | |
|
||||
| [Clear the game's GL errors (GLES)](#adapter-gl_error_clear) | `adapter.gl_error_clear` | Game settings | 3 |
|
||||
| [Hide fast anti-aliasing (OpenGL ES)](#adapter-gl_hide_msrtt) | `adapter.gl_hide_msrtt` | Game settings | 1 |
|
||||
| [Draw each eye separately (OpenGL ES)](#adapter-gl_hide_multiview) | `adapter.gl_hide_multiview` | Game settings | 1 |
|
||||
| [GL shim: high-precision vertex shaders](#adapter-gl_highp_markers) | `adapter.gl_highp_markers` | Game settings | 1 |
|
||||
| [GL shim: integer vertex inputs](#adapter-gl_int_attribs) | `adapter.gl_int_attribs` | Game settings | 1 |
|
||||
| [Flat panel diagnostics (log)](#adapter-gl_mv_debug) | `adapter.gl_mv_debug` | Game settings | |
|
||||
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 65 |
|
||||
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 94 |
|
||||
| [Vibration strength](#adapter-haptic_scale) | `adapter.haptic_scale` | Game settings | |
|
||||
| [Turn off space warp](#adapter-hide_space_warp) | `adapter.hide_space_warp` | Game settings | 4 |
|
||||
| [Turn off Quest Vulkan foveation](#adapter-hide_fb_foveation) | `adapter.hide_fb_foveation` | Game settings | |
|
||||
| [Turn off space warp](#adapter-hide_space_warp) | `adapter.hide_space_warp` | Game settings | 5 |
|
||||
| [Controller input diagnostics (log)](#adapter-input_diag) | `adapter.input_diag` | Game settings | |
|
||||
| [Extra diagnostics (log)](#adapter-layer_debug) | `adapter.layer_debug` | Game settings | |
|
||||
| [Drop broken layers](#adapter-layer_fix) | `adapter.layer_fix` | Game settings | |
|
||||
@@ -132,18 +146,18 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
| [Unity frame loop: wait for skipped frames](#adapter-ovrp_begin_gate) | `adapter.ovrp_begin_gate` | Game settings | 1 |
|
||||
| [Steadier hands (older Unity)](#adapter-ovrp_hold_physics) | `adapter.ovrp_hold_physics` | Game settings | 1 |
|
||||
| [See your room](#adapter-passthrough_emul) | `adapter.passthrough_emul` | Game settings | |
|
||||
| [Steadier head tracking](#adapter-pose_consistency) | `adapter.pose_consistency` | Game settings | 1 |
|
||||
| [Steadier head tracking](#adapter-pose_consistency) | `adapter.pose_consistency` | Game settings | 2 |
|
||||
| [Pose timing diagnostics (log)](#adapter-pose_debug) | `adapter.pose_debug` | Game settings | |
|
||||
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 11 |
|
||||
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 15 |
|
||||
| [Treat newer Quest controllers as Touch](#adapter-profile_remap) | `adapter.profile_remap` | Game settings | |
|
||||
| [Animate fingers from touch](#adapter-proximity_emul) | `adapter.proximity_emul` | Game settings | |
|
||||
| [Keep pictures in bounds](#adapter-rect_clamp) | `adapter.rect_clamp` | Game settings | |
|
||||
| [Refresh rate](#adapter-refresh_rate) | `adapter.refresh_rate` | Game settings | 2 |
|
||||
| [Refresh rate](#adapter-refresh_rate) | `adapter.refresh_rate` | Game settings | 3 |
|
||||
| [Wait for the game's GPU](#adapter-release_wait) | `adapter.release_wait` | Game settings | |
|
||||
| [Re-create play space](#adapter-respace_kick) | `adapter.respace_kick` | Game settings | |
|
||||
| [Sharpness](#adapter-scale) | `adapter.scale` | Game settings | 4 |
|
||||
| [Sharpness](#adapter-scale) | `adapter.scale` | Game settings | 8 |
|
||||
| [Room depth](#adapter-scene_depth) | `adapter.scene_depth` | Game settings | |
|
||||
| [Pretend room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 2 |
|
||||
| [Pretend room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 11 |
|
||||
| [Room height](#adapter-scene_height) | `adapter.scene_height` | Game settings | |
|
||||
| [Room width](#adapter-scene_width) | `adapter.scene_width` | Game settings | |
|
||||
| [Eye-image snapshots (diagnostics)](#adapter-snapshot) | `adapter.snapshot` | Game settings | |
|
||||
@@ -156,21 +170,22 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
|
||||
| [Retry refused picture formats](#adapter-swapchain_fix) | `adapter.swapchain_fix` | Game settings | |
|
||||
| [Steady controller input after focus](#adapter-sync_guard) | `adapter.sync_guard` | Game settings | 3 |
|
||||
| [Hide Vulkan foveation](#adapter-vk_hide_fdm) | `adapter.vk_hide_fdm` | Game settings | 1 |
|
||||
| [Vulkan pipeline failures (log)](#adapter-vk_pipeline_log) | `adapter.vk_pipeline_log` | Game settings | |
|
||||
| [Stop objects popping in and out](#adapter-vk_query_slots) | `adapter.vk_query_slots` | Game settings | |
|
||||
| [Vulkan shader dump (diagnostics)](#adapter-vk_shader_dump) | `adapter.vk_shader_dump` | Game settings | |
|
||||
| [Vulkan shader fixes](#adapter-vk_shader_fix) | `adapter.vk_shader_fix` | Game settings | 1 |
|
||||
| [Fix depth flicker (Unreal Vulkan)](#adapter-vk_spec_fixes) | `adapter.vk_spec_fixes` | Game settings | 2 |
|
||||
| [Vulkan error checks (log)](#adapter-vk_validation) | `adapter.vk_validation` | Game settings | |
|
||||
| [OpenGL ES shader dump (diagnostics)](#adapter-zink_shader_dump) | `adapter.zink_shader_dump` | Game settings | |
|
||||
| [OpenGL ES shader fixes](#adapter-zink_shader_fix) | `adapter.zink_shader_fix` | Game settings | 1 |
|
||||
| [OpenGL ES shader fixes](#adapter-zink_shader_fix) | `adapter.zink_shader_fix` | Game settings | 2 |
|
||||
| [Keep the game's saved resolution in step](#device-config_sync) | `device.config_sync` | Files and settings on the Frame | 1 |
|
||||
| [Show as VR or as a flat window](#device-display_mode) | `device.display_mode` | Files and settings on the Frame | |
|
||||
| [Settings files for the game](#device-files) | `device.files` | Files and settings on the Frame | 2 |
|
||||
| [Foveated rendering (Valve)](#device-foveation) | `device.foveation` | Files and settings on the Frame | |
|
||||
| [Settings files for the game](#device-files) | `device.files` | Files and settings on the Frame | 3 |
|
||||
| [Foveated rendering (Valve)](#device-foveation) | `device.foveation` | Files and settings on the Frame | 5 |
|
||||
| [Hide Android's navigation bar](#device-hide_navbar) | `device.hide_navbar` | Files and settings on the Frame | |
|
||||
| [Extra Lepton settings](#device-lepton_env) | `device.lepton_env` | Files and settings on the Frame | 3 |
|
||||
| [Controllers as a gamepad (Steam Input)](#device-steam_gamepad) | `device.steam_gamepad` | Files and settings on the Frame | |
|
||||
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 72 |
|
||||
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 112 |
|
||||
| [Launch options (SteamVR or OpenXR)](#pcvr-launch_args) | `pcvr.launch_args` | PC VR (Proton and Revive) | 2 |
|
||||
| [Provide the Oculus runtime from Revive (Frame)](#pcvr-libovr_redirect) | `pcvr.libovr_redirect` | PC VR (Proton and Revive) | |
|
||||
| [No Unreal crash reporter](#pcvr-no_crash_reporter) | `pcvr.no_crash_reporter` | PC VR (Proton and Revive) | |
|
||||
@@ -279,7 +294,7 @@ Turns off Meta's frame-rate trick, which causes glitches or hangs outside Quest
|
||||
- **Changes:** Changes the APK (during the OVRPort conversion).
|
||||
- **Suggested (on):** Very heavy game (… GiB) using OVRPlugin: application space warp causes artifacts/hangs off-Quest.
|
||||
- **Offered (off):** Enable if the game shows warping artifacts or hangs (uses OVRPlugin space warp).
|
||||
- **Catalog games (3):** Asgard's Wrath 2, Batman: Arkham Shadow, Marvel's Deadpool VR.
|
||||
- **Catalog games (4):** Asgard's Wrath 2, Batman: Arkham Shadow, Marvel's Deadpool VR, Puzzling Places.
|
||||
- **Source:** [patches/overport.py](../src/frameport/patches/overport.py)
|
||||
|
||||
> For heavy games that use application space warp: it causes artifacts or hangs on non-Quest runtimes (for example Asgard's Wrath 2, Batman: Arkham Shadow).
|
||||
@@ -313,7 +328,7 @@ Lets mixed-reality games start even though they insist on a camera view of your
|
||||
- `patch_force_passthrough`
|
||||
- **Changes:** Changes the APK (during the OVRPort conversion).
|
||||
- **Suggested (on):** Mixed-reality-only game (passthrough required, no guardian): force passthrough on.
|
||||
- **Catalog games (2):** BAM, Demeter.
|
||||
- **Catalog games (3):** Arkio, BAM, Demeter.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `passthrough-missing` (error): The game needs Meta passthrough (the camera view), which the Frame lacks; the adapter emulates it.
|
||||
- **Source:** [patches/overport.py](../src/frameport/patches/overport.py)
|
||||
@@ -415,7 +430,7 @@ Stops some Unreal games from closing themselves right after starting.
|
||||
- `patch_remove_unreal_force_quit`
|
||||
- **Changes:** Changes the APK (during the OVRPort conversion).
|
||||
- **Offered (off):** Built as the alternate APK for Unreal games (use it if the game quits itself).
|
||||
- **Catalog games (35):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Carve Snowboarding, Creed, Dance Central, Espire 1: VR Operative (Quest Edition), Espire 2, ExploreVR and 27 more.
|
||||
- **Catalog games (45):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Breathedge VR, Carve Snowboarding, Creed, Dance Central, Espire 1: VR Operative (Quest Edition), Espire 2 and 37 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `force-quit` (error): The game quit itself right after starting.
|
||||
- **Source:** [patches/overport.py](../src/frameport/patches/overport.py)
|
||||
@@ -483,6 +498,21 @@ OVRPort's own converter for games that use Meta's oldest VR interface (experimen
|
||||
|
||||
FramePort's own changes to a converted Quest game, for what the Steam Frame lacks or does differently.
|
||||
|
||||
### <a id="frame-a32_bridge"></a>32-bit ARM bridge (Gear VR / Go games)
|
||||
|
||||
Runs a 32-bit game (Gear VR, Oculus Go, early Quest) on the Frame, which only runs 64-bit code. Experimental.
|
||||
|
||||
- `frame.a32_bridge` · experimental · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** 32-bit-only game: the Frame can't run 32-bit ARM code, the bridge translates it.
|
||||
- **Catalog games (6):** AFFECTED: The Manor, Gunjack, Journey of the Gods, Shadow Point, Sports Scramble (Santa Cruz), Spunky Dungeon.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `a32-jit-overflow` (fatal): The 32-bit bridge's translator stopped the game on a long run of instructions it hands to its interpreter, for example OpenSSL's ARMv8 SHA-1 code in Pinball FX2 VR.
|
||||
- `no-arm64` (fatal): 32-bit-only APK (e.g. a Gear VR or Oculus Go game).
|
||||
- **Source:** [patches/frame/a32_bridge.py](../src/frameport/patches/frame/a32_bridge.py)
|
||||
|
||||
> Runs a 32-bit-only game (armeabi-v7a: Gear VR, Oculus Go and early Quest games) on the Frame, which has no 32-bit ARM support: an AArch32 → AArch64 translator inside the app runs the game's own libraries, with GLES/EGL, OpenSL ES and VrApi translated to the Frame's 64-bit ones (VrApi through the VrApi → OpenXR bridge). The Gear VR / Go controller: left stick = touchpad (walk, strafe), right stick sideways = turn (a click at the touchpad's edge), stick press or A = click, right trigger, B = back. Experimental: games run slower than native ones.
|
||||
|
||||
### <a id="frame-adapter"></a>FrameBridge OpenXR adapter
|
||||
|
||||
FramePort's layer between the game and the Steam Frame: fills in what the Frame lacks (controllers, room, passthrough). Needed for every converted game.
|
||||
@@ -492,6 +522,7 @@ FramePort's layer between the game and the Steam Frame: fills in what the Frame
|
||||
- **Suggested (on):** Required for every OpenXR/overport build on the Frame.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `cube-swapchain-refused` (fatal): The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have.
|
||||
- `cylinder-menu-layers-rejected` (info): The runtime rejected a frame's layers once (XR_ERROR_LAYER_INVALID).
|
||||
- `graphics-requirements-missing` (fatal): The game can't start VR on the Frame; rebuild it with the current FramePort.
|
||||
- `swapchain-rect-invalid` (fatal): The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box).
|
||||
- `time-conversion` (warning): The Frame's runtime lacks timespec time conversion; the current adapter build emulates it.
|
||||
@@ -506,11 +537,24 @@ Lets the game find extra content it keeps next to its data (for example Star War
|
||||
- `frame.asset_files`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** The game asks Meta's platform for asset files and its data has … content file(s) (*.pak) that OVRPort's loader doesn't report.
|
||||
- **Catalog games (1):** Star Wars: Tales from the Galaxy's Edge.
|
||||
- **Catalog games (2):** Attack on Titan VR: Unbreakable, Star Wars: Tales from the Galaxy's Edge.
|
||||
- **Source:** [patches/frame/langpack.py](../src/frameport/patches/frame/langpack.py)
|
||||
|
||||
> Some games keep content in separate files next to their OBB (for example Star Wars: Tales from the Galaxy's Edge: its seasons and sound banks) and ask Meta's platform for them as asset files. OVRPort's platform loader doesn't know them, so the game waits for content that never arrives (black screen after loading). Lists the content files shipped with the game's data (*.pak) as installed and answers their download request at once with the file's path; nothing is copied or downloaded. Shares the language-pack library.
|
||||
|
||||
### <a id="frame-asset_files_stub"></a>Asset-file service bypass
|
||||
|
||||
Experimental bypass for a failed Meta asset-file check at startup. Reports an empty asset list and installed status without a file path; does not provide DLC. Experimental.
|
||||
|
||||
- `frame.asset_files_stub` · experimental
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `meta-asset-status-error` (error): A DLC manager reports a Meta asset-file status error after VR starts (e.g.
|
||||
- **Source:** [patches/frame/langpack.py](../src/frameport/patches/frame/langpack.py)
|
||||
|
||||
> Experimental bypass for a DLC manager blocked on Meta asset-file service errors at startup (e.g. PixelRipped 1995: Asset status error (code 100)). Returns an empty successful asset list and reports requested asset IDs as installed, with an empty file path. Does not supply DLC or change download requests. Enable only to test this startup failure; disable with FRAMEPORT_ASSET_FILES_STUB=0. Shares the language-pack library and needs no language packs.
|
||||
|
||||
### <a id="frame-avatar_stub"></a>Skip Meta avatars
|
||||
|
||||
Lets games start that would stop at Meta's avatars (for example BlazeRush). No Meta avatars.
|
||||
@@ -532,6 +576,7 @@ Stops bHaptics from asking for a Bluetooth permission the Frame doesn't have (th
|
||||
- `frame.bhaptics_permission` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** bHaptics asks for an Android 12 Bluetooth permission at start; the permission screen interrupts the game on the Frame.
|
||||
- **Catalog games (6):** Quantum Void, Ragnarock, Smash Drums, Tea For God, Vampire: The Masquerade - Justice, Vendetta Forever.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `bhaptics-permission-prompt` (error): The game asked for Android 12's Bluetooth permission (bHaptics' vest SDK, for example Yupitergrad).
|
||||
- **Source:** [patches/frame/bhaptics_permission.py](../src/frameport/patches/frame/bhaptics_permission.py)
|
||||
@@ -551,6 +596,19 @@ Makes BlazeRush's menus and controllers work without Meta's avatars, and lets it
|
||||
|
||||
> BlazeRush 1.0.349 only (Klownicle's guide, GitHub #57). Its menus wait for Meta's avatar, which never comes on the Frame, before they create the game's own controllers: the second menu ignored all input. Two instructions in libtargemapp.so skip that wait and the avatar mesh drawing; the game's shader cache gets a new folder name (cache/br_shader_v1), so programs compiled before the GL shim's shader fixes aren't reused. Only this exact build is changed (code fingerprint and every instruction checked); anything else is left as it is.
|
||||
|
||||
### <a id="frame-cortopia_org_id"></a>Cortopia games: don't wait for Meta's org-scoped id
|
||||
|
||||
Gets Cortopia games (for example Escaping Wonderland) past their loading screen.
|
||||
|
||||
- `frame.cortopia_org_id`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Cortopia's Meta platform start-up waits for an org-scoped user id that OVRPort's platform library never answers (stuck loading screen).
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `cortopia-org-id-wait` (error): The game waits forever on its loading screen for an answer from Meta's platform (an org-scoped user id, used as its analytics id) that OVRPort's platform library doesn't give.
|
||||
- **Source:** [patches/frame/cortopia_org_id.py](../src/frameport/patches/frame/cortopia_org_id.py)
|
||||
|
||||
> Cortopia Studios' games (e.g. Escaping Wonderland) ask Meta's platform for an org-scoped user id at start when on Wi-Fi, only to use it as their analytics id. OVRPort's platform library doesn't answer that request ("An unknown error occurred. Request failed."), so the game waits forever on its loading screen. Makes the game take its own offline path for that one request (the analytics id stays empty); the licence check and the logged-in user before it are unchanged. Found with Cpp2IL in libil2cpp.so.
|
||||
|
||||
### <a id="frame-eos_keychain_loop"></a>Epic Online Services: stop the keychain retry loop
|
||||
|
||||
Stops Epic Online Services from retrying its login keychain forever (the game would never finish starting).
|
||||
@@ -591,6 +649,19 @@ Corrects graphics code the Frame's drivers reject (black screen with sound).
|
||||
|
||||
> Loads libglshim.so ahead of libEGL in every engine library that fetches GL through eglGetProcAddress. Fixes Quest-only leniency that Mesa/Zink rejects: #pragma before #extension, implicit int/float conversions (enables GL_EXT_shader_implicit_conversions), and multiview shaders used on single-view framebuffers (hides GL_OVR_multiview; gl_hide_multiview=0 turns that off). Logs every failed shader with its source lines (logcat tag GLShim). Symptom: black screen with working audio in a GLES game.
|
||||
|
||||
### <a id="frame-gms_platform_version"></a>Play services: Android 11 version checks
|
||||
|
||||
Lets games with Google Play services code start on the Frame (they'd crash at start on an Android 12 call).
|
||||
|
||||
- `frame.gms_platform_version` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Google Play services' Android 12 checks were built in as 'always true'; on Lepton (Android 11) the game would crash at start.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `gms-android12-call` (fatal): Google Play services' code in the game called an Android 12 method (the game was built for Android 12 and newer, so its version checks were built in as "always true") and Lepton runs Android 11; the game crashes on its GoogleApiHandler thread at start (for example Titan Isles).
|
||||
- **Source:** [patches/frame/gms_platform_version.py](../src/frameport/patches/frame/gms_platform_version.py)
|
||||
|
||||
> Google Play services' libraries in games built for Android 12+ only (for example Titan Isles) had their Android 12 checks folded into 'always true' when the game was built; on Lepton's Android 11 they then call an Android 12 method and the game crashes at start (FATAL EXCEPTION: GoogleApiHandler). Those checks answer 'no' again (an in-place edit of classes.dex).
|
||||
|
||||
### <a id="frame-godot_clipboard"></a>Godot apps: start without a clipboard service
|
||||
|
||||
Lets Godot games start on the Frame (they'd crash looking for a clipboard).
|
||||
@@ -598,6 +669,7 @@ Lets Godot games start on the Frame (they'd crash looking for a clipboard).
|
||||
- `frame.godot_clipboard` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Godot 4 app: it crashes at start in Lepton, which has no clipboard service.
|
||||
- **Catalog games (1):** EndoparasiticVR.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `godot-no-clipboard` (fatal): The app crashed at start because the Frame's Android has no clipboard.
|
||||
- **Source:** [patches/frame/godot_clipboard.py](../src/frameport/patches/frame/godot_clipboard.py)
|
||||
@@ -611,7 +683,7 @@ Plays the game's videos on the Frame's video hardware, so 4K and 8K video runs s
|
||||
- `frame.hw_video_decode` · also for 2D apps
|
||||
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
|
||||
- **Suggested (on):** The game plays video through Android's decoders (MediaCodec, ExoPlayer or VLC): decode it on the Frame's hardware.
|
||||
- **Catalog games (7):** 4XVR Video Player, Batman: Arkham Shadow, Dance Central, Fruit Ninja, Kill It With Fire VR, MacacoVR, Moss: Book II.
|
||||
- **Catalog games (29):** 4XVR Video Player, AugmentedEmpire, Batman: Arkham Shadow, Battlemarked, Breathedge VR, Dance Central, Exploding Kittens VR, Eye of the Temple and 21 more.
|
||||
- **Source:** [patches/frame/hw_video_decode.py](../src/frameport/patches/frame/hw_video_decode.py)
|
||||
|
||||
> Decodes the game's videos on the Frame's hardware video decoder instead of Android's software decoders, which stutter or fall behind with 4K/8K video (for example video players, Batman: Arkham Shadow's cutscenes). Adds FramePort's codec plugin (OMX.frameport.avc/hevc/vp9.decoder) to this game's container only; the APK isn't changed. When the hardware is busy (for example Steam's own hardware video decoding is on) the video is decoded in software as before.
|
||||
@@ -672,7 +744,7 @@ Declares Meta's permissions some mixed-reality games ask for, so they don't stop
|
||||
- `frame.meta_permissions`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Mixed-reality game that needs the room model: its 'use spatial data' permission must be granted (for example Demeter).
|
||||
- **Catalog games (1):** Demeter.
|
||||
- **Catalog games (3):** Arkio, Demeter, Real VR Fishing.
|
||||
- **Source:** [patches/frame/manifest_fixes.py](../src/frameport/patches/frame/manifest_fixes.py)
|
||||
|
||||
> Declares com.oculus.permission.* / horizonos.permission.* that the app uses, so Android grants them at install (for example the 'use spatial data' permission of mixed-reality games like Demeter).
|
||||
@@ -715,7 +787,7 @@ Provides stand-ins for Quest system calls some games make at start.
|
||||
- **Suggested (on):** The Unreal build of Meta XR Audio looks up com.oculus.os.AnalyticsEvent and aborts without it (for example NOPE Challenge).
|
||||
- **Suggested (on):** Several Meta SDK libraries look up com.oculus.os.AnalyticsEvent (…); games like this abort without the stub (for example Nano).
|
||||
- **Offered (off):** … references com.oculus.os.AnalyticsEvent; usually harmless (for example Batman: Arkham Shadow and LEGO Bricktales run without it). Enable if the game aborts with ClassNotFoundException.
|
||||
- **Catalog games (15):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, NOPE CHALLENGE, RC Pilot Trainer and 7 more.
|
||||
- **Catalog games (17):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, Neko Atsume Purrfect, NOPE CHALLENGE and 9 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `oculus-os-class` (fatal): The game looks up a Quest-only system class and aborts.
|
||||
- **Source:** [patches/frame/telemetry.py](../src/frameport/patches/frame/telemetry.py)
|
||||
@@ -729,6 +801,7 @@ Stops a crash a few seconds after the logo in games with voice chat.
|
||||
- `frame.ovr_microphone`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** The game uses Meta's microphone API (ovr_Microphone_GetOutputBufferMaxSize), which crashes in OVRPort's library before the microphone is started.
|
||||
- **Catalog games (1):** The Walking Dead: Saints & Sinners.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `ovr-microphone-crash` (fatal): The game crashed while setting up the microphone (for example Unreal's Oculus voice chat a few seconds after the logo).
|
||||
- **Source:** [patches/frame/ovr_microphone.py](../src/frameport/patches/frame/ovr_microphone.py)
|
||||
@@ -797,6 +870,19 @@ Stops a crash on the Frame's processor in games whose code the Quest runs more l
|
||||
|
||||
> Some engines contain assembly (for example OpenSSL's) that checks a return-address signature it never made. The Quest's CPU ignores those checks, the Steam Frame's enforces them: the game crashes with SIGILL as soon as it uses that code, for example on its first network connection (Star Wars Pinball VR). In a library with unpaired checks, the signing and checking instructions become no-ops.
|
||||
|
||||
### <a id="frame-photon_voice_audio_route"></a>Photon Voice: skip Android 12 audio routing
|
||||
|
||||
Stops games with Photon Voice chat from crashing on the Frame when voice chat starts (an Android 12 audio call).
|
||||
|
||||
- `frame.photon_voice_audio_route` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Photon Voice calls Android 12 audio methods, which Lepton (Android 11) lacks, and crashes when voice chat starts.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `photon-voice-api31` (fatal): The game's Photon Voice microphone plugin calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes when voice chat starts (for example Table Troopers at the tutorial).
|
||||
- **Source:** [patches/frame/photon_voice_audio_route.py](../src/frameport/patches/frame/photon_voice_audio_route.py)
|
||||
|
||||
> Photon Voice's microphone plugin (for example Table Troopers) picks the audio device with Android 12 methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the game crashes with a NoSuchMethodError when voice chat starts. That method returns at once instead (an in-place edit of classes.dex); the microphone keeps Android's default audio route.
|
||||
|
||||
### <a id="frame-sdl_clipboard"></a>SDL apps: start without a clipboard service
|
||||
|
||||
Lets SDL and LÖVE games start on the Frame (they'd crash looking for a clipboard).
|
||||
@@ -804,7 +890,7 @@ Lets SDL and LÖVE games start on the Frame (they'd crash looking for a clipboar
|
||||
- `frame.sdl_clipboard` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** SDL app: it crashes at start in Lepton, which has no clipboard service.
|
||||
- **Catalog games (3):** Time Crisis II VR (Test), Time Crisis VR (Experimental), WiiCompiled VR.
|
||||
- **Catalog games (5):** Crisis Zone VR, Majora's Mask VR, Time Crisis II VR (Test), Time Crisis VR (Experimental), WiiCompiled VR.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `sdl-no-clipboard` (fatal): The app crashed at start because the Frame's Android has no clipboard.
|
||||
- **Source:** [patches/frame/sdl_clipboard.py](../src/frameport/patches/frame/sdl_clipboard.py)
|
||||
@@ -855,7 +941,7 @@ Allows very large pictures (8K video, theaters) instead of quitting.
|
||||
|
||||
Lets Team Beef ports (for example Lambda1VR) start on the Frame.
|
||||
|
||||
- `frame.tbxr_vendor`
|
||||
- `frame.tbxr_vendor` · revision 2
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Team Beef port: it picks its OpenXR setup by headset maker, which the Frame reports as "valve".
|
||||
- **Catalog games (1):** Lambda1VR.
|
||||
@@ -863,6 +949,19 @@ Lets Team Beef ports (for example Lambda1VR) start on the Frame.
|
||||
|
||||
> Team Beef's ports (for example Lambda1VR, RTCWQuest) load an OpenXR library named after the headset maker and pick their VR setup by maker; for "valve" they stop at start (libopenxr_loader_valve.so not found) or take the Pico path. Adds that library and lets them take the Meta path. Keeps GL4ES in charge of its desktop OpenGL draw calls so animated models don't turn into stretched triangles.
|
||||
|
||||
### <a id="frame-unity_appui_vibrator"></a>Unity App UI: no Android 12 vibrator
|
||||
|
||||
Lets games built with Unity's App UI start on the Frame (they'd quit at once on an Android 12 vibrator call).
|
||||
|
||||
- `frame.unity_appui_vibrator` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unity App UI's activity uses Android 12's VibratorManager at start, which Lepton (Android 11) lacks: the game would quit at once.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unity-appui-vibrator` (fatal): The game's start activity uses Android 12's VibratorManager (Unity's App UI package, for example PianoVision) and Lepton runs Android 11, so it quits before the game starts.
|
||||
- **Source:** [patches/frame/unity_appui_vibrator.py](../src/frameport/patches/frame/unity_appui_vibrator.py)
|
||||
|
||||
> The activity of Unity's App UI package (for example PianoVision) gets the vibrator through Android 12's VibratorManager without checking the Android version; on Lepton's Android 11 the game quits at start with a NoClassDefFoundError. The activity then starts without a vibrator and its UI haptic feedback does nothing (an in-place edit of classes.dex).
|
||||
|
||||
### <a id="frame-unity_gl_shim"></a>GL shim for Unity (no multisampled render-to-texture)
|
||||
|
||||
Stops a gray or frozen screen in Unity games that turn on anti-aliasing while running (for example The Room VR).
|
||||
@@ -870,7 +969,7 @@ Stops a gray or frozen screen in Unity games that turn on anti-aliasing while ru
|
||||
- `frame.unity_gl_shim`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unity GLES game that may switch to MSAA at runtime: hide multisampled render-to-texture, which crashes the Frame's GL driver (for example The Room VR).
|
||||
- **Catalog games (19):** Audica, BattleSisters, Beat Saber, Clockwork, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight and 11 more.
|
||||
- **Catalog games (25):** Audica, BattleSisters, Beat Saber, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 17 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unreal-msrtt-crash` (fatal): The game's graphics crashed a few seconds after start.
|
||||
- **Source:** [patches/frame/vrapi_bridge.py](../src/frameport/patches/frame/vrapi_bridge.py)
|
||||
@@ -897,7 +996,7 @@ Turns off a smoothing setting that crashes some older Unity games on the Frame.
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Legacy VrApi Unity game on GLES with MSAA (… quality levels): multisampled render-to-texture hangs the Frame's GL driver (for example Sniper Elite VR).
|
||||
- **Offered (off):** GLES Unity game with MSAA on (… quality levels); enable if it hangs the GPU ('zink: DEVICE LOST').
|
||||
- **Catalog games (7):** Audica, BattleSisters, IEYTD3, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR, The Room VR.
|
||||
- **Catalog games (10):** Audica, BattleSisters, Eye of the Temple, I Expect You To Die 2, IEYTD3, Jurassic World Aftermath Collection, Mini Motor Racing X, Sniper Elite VR and 2 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `zink-device-lost` (fatal): The GPU hung, so the game froze or closed.
|
||||
- **Source:** [patches/frame/unity_no_msaa.py](../src/frameport/patches/frame/unity_no_msaa.py)
|
||||
@@ -925,7 +1024,7 @@ Lets older Unity games start VR without Meta's system apps (they'd stay on a 2D
|
||||
- `frame.unity_oculus_check` · revision 5
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unity with built-in Oculus support: it checks for Meta's system apps before starting VR, else it runs as a 2D app (for example Accounting+, BattleSisters).
|
||||
- **Catalog games (10):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Jurassic World Aftermath Collection, Shoot The Zombirds VR, Sniper Elite VR and 2 more.
|
||||
- **Catalog games (14):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Eye of the Temple, I Expect You To Die 2, Jurassic World Aftermath Collection and 6 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unity-vr-device-none` (fatal): Unity didn't start VR, so the game runs as a hidden 2D app.
|
||||
- **Source:** [patches/frame/unity_oculus_check.py](../src/frameport/patches/frame/unity_oculus_check.py)
|
||||
@@ -939,7 +1038,7 @@ Keeps a smoothing setting off that the game turns on itself and that can freeze
|
||||
- `frame.unity_runtime_msaa_off` · revision 2
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** GLES Unity game whose OVRManager turns 4x MSAA on at runtime: multisampled render-to-texture can hang the Frame's GPU.
|
||||
- **Catalog games (24):** Audica, BattleSisters, Beat Saber, Clockwork, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight and 16 more.
|
||||
- **Catalog games (30):** Audica, BattleSisters, Beat Saber, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 22 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unity-render-crash` (fatal): The game's graphics crashed, so the picture freezes or stays gray.
|
||||
- `unity-runtime-msaa` (info): The game turns MSAA on at runtime, which can hang the Frame's GPU.
|
||||
@@ -955,7 +1054,7 @@ Lets you type into this app's text fields on the Frame (they'd close at once).
|
||||
- `frame.unity_text_input` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unity app with text fields (…): they close at once on the Frame because it has no system keyboard.
|
||||
- **Catalog games (72):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 64 more.
|
||||
- **Catalog games (109):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arcsmith, Arkio, Assassin's Creed Nexus, Attack on Titan VR: Unbreakable, Audica and 101 more.
|
||||
- **Source:** [patches/frame/unity_text_input.py](../src/frameport/patches/frame/unity_text_input.py)
|
||||
|
||||
> Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does this on a Quest), so a selected text field only flashes a caret. Rewrites TouchScreenKeyboardShouldBeUsed -> false and isKeyboardUsingEvents (TMP) / InPlaceEditing (uGUI) -> true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields stay selected and take key presses: Steam's keyboard (with "Show the app window") or Type on Frame from the PC.
|
||||
@@ -966,6 +1065,7 @@ Lets Unity 6 games with many native libraries start when they run out of thread
|
||||
|
||||
- `frame.unity_tls_key_pool` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unity 6 with Firebase Firestore and Gecko: these native runtimes can exhaust Android's 128 thread keys alongside the Frame's graphics and XR libraries. Pool Unity's keys to leave room for them.
|
||||
- **Offered (off):** Unity 6 with …: turn on if the game aborts at start with "cannot create thread specific key" (for example Wander).
|
||||
- **Catalog games (1):** Wander.
|
||||
- **Suggested by launch-test signatures:**
|
||||
@@ -1014,6 +1114,19 @@ Shows the full environment when its upper part is clipped but menu panels look c
|
||||
|
||||
> Some UE4 games keep the initial Android window size for their stereo depth buffer, clipping the upper part of the environment while menu panels look correct. Refreshes the cached depth dimensions from the current eye render target before allocation. Preserves multiview and multisampling. Verified in Tales from the Galaxy's Edge 1.1.9; changes one branch only when the function size and surrounding code match.
|
||||
|
||||
### <a id="frame-unreal_noreserve"></a>Unreal: reserve memory like on Quest
|
||||
|
||||
Lets the game load: it reserves more memory at start than the Frame grants in one piece and crashed before its first frame (for example Transformers Beyond Reality).
|
||||
|
||||
- `frame.unreal_noreserve` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unreal's Binned3 allocator reserves more memory at start than the Frame's kernel allows in one piece; without this the game crashes while it loads.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unreal-reserve-refused` (fatal): The game crashed while Unreal was still loading, before its first frame.
|
||||
- **Source:** [patches/frame/unreal_noreserve.py](../src/frameport/patches/frame/unreal_noreserve.py)
|
||||
|
||||
> Unreal reserves its memory ranges on Android with ordinary read/write mappings. Games built with Unreal's Binned3 allocator reserve tens of gigabytes at once while the engine loads (76 GiB in Transformers Beyond Reality); Quest allows that, the Frame's kernel refuses mappings larger than its memory, and the game crashes before its first frame (SIGSEGV at fault addr 0x10 in libUnreal.so, inside System.loadLibrary). This marks those mappings MAP_NORESERVE, as Quest effectively treats them: memory is still only used when the game touches it.
|
||||
|
||||
### <a id="frame-unreal_ovrp_entrypoints"></a>Unreal: stand-ins for OVRPlugin functions OVRPort lacks
|
||||
|
||||
Lets older Unreal games start VR on the Frame (for example Star Wars Pinball VR).
|
||||
@@ -1021,7 +1134,7 @@ Lets older Unreal games start VR on the Frame (for example Star Wars Pinball VR)
|
||||
- `frame.unreal_ovrp_entrypoints`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unreal looks up OVRPlugin function(s) OVRPort's OVRPlugin lacks: ……. Without them Unreal starts no VR.
|
||||
- **Catalog games (1):** Star Wars Pinball VR.
|
||||
- **Catalog games (3):** Ghostbusters: Rise of the Ghost Lord, Puzzling Places, Star Wars Pinball VR.
|
||||
- **Source:** [patches/frame/unreal_ovrp.py](../src/frameport/patches/frame/unreal_ovrp.py)
|
||||
|
||||
> Unreal's Oculus module looks up every OVRPlugin function it was built against and starts no VR when one is missing; OVRPort's OpenXR OVRPlugin lacks some old ones (for example ovrp_GetPTWNear, which Unreal 4.25 builds like Star Wars Pinball VR look up). The game then never starts an OpenXR session and crashes a few seconds in. Adds a generated library to libOVRPlugin.so with a stand-in for each missing function that reports failure (ovrpFailure), so Unreal's Oculus support starts. The functions OVRPort has are untouched.
|
||||
@@ -1057,13 +1170,27 @@ Starts Unreal games without re-checking their data file (they'd seem to hang on
|
||||
- `frame.unreal_skip_obb_check` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Unreal checks the OBB's contents before starting (bVerifyOBBOnStartUp); on the Frame a failed or slow check can't be seen and the game seems to hang.
|
||||
- **Catalog games (3):** Dance Central, Kill It With Fire VR, MacacoVR.
|
||||
- **Catalog games (9):** Dance Central, Kill It With Fire VR, Lost Recipes, MacacoVR, Maestro, Puzzling Places, Ragnarock, Scared By Squares and 1 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unreal-obb-check-stuck` (fatal): The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never starts VR (for example Contractors, GitHub #159).
|
||||
- **Source:** [patches/frame/unreal_obb_check.py](../src/frameport/patches/frame/unreal_obb_check.py)
|
||||
|
||||
> Unreal games can check their whole data file (.obb) before starting (bVerifyOBBOnStartUp). On the Frame that check's progress and error screens are invisible (Lepton runs VR games without an Android window), so the game seems to hang on its DownloaderActivity, for example Contractors. This turns the check off in the manifest; Unreal still checks that the OBB is there with the right size, so a missing or wrong-version OBB still stops the game.
|
||||
|
||||
### <a id="frame-unreal_skip_obb_delivery"></a>Unreal: skip the OBB delivery check
|
||||
|
||||
Skips a separate data-file check when an Unreal game still hangs at startup with the content check off. Experimental; the game still needs its data.
|
||||
|
||||
- `frame.unreal_skip_obb_delivery` · experimental · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Catalog games (1):** Medal of Honor: Above and Beyond.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `unreal-obb-check-stuck` (fatal): The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never starts VR (for example Contractors, GitHub #159).
|
||||
- **Source:** [patches/frame/unreal_obb_check.py](../src/frameport/patches/frame/unreal_obb_check.py)
|
||||
|
||||
> Unreal's Java OBB delivery check can leave a game on an invisible DownloaderActivity screen even with the manifest CRC check off (e.g. Into The Radius). Makes known Unreal delivery predicates return true, including recognized obfuscated versions, bypassing the Java name and size gate. Experimental: the native engine still needs complete, matching, readable OBB data.
|
||||
|
||||
### <a id="frame-unreal_splash_bypass"></a>Unreal: bypass the stalled loading splash
|
||||
|
||||
Lets the game finish loading when its separate loading splash stalls the render thread.
|
||||
@@ -1090,6 +1217,19 @@ Makes the hands' thumbs follow what your thumb touches (they always pointed up:
|
||||
|
||||
> Unreal 4's Oculus input sets the ThumbUp axis (games animate the hand's thumb with it) from Meta's near-touch sensing, which the Frame never reports: the thumb always points up. Uses the touches instead (left X/Y/stick/thumb rest, right A/B/stick/thumb rest). Changes three instructions in OculusInput::SendControllerEvents, only where the code matches exactly (UE4 Oculus games of one engine generation, for example Vader Immortal, Robo Recall). Found by Klownicle (GitHub #49).
|
||||
|
||||
### <a id="frame-usb_midi_watcher"></a>USB MIDI: don't poll for USB devices
|
||||
|
||||
Lets apps with a USB MIDI driver start on the Frame (they'd crash looking for USB devices); USB MIDI devices aren't available there.
|
||||
|
||||
- `frame.usb_midi_watcher` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** kshoji's USB MIDI driver polls Android's USB service, which the Frame's Android lacks: the app would crash a few seconds after start.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `usb-midi-watcher` (fatal): The app's USB MIDI driver (kshoji's, used by Unity MIDI plugins, for example PianoVision) asked Android's USB service for MIDI devices; the Frame's Android has no USB service, so the app crashed.
|
||||
- **Source:** [patches/frame/usb_midi_watcher.py](../src/frameport/patches/frame/usb_midi_watcher.py)
|
||||
|
||||
> kshoji's USB MIDI driver (Unity MIDI plugins, for example PianoVision) polls Android's USB service for MIDI devices; the Frame's Android has no USB service, so the app crashes a few seconds after start (NullPointerException on MidiDeviceConnectionWatchThread). The poll returns at once instead, so no USB MIDI device is ever found (an in-place edit of classes.dex).
|
||||
|
||||
### <a id="frame-vermillion_scene_canvas"></a>Vermillion: paint canvases in the scene
|
||||
|
||||
Keeps the hand and brush visible over Vermillion's painting canvas (the canvas is drawn in the scene instead of as a layer in front).
|
||||
@@ -1109,7 +1249,7 @@ Lets games with Vivox voice chat start on the Frame (they'd crash on an Android
|
||||
- `frame.vivox_audio_route` · also for 2D apps
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** Vivox voice chat: it calls Android 12 audio methods, which Lepton (Android 11) lacks, and crashes.
|
||||
- **Catalog games (1):** Dungeons of Eternity.
|
||||
- **Catalog games (2):** Dungeons of Eternity, Real VR Fishing.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `vivox-api31` (fatal): The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR).
|
||||
- **Source:** [patches/frame/vivox_audio_route.py](../src/frameport/patches/frame/vivox_audio_route.py)
|
||||
@@ -1140,7 +1280,7 @@ Lets games built on Meta's oldest VR interface run on the Frame.
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested (on):** The engine calls libvrapi.so directly; OVRPort can't translate it.
|
||||
- **Conflicts with:** [`frame.vrapi_stub`](#frame-vrapi_stub)
|
||||
- **Catalog games (3):** BlazeRush, Path of the Warrior, The Climb 2.
|
||||
- **Catalog games (4):** BlazeRush, Path of the Warrior, The Climb, The Climb 2.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `direct-vrapi` (warning): The game uses Meta's VrApi directly and needs the VrApi bridge.
|
||||
- `vrapi-frame-rejected` (fatal): The VrApi bridge rejected the game's frame options, so no picture reaches the headset even though frame pacing can appear in the log.
|
||||
@@ -1170,7 +1310,7 @@ Repairs shaders that hang the graphics chip at certain effects, from the game's
|
||||
- `frame.zink_shader_fix`
|
||||
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Catalog games (1):** Vader Immortal: Episode I.
|
||||
- **Catalog games (2):** Star Wars: Tales from the Galaxy's Edge, Vader Immortal: Episode I.
|
||||
- **Source:** [patches/frame/zink_shader_fix.py](../src/frameport/patches/frame/zink_shader_fix.py)
|
||||
|
||||
> Loads FramePort's shader-fix Vulkan layer into an OpenGL ES game. On the Frame, OpenGL ES runs on Zink (Mesa's GL on Vulkan); the layer sits between Zink and the driver and inserts the words of the adapter setting zink_shader_fix into the SPIR-V modules whose size and SHA-256 match (every other module is untouched), for example stores that set loop counters and accumulators a shader reads before writing, which hang the GPU (Vader Immortal's lightspeed jump; found by Klownicle, GitHub #49). Does nothing without zink_shader_fix (or zink_shader_dump) in the recipe. The layer adds itself to Android's Vulkan debug layer list for the game's process only.
|
||||
@@ -1179,6 +1319,20 @@ Repairs shaders that hang the graphics chip at certain effects, from the game's
|
||||
|
||||
Settings of FrameBridge, FramePort's OpenXR layer inside every converted Quest game. Most can be changed on the Frame later without a rebuild (game page → Game settings).
|
||||
|
||||
### <a id="adapter-action_dedup"></a>Unique controller action names
|
||||
|
||||
Stops games from dropping back to the home environment at start because two of their controller actions share a name (for example Scared By Squares). Leave it on.
|
||||
|
||||
- `adapter.action_dedup`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `1`.
|
||||
- Game settings → Troubleshooting → "Unique controller action names" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Gives a controller action whose name already exists in its action set a free name ("turn" -> "turn_2"). The Frame's runtime accepts duplicate names but then can't load the game's input manifest and treats the game as closed: black, then the home environment while the game keeps running with sound (for example Scared By Squares, whose Unreal project has an action and an axis both called Turn; GitHub #323).
|
||||
|
||||
### <a id="adapter-aim_forward"></a>Pointer start
|
||||
|
||||
Moves where the pointer starts, forward or back.
|
||||
@@ -1221,6 +1375,20 @@ Turns the pointer left or right.
|
||||
|
||||
> Turns the controllers' pointing ray left (+) or right (−).
|
||||
|
||||
### <a id="adapter-alpha_blend_emul"></a>Fix inside-out mixed reality
|
||||
|
||||
For games that show your room on their objects and darkness where your room should be.
|
||||
|
||||
- `adapter.alpha_blend_emul`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `1`.
|
||||
- Game settings → Mixed reality → "Fix inside-out mixed reality" (advanced); shown while `adapter.passthrough_emul` is on.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> With emulated passthrough, honours the eye layer's XR_FB_composition_layer_alpha_blend, which the Frame's runtime ignores: Unreal games keep inverted alpha and ask for inverse blending, so the room showed where the game drew and black where it should show the room (for example Star Wars: Beyond Victory). The alpha is inverted in the game's image before it is composited (Vulkan).
|
||||
|
||||
### <a id="adapter-controller_fix"></a>Use controllers
|
||||
|
||||
Turn off only for games you play with your hands instead of controllers.
|
||||
@@ -1246,7 +1414,7 @@ For games that show the headset's own controllers. Takes effect after a reinstal
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Controllers → "Show Steam Frame controllers".
|
||||
- **Catalog games (3):** SynthRiders, VR HOT Quest, Walkabout Mini Golf.
|
||||
- **Catalog games (6):** Neko Atsume Purrfect, Ocean Rift, Real VR Fishing, SynthRiders, VR HOT Quest, Walkabout Mini Golf.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `render-model-requested` (info): The game shows Quest controllers (or none) because the Frame doesn't provide controller models.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
@@ -1291,7 +1459,7 @@ Video players' virtual theaters and 360° videos would otherwise stay black.
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → 360° pictures and video → "Show 360° backgrounds and videos".
|
||||
- **Catalog games (4):** 4XVR Video Player, Into The Radius 2, Pinball FX VR, Riven.
|
||||
- **Catalog games (7):** 4XVR Video Player, EndoparasiticVR, Into The Radius 2, Pinball FX VR, Puzzling Places, Riven, Tea For God.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `equirect-layers-dropped` (warning): The game's 360° pictures (for example a video player's theater or 360° videos) are missing because the Frame's runtime can't show equirect layers.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
@@ -1397,6 +1565,20 @@ For games whose fades to black don't show, so you see the level loading (for exa
|
||||
|
||||
> Games that fade to black by dimming their picture with a layer color scale (XR_KHR_composition_layer_color_scale_bias, for example Batman: Arkham Shadow's loading screens) can show the level loading instead of black on the Frame. FrameBridge then draws the fade itself: a black quad in front of the eyes whose opacity follows the game's dimming. 2 also removes the game's own dimming (if both show, the fade is doubled).
|
||||
|
||||
### <a id="adapter-flip_dump"></a>Upside-down panel images (diagnostics)
|
||||
|
||||
Saves a few UI panels before and after FrameBridge turns them upright, for testing without the headset.
|
||||
|
||||
- `adapter.flip_dump`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Troubleshooting → "Upside-down panel images (diagnostics)" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Saves the first N UI panels that FrameBridge turns upright (Vulkan games whose panels are stored upside down), before and after the flip, as fb_flip_<n>_raw.ppm / fb_flip_<n>_upright.ppm in the game's files folder on the Frame. Shows what the runtime gets without anyone wearing the headset.
|
||||
|
||||
### <a id="adapter-flip_emul"></a>Fix upside-down menus
|
||||
|
||||
Turns menus and text the right way up.
|
||||
@@ -1471,6 +1653,21 @@ Hides a Quest-only way of saving GPU power that the Frame lacks. Leave it on.
|
||||
|
||||
> Hides Quest foveation extensions the Frame runtime lacks.
|
||||
|
||||
### <a id="adapter-gl_error_clear"></a>Clear the game's GL errors (GLES)
|
||||
|
||||
For OpenGL ES games whose memory use keeps growing (e.g. Vader Immortal).
|
||||
|
||||
- `adapter.gl_error_clear`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Troubleshooting → "Clear the game's GL errors (GLES)" (advanced).
|
||||
- **Catalog games (3):** Vader Immortal: Episode I, Vader Immortal: Episode II, Vader Immortal: Episode III.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Clears OpenGL errors the game left pending before FrameBridge calls the Frame's runtime. The runtime's GL code fails on any pending error; after one such failure at the start it allocated GPU memory every frame without freeing it (e.g. Vader Immortal, ~20 MB a second).
|
||||
|
||||
### <a id="adapter-gl_hide_msrtt"></a>Hide fast anti-aliasing (OpenGL ES)
|
||||
|
||||
For Unity games that crash when they turn on anti-aliasing (for example The Room VR).
|
||||
@@ -1543,7 +1740,7 @@ Logs details when flat panels stay black. No effect on the game.
|
||||
- Game settings → Troubleshooting → "Flat panel diagnostics (log)" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Diagnostics for frame.gl_multiview_fbo: checks for GL errors after every single-view draw of a multiview shader and logs counters every 5 seconds (tag GLMV in launch.log).
|
||||
> Diagnostics for frame.gl_multiview_fbo: checks for GL errors after every single-view draw of a multiview shader and logs counters every 5 seconds (tag GLMV in launch.log). 2 (frameport settings) also checks every draw and logs the draw state, failed texture uploads and shader compiles and, for idTech 4 engines, the game clock.
|
||||
|
||||
### <a id="adapter-haptic_fix"></a>Fix freezes when controllers vibrate
|
||||
|
||||
@@ -1555,7 +1752,7 @@ For games that freeze the Frame when a controller vibrates (for example Lucky's
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Controllers → "Fix freezes when controllers vibrate" (advanced).
|
||||
- **Catalog games (65):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Caves, Clockwork, COMPOUND and 57 more.
|
||||
- **Catalog games (94):** AgeOfJoy, Ancient_Dungeon, Attack on Titan VR: Unbreakable, Audica, AugmentedEmpire, Battlemarked, BattleSisters, Beat Saber and 86 more.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (for example Lucky's Tale's save slots, GitHub #9). Needs a rebuild.
|
||||
@@ -1574,6 +1771,22 @@ Turn it down if controller vibrations are too strong.
|
||||
|
||||
> Scales every controller vibration the game asks for (0-1): plain vibrations, Meta's amplitude envelopes and PCM buffers. For games whose vibrations feel much stronger than on a Quest.
|
||||
|
||||
### <a id="adapter-hide_fb_foveation"></a>Turn off Quest Vulkan foveation
|
||||
|
||||
Diagnostic for Vulkan games that fail on their first frames with missing Quest foveation images.
|
||||
|
||||
- `adapter.hide_fb_foveation`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Troubleshooting → "Turn off Quest Vulkan foveation" (advanced).
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `quest-foveation-image-missing` (info): OVRPlugin enabled Quest Vulkan foveation but received no density image.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Hides Quest FB foveation extensions from the game and OVRPort, removes Vulkan foveation image/create chains, and refuses foveation profile updates. Diagnostic for first-frame failures with missing density images (for example Transformers Beyond Reality: Redux). Device verification pending; does not disable Valve foveation.
|
||||
|
||||
### <a id="adapter-hide_space_warp"></a>Turn off space warp
|
||||
|
||||
For games whose picture flickers or smears (for example Into The Radius 2).
|
||||
@@ -1584,7 +1797,7 @@ For games whose picture flickers or smears (for example Into The Radius 2).
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Troubleshooting → "Turn off space warp" (advanced).
|
||||
- **Catalog games (4):** Into The Radius 2, Metro Awakening, Pinball FX VR, The Boys VR.
|
||||
- **Catalog games (5):** Into The Radius 2, Lawn Mowing Simulator VR, Metro Awakening, Pinball FX VR, The Boys VR.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `space-warp-used` (info): The game uses Meta's space warp (it renders half of its frames plus motion vectors, and the runtime makes up the rest).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
@@ -1703,7 +1916,7 @@ For games that judder or shimmer while you hold your head still (for example I A
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Picture → "Steadier head tracking" (advanced).
|
||||
- **Catalog games (1):** I Am Cat.
|
||||
- **Catalog games (2):** I Am Cat, Lawn Mowing Simulator VR.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that ask several times per frame got slightly different poses and rendered parts of the frame with different heads: judder (for example I Am Cat; proposed by Klownicle, GitHub #8).
|
||||
@@ -1733,7 +1946,7 @@ For games whose hands trail the controllers when you move them (for example Batt
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Controllers → "Fix hands lagging behind controllers" (advanced).
|
||||
- **Catalog games (11):** BattleSisters, Beat Saber, Dance Central, Dungeons of Eternity, Phantom: Covert Ops, Robo Recall, Star Wars: Tales from the Galaxy's Edge, Time Stall and 3 more.
|
||||
- **Catalog games (15):** Battlemarked, BattleSisters, Beat Saber, Dance Central, Dungeons of Eternity, Mini Motor Racing X, OrbusVR, Phantom: Covert Ops and 7 more.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Poses a game asks for at a CLOCK_MONOTONIC time, or more than 0.5 s before the frame's display time, are located at the same moment in the runtime's time (or now). Meta's OVRPlugin passes the monotonic clock on as the OpenXR time, which on the Frame runs seconds behind the runtime's clock, so its "now" poses (Unity's physics step, controller poses) came from the past: hands trailing the controllers (for example BattleSisters, Sniper Elite VR).
|
||||
@@ -1750,7 +1963,7 @@ For apps that only know Quest 3/Pro controllers: without it they get no buttons.
|
||||
- Game settings → Controllers → "Treat newer Quest controllers as Touch" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Apps that suggest controller bindings only for Meta's newer profiles (Touch Plus, Touch Pro), which the Frame's runtime rejects (XR_ERROR_PATH_UNSUPPORTED), get the same bindings as oculus/touch_controller instead (components Touch lacks are dropped). Without it such apps get no controller input.
|
||||
> Apps that suggest controller bindings only for Meta's newer profiles (Touch Plus, Touch Pro), which the Frame's runtime rejects (XR_ERROR_PATH_UNSUPPORTED), get the same bindings as oculus/touch_controller instead (components Touch lacks are dropped), and the runtime's answer for each hand is reported to them as their own profile (Unity's OpenXR input only connects controllers of a profile it knows). Meta's detached-controller paths (XR_META_detached_controllers, which the Frame lacks) are left out of the app's actions and bindings: one such path made Unity attach no controller input at all. Without it such apps get no controller input.
|
||||
|
||||
### <a id="adapter-proximity_emul"></a>Animate fingers from touch
|
||||
|
||||
@@ -1768,7 +1981,7 @@ For games whose hands' thumbs never move when you touch the buttons or thumbstic
|
||||
|
||||
### <a id="adapter-rect_clamp"></a>Keep pictures in bounds
|
||||
|
||||
Stops games from hanging when their eye picture is a little too big (for example PowerWash Simulator). Leave it on.
|
||||
Stops games from hanging when their eye picture is a little too big or empty (for example PowerWash Simulator). Leave it on.
|
||||
|
||||
- `adapter.rect_clamp`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
@@ -1778,7 +1991,7 @@ Stops games from hanging when their eye picture is a little too big (for example
|
||||
- Game settings → Troubleshooting → "Keep pictures in bounds" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game stops drawing (for example PowerWash Simulator stuck at "Waiting").
|
||||
> Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game stops drawing (for example PowerWash Simulator stuck at "Waiting"). An empty rect (0x0, e.g. BattleTalent's first frames, GitHub #293) is rejected the same way and becomes the whole swapchain image.
|
||||
|
||||
### <a id="adapter-refresh_rate"></a>Refresh rate
|
||||
|
||||
@@ -1790,10 +2003,10 @@ How often the picture updates. Higher is smoother if the game can keep up.
|
||||
- **Options:**
|
||||
- Value: float, default `0.0`.
|
||||
- Game settings → Picture → "Refresh rate": Game's choice (`0`), 72 Hz (`72`), 80 Hz (`80`), 90 Hz (`90`), 96 Hz (`96`), 108 Hz (`108`), 120 Hz (`120`), 144 Hz (`144`).
|
||||
- **Catalog games (2):** Does it Stack?, Vacation Simulator.
|
||||
- **Catalog games (3):** Does it Stack?, Majora's Mask VR, Vacation Simulator.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Display refresh rate for this game (72, 80, 90, 96, 108, 120 or 144; 0 = the game's choice). A video's frame rate that divides the refresh rate plays smoothest (for example 30 fps at 90 Hz, 24 fps at 72 Hz).
|
||||
> Display refresh rate for this game (72, 80, 90, 96, 108, 120 or 144; 0 = the game's choice). Applied through SteamVR before the game starts. A video's frame rate that divides the refresh rate plays smoothest (for example 30 fps at 90 Hz, 24 fps at 72 Hz).
|
||||
|
||||
### <a id="adapter-release_wait"></a>Wait for the game's GPU
|
||||
|
||||
@@ -1833,7 +2046,7 @@ Higher looks sharper but needs more power; lower runs smoother. 1.0× is the gam
|
||||
- **Options:**
|
||||
- Value: float, default `1.0` (always written).
|
||||
- Game settings → Picture → "Sharpness": slider 0.5–2 in steps of 0.1.
|
||||
- **Catalog games (4):** 4XVR Video Player, BlazeRush, cubism, Walkabout Mini Golf.
|
||||
- **Catalog games (8):** 4XVR Video Player, BlazeRush, cubism, FGO VR, I Expect You To Die 2, The 7th Guest VR, Vampire: The Masquerade - Justice, Walkabout Mini Golf.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Multiplies the recommended eye-buffer width and height (0.5–2.0). 1.5 ≈ 2.25× pixels.
|
||||
@@ -1863,7 +2076,7 @@ Mixed-reality games that build their level from your room get a simple room with
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Mixed reality → "Pretend room layout".
|
||||
- **Catalog games (2):** Demeter, Vermillion.
|
||||
- **Catalog games (11):** Arkio, AugmentedEmpire, Battlemarked, Demeo, Demeter, Ghostbusters: Rise of the Ghost Lord, Neko Atsume Purrfect, Ocean Rift and 3 more.
|
||||
- **Suggested by launch-test signatures:**
|
||||
- `scene-missing` (warning): The game wants Meta's room data (scene API), which the Frame lacks.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
@@ -1929,7 +2142,7 @@ For games whose menus or screens jump to wherever you look.
|
||||
|
||||
### <a id="adapter-strip_color_bias"></a>Drop layer color fades
|
||||
|
||||
For games whose memory use keeps growing (for example Vader Immortal). Some fades no longer show.
|
||||
Diagnostics: removes layer color fades. Some fades no longer show.
|
||||
|
||||
- `adapter.strip_color_bias`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
@@ -1939,7 +2152,7 @@ For games whose memory use keeps growing (for example Vader Immortal). Some fade
|
||||
- Game settings → Troubleshooting → "Drop layer color fades" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Removes the color scale/bias (XR_KHR_composition_layer_color_scale_bias) from the game's layers, so the runtime doesn't apply it. The Frame's runtime allocates GPU memory for it every frame without freeing it, for example Vader Immortal leaked ~20 MB/s on its loading screen. Fades done this way no longer show.
|
||||
> Removes the color scale/bias (XR_KHR_composition_layer_color_scale_bias) from the game's layers, so the runtime doesn't apply it (diagnostics). Fades done this way no longer show.
|
||||
|
||||
### <a id="adapter-strip_depth"></a>Strip depth layers
|
||||
|
||||
@@ -2049,6 +2262,20 @@ For Unreal Engine 5 games that crash on the Frame (for example Metro Awakening).
|
||||
|
||||
> Vulkan shim (frame.vk_sanitize): the game doesn't see VK_EXT_fragment_density_map(2). Unreal Engine 5 turns on fragment-density-map foveation when the driver offers it and expects the density map from the headset, which the Frame doesn't provide: image views and barriers for a missing image, then a crash in the Frame's Vulkan driver (for example Metro Awakening). Valve's own foveation layer isn't affected.
|
||||
|
||||
### <a id="adapter-vk_pipeline_log"></a>Vulkan pipeline failures (log)
|
||||
|
||||
Logs graphics pipelines the Frame's driver refuses. No effect on the game.
|
||||
|
||||
- `adapter.vk_pipeline_log`
|
||||
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
|
||||
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
|
||||
- **Options:**
|
||||
- Value: int, default `0`.
|
||||
- Game settings → Troubleshooting → "Vulkan pipeline failures (log)" (advanced).
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Vulkan shim (frame.vk_sanitize): logs every failing graphics/compute pipeline creation with its shader stages (named like the vk_shader_dump files), structure types and any sampler Y'CbCr conversion involved, to find the pipeline behind Unreal's "Shader compilation failures are Fatal." No effect on the game.
|
||||
|
||||
### <a id="adapter-vk_query_slots"></a>Stop objects popping in and out
|
||||
|
||||
For Vulkan games whose models flicker or vanish while you look at them (for example Into The Radius 2). Needs a rebuild.
|
||||
@@ -2152,7 +2379,7 @@ Repairs OpenGL ES shaders that hang the graphics chip, from the game's recipe.
|
||||
- **Options:**
|
||||
- Value: str, default empty.
|
||||
- Not in the Game settings dialog (set by a recipe or the CLI).
|
||||
- **Catalog games (1):** Vader Immortal: Episode I.
|
||||
- **Catalog games (2):** Star Wars: Tales from the Galaxy's Edge, Vader Immortal: Episode I.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Shader-fix Vulkan layer (frame.zink_shader_fix) for OpenGL ES games, whose GLSL the Frame's GL driver (Zink) turns into SPIR-V: modules matching size + SHA-256 get words inserted at a byte offset, for example stores that set loop counters and accumulators a shader reads before writing (Vader Immortal's lightspeed jump hung the GPU; found by Klownicle, GitHub #49). Same format as vk_shader_fix. Comes from a game's recipe; the driver's output can change with a Frame update, then the fix no longer matches (logged).
|
||||
@@ -2194,7 +2421,7 @@ Puts settings files next to the game on the Frame, for example to turn off an un
|
||||
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
|
||||
- **Suggested (on):** CryEngine: variable-rate shading isn't supported on the Frame, so user.cfg turns it off (… = 0; The Climb / The Climb 2).
|
||||
- **Options:** `files`: text, default none — path relative to files/ -> content
|
||||
- **Catalog games (2):** SUPERHOT VR, The Climb 2.
|
||||
- **Catalog games (3):** SUPERHOT VR, The Climb, The Climb 2.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Writes config files into the game's Android/data/<package>/files/ on the Frame, to turn off engine features the Frame doesn't support (for example a CryEngine user.cfg with r_variable_rate_shading = 0, as The Climb 2 needs).
|
||||
@@ -2210,6 +2437,7 @@ Render less detail outside your gaze; adjust the full-resolution area or darken
|
||||
- `mode`: str, default empty — tracked, fixed or off (empty = Valve's default)
|
||||
- `radius`: float, default `0.0`, 0–0.45 — Full-resolution radius; 0 keeps the current runtime default
|
||||
- `test`: bool, default `False` — Darken lower-resolution regions (diagnostic)
|
||||
- **Catalog games (5):** Ocean Rift, Quantum Void, Tea For God, The 7th Guest VR, Vampire: The Masquerade - Justice.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Reduces shading away from the full-resolution area, following each eye's gaze. Default area size keeps the runtime's current profile unchanged. Custom radius is a fraction of the shorter eye-image dimension; the transition ends at twice that radius. Larger areas retain more detail but save less GPU work. Fixed stops the area following your eyes. The optional test darkens actual coarse-shaded fragments; rebuild/reinstall to toggle it. Tested on RE4, Deadpool and Asgard's Wrath 2. The Climb 2 gets a version-guarded private bridge at 1.0 scale; Batman gets its hash-verified allocation fix (unsupported OVRPlugin versions are refused). Other games may need additional fixes; turn this off if artifacts appear.
|
||||
@@ -2256,7 +2484,7 @@ Lets typing reach this app from Steam's on-screen keyboard or your PC's keyboard
|
||||
- `device.text_input_window`
|
||||
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
|
||||
- **Suggested (on):** App with text fields: key presses only reach a shown Android window.
|
||||
- **Catalog games (72):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 64 more.
|
||||
- **Catalog games (112):** AFFECTED: The Manor, AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arcsmith, Arkio, Assassin's Creed Nexus, Attack on Titan VR: Unbreakable and 104 more.
|
||||
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
|
||||
|
||||
> Lepton runs VR apps headless: their Android window is never shown, so it never gets keyboard focus and no key press (Steam's on-screen keyboard, a USB/Bluetooth keyboard, Type on Frame) reaches the app's text fields. With Lepton's lepton-show-flatscreen marker the window is shown (behind the VR view, which keeps working) and Steam's keyboard opens for a selected text field. Steam lists the shown window as "Gamescope" (the Frame's compositor). Pairs with "Make Unity text fields work without a system keyboard".
|
||||
|
||||
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