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Author SHA1 Message Date
spoopyghosty0 8c9391e826 ui_smoke: a warm-up screen while the web fonts load (the first shot measured text with a fallback font: wrapped and overlapping labels) 2026-10-07 17:40:32 -04:00
spoopyghosty0 2a81330f38 Selected sidebar tab: white icon on the portal fade in dual themes (an orange icon clashed with it) 2026-10-07 17:20:17 -04:00
spoopyghosty0 cf4a8c3752 Wordmark with a portal between Frame and Port; glyphs match Material icons in menus
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
  generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
2026-10-07 16:59:10 -04:00
spoopyghosty0 42fb5f7fa2 Portal (OLED) and Original themes, installable theme files, both portals in the Portal theme
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
  (blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
  edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
  background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
  "Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
2026-10-07 16:43:34 -04:00
spoopyghosty0 3c7efc1c15 Portal theme, FramePort logo and glyphs, live theme switching in Settings
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
  screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
  launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
  C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
  read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
  app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
  through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch
2026-10-07 16:17:19 -04:00
830 changed files with 3647 additions and 131996 deletions

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+12 -11
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@@ -1,30 +1,31 @@
name: Game report
description: 'A game doesn''t run right on the Frame, or FramePort itself misbehaves (FramePort fills this in: "Report a problem…").'
title: "[Game report] "
labels: ["game-compatibility"]
name: Problem report
description: A game or FramePort doesn't work (FramePort → "Report a problem…" fills this in and saves a diagnostics zip).
title: "[Problem] "
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
Please attach the **diagnostics zip** FramePort saved: drag it into the "Diagnostics" box below. It holds logs
and device details with personal data removed, and no game files.
Please attach the **diagnostics zip** FramePort saved (drag it into the "Diagnostics" box below). It contains
logs, the recipe and device details with personal data removed — no game files. Without the app, it can be
read with `frameport diag inspect <zip>`.
- type: input
id: game
attributes:
label: Game
description: Title and package name; leave empty for problems with FramePort itself
description: Title — package id (version, engine / XR API); empty for app problems
- type: textarea
id: description
attributes:
label: What happens?
description: What you did, what you expected and what happened
description: What you did, what you expected, what you saw (in the headset, if it started)
validations:
required: true
- type: textarea
id: findings
attributes:
label: Launch test
description: Filled in by FramePort
label: Launch test / triage
description: Filled in by FramePort from the last launch test
- type: textarea
id: recipe
attributes:
@@ -38,6 +39,6 @@ body:
id: logs
attributes:
label: Diagnostics
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
description: Drag the FramePort-diag-*.zip here (max 25 MB)
validations:
required: true
-7
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@@ -1,8 +1 @@
blank_issues_enabled: true
contact_links:
- name: Questions and ideas
url: https://github.com/spoopyghosty0/frameport/discussions
about: Setup help, how-to questions and feature ideas go to Discussions.
- name: Docs and FAQ
url: https://frameport.app/docs/
about: Install steps, game folder layouts and common questions.
+11 -11
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@@ -1,32 +1,32 @@
name: Working recipe
description: 'Share a recipe that works on the Steam Frame (FramePort fills this in: game menu → "Share working recipe…").'
title: "[Working recipe] "
name: Working configuration
description: Submit a recipe that works on the Steam Frame (FramePort → game menu → "Share working config…" fills this in).
title: "[Working config] "
labels: ["working-config"]
body:
- type: markdown
attributes:
value: |
Thanks! Once a maintainer accepts the recipe, it becomes built-in for everyone. Please don't share game files
or links to them.
Thanks! A maintainer reviews the recipe; once it's labelled `catalog-accepted`, a pull request adding it to
`catalog/games/` is opened automatically. Please don't paste game files or links to them.
- type: input
id: game
attributes:
label: Game
description: Title and package name (e.g. Lucky's Tale — com.playful.LuckysTale)
description: Title — package id (platform, version, engine / XR API)
validations:
required: true
- type: input
id: result
attributes:
label: Result
description: works or issues
description: works or issues (+ the last headless launch test)
validations:
required: true
- type: textarea
id: recipe
attributes:
label: Recipe
description: Filled in by FramePort. Don't edit the package line.
description: The catalog entry (catalog/games/<package>.yaml). Don't edit the package line.
render: yaml
validations:
required: true
@@ -34,16 +34,16 @@ body:
id: environment
attributes:
label: Environment
description: FramePort and SteamOS versions
description: FramePort, tool and SteamOS versions
- type: textarea
id: notes
attributes:
label: Notes
description: What you checked in the headset and any known issues
description: What you checked in the headset, known issues, anything unusual
- type: checkboxes
id: confirm
attributes:
label: Confirmation
options:
- label: I played the game in the headset with this recipe.
- label: I played the game in the headset with this recipe (headless launch tests can't check the picture).
required: true
-18
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@@ -150,7 +150,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
actions: write # starts the pages workflow
steps:
- uses: actions/checkout@v7
- uses: astral-sh/setup-uv@v10.2.0
@@ -160,12 +159,6 @@ jobs:
merge-multiple: true
- name: Wheel (CLI install via uv tool / pipx / pip, and its self-update)
run: uv build --wheel -o out && ls out
- name: Videos (docs/media, rendered by the showcase workflow; frameport-<name>.mp4 → FramePort-<name>.mp4)
run: |
for f in docs/media/frameport-*.mp4; do
[ -f "$f" ] || continue
n=$(basename "$f" .mp4); cp "$f" "out/FramePort-${n#frameport-}.mp4"
done
- name: Checksums
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
- name: Publish release
@@ -186,11 +179,6 @@ jobs:
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
gh release delete "$tag" --yes 2>/dev/null || true
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
continue-on-error: true
env:
GH_TOKEN: ${{ github.token }}
run: gh workflow run pages.yml --ref main
dev-release:
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
@@ -200,7 +188,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
actions: write # starts the pages workflow
steps:
- uses: actions/checkout@v7
with:
@@ -232,8 +219,3 @@ jobs:
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
continue-on-error: true
env:
GH_TOKEN: ${{ github.token }}
run: gh workflow run pages.yml --ref main
+2 -3
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@@ -1,5 +1,5 @@
name: catalog-from-issue
# A maintainer adds the label `catalog-accepted` to a "Working recipe" issue → this opens a PR adding the
# A maintainer adds the label `catalog-accepted` to a "Working configuration" issue → this opens a PR adding the
# recipe to catalog/games/. Never runs for unlabelled issues; the issue text is only read by the validating script
# (never interpolated into shell commands). Needs Settings → Actions → "Allow GitHub Actions to create pull requests".
on:
@@ -40,8 +40,7 @@ jobs:
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git checkout -b "$branch"
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
git add "catalog/games/$PKG.yaml"
git commit -m "catalog: $PKG (from #$ISSUE)"
git push --force origin "$branch"
if ! gh pr view "$branch" >/dev/null 2>&1; then
-72
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@@ -1,72 +0,0 @@
# The project page (site/, Astro) on GitHub Pages: https://frameport.app/
# Rebuilt when the site, the docs it renders, the catalog or the showcase renders change on main, when a release is
# published, and once a day (contributors, releases and the games board stay fresh). The games board also refreshes
# itself from the catalog on main in the visitor's browser, so a catalog change shows before the next build.
# One-time setup: Settings → Pages → Source: GitHub Actions; custom domain frameport.app (kept in the settings, not a
# CNAME file: GitHub ignores that file for Actions deployments).
name: pages
on:
push:
branches: [main]
paths:
- 'site/**'
- 'docs/*.md'
- 'catalog/games/**'
- 'bootstrap/setup.sh'
- 'docs/images/**'
- 'docs/media/**'
- 'docs/badges/**'
- 'src/frameport/ui/icons/**'
- '.github/workflows/pages.yml'
release: # the changelog page shows every release (CI's own releases start this through workflow_dispatch)
types: [published]
schedule:
- cron: '17 5 * * *'
workflow_dispatch:
permissions:
contents: read
pages: write
id-token: write
concurrency:
group: pages
cancel-in-progress: false
jobs:
build:
runs-on: ubuntu-latest
defaults:
run:
working-directory: site
steps:
- uses: actions/checkout@v7
- uses: actions/setup-node@v7
with:
node-version: 22
cache: npm
cache-dependency-path: site/package-lock.json
- uses: actions/configure-pages@v6
- run: sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends ffmpeg # the video tiles' short previews
- run: npm ci
- run: npm test
- run: npm run build
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # the contributors list (higher API limit)
# analytics (Settings → Secrets and variables → Actions → Variables); unset = none on the site
PUBLIC_CF_ANALYTICS_TOKEN: ${{ vars.CF_ANALYTICS_TOKEN }}
PUBLIC_GA_ID: ${{ vars.GA_MEASUREMENT_ID }}
- uses: actions/upload-pages-artifact@v5
with:
path: site/dist
deploy:
needs: build
runs-on: ubuntu-latest
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- id: deployment
uses: actions/deploy-pages@v5
-107
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@@ -1,107 +0,0 @@
name: showcase
# Docs screenshots and the videos (the demo tour, the install tutorial, …), rendered from the demo library
# (docs/showcase/, scripts/showcase/; see docs/SHOWCASE.md). Opens or updates one pull request (branch
# showcase/update) when a picture really changed; the renders are also kept as a workflow artifact either way.
on:
workflow_dispatch:
inputs:
videos:
description: "Videos to record too: names from docs/showcase/videos (e.g. tour install), all, or empty"
type: string
default: ""
push:
branches: [main]
paths:
- "src/frameport/ui/**"
- "src/frameport/locales/**"
- "docs/showcase/**"
- "scripts/showcase/**"
concurrency:
group: showcase-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: write
jobs:
render:
runs-on: ubuntu-22.04
timeout-minutes: 60
env:
PYTHONUTF8: "1"
PYTHONIOENCODING: utf-8
TZ: UTC
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0 # the push's changed files decide whether the video is recorded again
- uses: astral-sh/setup-uv@v10.2.0
- name: ffmpeg and fonts
run: sudo apt-get update && sudo apt-get install -y ffmpeg fonts-roboto fonts-noto-color-emoji
- run: uv sync --extra dev --python 3.12 # the Python the renders are made with locally
- name: Chromium for Playwright
run: uv run playwright install --with-deps chromium
- name: Store art cache (fetched once from the stores the app uses)
uses: actions/cache@v6.1.0
with:
path: ~/.cache/frameport-showcase
key: showcase-art-${{ hashFiles('docs/showcase/demo-library.yaml') }}
restore-keys: showcase-art-
- name: Docs screenshots
run: uv run python scripts/showcase/render_docs.py --keep showcase-out/screenshots
- name: Videos
# a push records the videos whose storyboard (docs/showcase/videos/<name>.yaml) changed, or all of them when
# the recorder changed (UI tweaks alone don't re-record ~10 MB files); Run workflow records what it's asked
env:
INPUT_VIDEOS: ${{ inputs.videos }}
BEFORE: ${{ github.event.before }}
run: |
if [ "$GITHUB_EVENT_NAME" = workflow_dispatch ]; then
read -ra names <<< "$INPUT_VIDEOS"
if [ ${#names[@]} -eq 0 ]; then echo "no videos asked for"; exit 0; fi
[ "${names[0]}" = all ] && names=()
uv run python scripts/showcase/record_video.py "${names[@]}" --work showcase-out/videos
else
uv run python scripts/showcase/record_video.py --changed-since "$BEFORE" --work showcase-out/videos
fi
- name: Keep the renders
if: always()
uses: actions/upload-artifact@v7
with:
name: showcase
path: |
showcase-out/screenshots
showcase-out/videos/*/video.json
docs/media
docs/images/tour-teaser.webp
if-no-files-found: ignore
retention-days: 14
- name: What changed
id: diff
run: |
git status --short -- docs/images docs/media
if [ -n "$(git status --porcelain -- docs/images docs/media)" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"; fi
- name: Pull request
if: steps.diff.outputs.changed == 'true' && github.ref == 'refs/heads/main'
uses: peter-evans/create-pull-request@v8.1.1
with:
branch: showcase/update
delete-branch: true
add-paths: |
docs/images/*
docs/media/*
commit-message: "Docs: update screenshots and videos"
title: "Update docs screenshots and videos"
body: |
Rendered by the `showcase` workflow from the demo library (docs/showcase/demo-library.yaml) with a
pretend Frame: only pictures that visibly changed are included. Look them over before merging (the
run's `showcase` artifact has every render).
Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
+1 -16
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@@ -9,7 +9,7 @@ parity-report.md
*.keystore
*.apk
.pytest_cache/
native/.cache
native/.cache/
native/**/build/
# per-machine Claude Code settings (contain home paths)
.claude/settings.local.json
@@ -20,18 +20,3 @@ CLAUDE.local.md
REPORT.md
.ruff_cache/
.claude/worktrees/
# project page (site/)
site/node_modules/
site/dist/
site/.astro/
site/public/media/
site/src/assets/media/
site/media-hq/
site/public/s
site/public/setup.sh
# Impeccable design-tool files (kept local, not in the repo)
/PRODUCT.md
/DESIGN.md
/.impeccable/
+29 -406
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@@ -23,7 +23,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
Frame, and 24 px line glyphs `fp:frame|port|patch|container|test|pc|sync|live|shot|keys|recipe|link`, copied into
the assets dir and shown as tinted `ft.Image`s: pass `G.FRAME` … wherever an icon goes, `C.as_icon` / the button
helpers handle both kinds; `src/assets/icon.png` = the bundles' app icon), `components.py` (pill, card, callout,
checklist, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
@@ -38,27 +38,15 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
pkg)`; Copy image (card hover button, right-click, viewer) = `core/clipboard.copy_image` (Windows/WSL: PowerShell
bitmap + file via %TEMP%, macOS osascript PNG, Linux wl-copy/xclip; Flet's set_image only in web mode)); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
output's pulse monitor (sound) → `fp_venc` (`native/venc`, own clean-room V4L2 driver of the Frame's iris
hardware encoder: RGB24→NV12 box downscale with NEON, H.264 CBR, one frame per slot of an even fraction of the
panel rate read from DRM, e.g. 96 Hz → 32 fps; stdin `k` = keyframe, EOF = stop; `--probe` / `--selftest`;
artifact `linux-arm64-bin/`, synced to `~/.local/share/frameport/bin` by sha256 at stream start, no agent change)
piped into ffmpeg (`-c:v copy` + AAC), else the old ffmpeg/x264 30 fps path (qualities scale down only; "full" =
SteamVR's size; stderr `live: encoder=… fps=…` → status line) →
fragmented MP4 on an SSH exec channel's stdout (stdin EOF stops it) → relay on 127.0.0.1 (a new viewer asks
the hardware encoder for a keyframe and waits for it, else gets init + fragments since the last keyframe of the
*video* track) → player page
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
init + fragments since the last keyframe of the *video* track for late viewers) → player page
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
stops on disconnect/window close); monitor (`views/monitor.py` + `frame/monitor.py` + agent v62 `_monitor`: one
JSON sample per tick over an SSH exec channel while the tab is shown (stopped in go/disconnect/on_close, the
agent ends at EOF); sources and costs in docs/FRAME_RUNTIME.md "Monitoring sources"; game card (fps from
FrameBridge pacing; End game = Steam's Exit game, then cmd_stop), tiles with `C.Sparkline` (Flet canvas, no charts
extension), details, a pooled process table (Game / Steam & SteamVR / All; right-click: end / force kill / end
game; MON_CRITICAL needs force, MON_NEVER is refused)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
stops on disconnect/window close); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
@@ -66,40 +54,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
await a FilePicker) must be coroutine functions or go through `page.run_task`: Flet doesn't await a lambda's
coroutine (the Files row Download button silently did nothing). `ui_smoke.py --fake-frame --gestures` drives real
mouse drags/right-clicks.
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
`ui.live_frame_card` (Settings → Appearance, default on) is on; else the battery comes from the 30 s poll).
ui_smoke injects `FakeMonitorSession` as the hub's `session_factory`.
User tags live in library entries (`tags`), filters in library setting `ui.library`.
Easter eggs (`ui/easter.py`, owner's wish; never mentioned in the UI or docs): seven quick clicks on the sidebar
logo (the *wordmark's* portal glows + rings, a cover is tossed out of it and falls across the window on a random
arc: `toss_path`, `page.overlay` at the computed window position `_wordmark_portal`; the logo's portal in
themes without one), the Monitor's fps number has a mood tooltip (above the number, clear of the pointer) and
2.5 minutes within 0.5 fps of target (`PERFECT_SECONDS`) make the game card glow and pulse blue/orange for 5 s,
the number grow in the portal gradient and the sparkline take it; the "Perfect pacing" pill + line stay until the
rate slips (`PerfectPacing.done`, `_show_perfect`, `Sparkline.portal`), holiday badges on the logo that dance on
hover and shower the window on click (`HOLIDAY_MOTION`; `SHOWERS`/`shower_plan`: New Year confetti, winter snow,
Valentine hearts, Pi digits, clovers, hopping eggs, bouncing pumpkins; `holiday`: Valentine's
heart, Pi Day, St Patrick's clover, Easter Sat-Mon egg (computus), April 1 = the logo upside down until hovered,
Halloween pumpkin, Dec 31-Jan 1 party popper, else Dec 20-Jan 2 snowflake; on those days the logo's box grows to
hold the badge: Flutter only hit-tests inside a control's bounds; `FRAMEPORT_TODAY` pretends a date),
Library search "frameport" (logo spins, "That's me!"), Type on Frame "hello" (keys still go to the Frame; a
headset peeks up from the window's corner and waves), the battery ring (only the ring, with a glow behind
it; not the percentage) empties at once and spins while its bar refills, then pulses, on reaching 100 % plugged (`charged_now`, `ring_pulse`, `ring_glow`), a long upload (>2.5 min, `HOP_AFTER`) makes the transit cover hop, the Live view
tab shows a blinking ON AIR sign while streaming
(`app.sync_on_air`), install milestones (confetti +
message at the 1st/10th/100th *different* game: settings `fun.installed` = game ids, `fun.milestones` = shown;
each milestone shows once ever, recorded before it's shown; updates/reinstalls never count; the first use seeds
from games already on a Frame and marks passed milestones shown). Setting `ui.easter_eggs` (no UI) turns them
off; the showcase demo library has them off (steps hook `easter_eggs` for egg demos). Reduce motion: no animation.
**Performance rules** (the app froze before): never put image bytes in controls — artwork is served by URL from the
GUI assets dir (= user data dir; `ft.run(assets_dir=…)`), as thumbnails (`artwork/thumbs.py`, Pillow); the
library view is persistent, streams cards in batches from a background thread and filters by toggling visibility;
@@ -107,45 +62,16 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
Cover cards (Library grid + shelf): `library.card_hover`/`hover_motion` (lift, art zoom inside the clipped frame,
radial `scrim`, accent-tinted shadow) and `C.CoverButton` (frosted round button, accent under the pointer; Play =
blue then orange ring ripple + "Starting on Frame…" pill for STARTING_S; its `.status` layer must sit *below*
the button in the Stack, else it takes the clicks); the game page's Play turns into "Starting on …" with a spinner
(`GameView._starting`). Reduce motion: no lift/zoom/rings. Filled buttons use a glyph's `-solid` variant
(`glyphs.solid`, e.g. `frame-solid.svg`: the outline glyph faded into the orange).
Empty states (`C.empty_state(..., features=[(icon, heading, sentence)])`): with features the portal is bigger, a
soft portal light (`C.portal_glow`) fills the screen and `C.feature_row` says what the screen will show (the
not-connected Files/Screenshots/Live/Type/Monitor tabs and the empty Library); the idle Live view is a framed
"screen" with its own Start button + `live_features()`, Type on Frame shows `keyboard_tips()` under the box.
Setup checklists (Frame → Ready to play, Settings → Tools / This PC) = `C.checklist([C.Check(ok, title, detail,
help, fix=(label, icon, handler), extra=control)])`: ok True/False/"warn"/None (= spinner); the fix button shows
inline only while an item isn't ready — wire existing actions only. Motion: `app.body` holds an
`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
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
`help=` argument of `section`/`kv` (`C.Check` help key), tooltips via `C.tip()` (wraps). Game actions for the Library
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click; short: `menus.quick_menu`, key actions
+ "More actions…" = the game page with its full "…" menu opened from code, `app.open_game_menu`) and the game
page's "…" menu (`menus.menu_sections` quick=False, sectioned) come from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
art if nothing came back; "Update Steam art on Frame" re-sends the art set to the game's anchor (agent ≥ 12).
Patch descriptions/reasons describe the general case, naming games only as "e.g. …".
- Installs: queued/cancelled/failed ones are remembered (library setting `ui.installs`) → Library "Resume" bar;
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).
- 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;
installed games keep their base), `move` (detached systemd-run + `move_status`; cp -a under podman unshare,
count+bytes check, symlink retarget, launch.sh: Quest app_dir line / Linux+PC VR rewritten from the record's
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
@@ -158,11 +84,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
doesn't do). `VD.bat` is Virtual Desktop's launcher: ignore it except as an exe-location hint. Library migration
`rift_run_direct` resets existing recipes.
Auto launch-test is skipped on PC installs (it would start the game on the user's desktop). Launch tests collect the Unreal
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Agent v67 adds Unity's logs (LocalLow/<Company>/<Product>/Player(-prev).log via `<Name>_Data/app.info`,
`output_log.txt`, Temp/…/Crashes/*/error.log; `unity_logs`) to launch tests and diagnostics; triage `unity-vr-init` /
`unity-crash`. A catalog recipe verified with another build (catalog `xr` ≠ the build's) keeps the build's own
`pcvr.launch_args` (`engine._other_build`; GitHub #105: SUPERHOT VR's Oculus+OpenVR build needs `-vrmode OpenVR`,
the catalog's is the OpenXR build); Electron launchers next to a game rank −30 (`rift.is_electron`). Lies Beneath via Proton without Revive
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Lies Beneath via Proton without Revive
crashed (UE 4.23 "Unhandled exception").
- Rift scanning: `sources/rift_dump.scan` = the scanned folder's subfolders are games (one per folder; a folder is a
game if all candidate exes sit under one child), recursing into collections; `analysis/rift.py` walks once,
@@ -201,28 +123,12 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
description).
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`; x86_64 builds run through FEX (app 3127680, no SLR:
RootFS /usr/share/guestos/fex-mesa from the OS image; needs `STEAM_COMPAT_DATA_PATH`, see docs/FRAME_RUNTIME.md):
agent v61 `linux_x86_tools`/`pick_tool`, `install_proton`/`proton_status` `kind: linux_x86`, `finalize_linux
x86_64`, `installer.ensure_proton(kind=)`; an arm64 program wins over an x86_64 one): GUI = Add
games → "Add a Linux app…" /
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`): GUI = Add games → "Add a Linux app (arm64)…" /
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
Desktop Mode entries (GitHub #84, agent v63): finalize_linux writes `frameport-<slug>.desktop` to
~/.local/share/applications (+ ~/Desktop if it exists; `X-FramePort-Package` marks ours), launch.sh with
`FRAMEPORT_DESKTOP=1` skips the Steam-parent watchdog and Steam's display; ensure_host_fixes refreshes entries
(older installs, stale ones removed), uninstall/purge remove them. Per app: library entry field `desktop_entry`
(default on; patches don't apply to Linux apps) → game page switch → agent `desktop_entry`. Untested on device.
- Scanning: SideQuest backups (`<package>/<time>/apk|obb|data`) and AXRB downloads (`AXRB/<app id>/<binary id>/base.apk`
+ OBBs/assets; its `patched/`/`*-axrb.apk` PC builds are skipped) are recognised (`sources/quest_dump.py`, FAQ).
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
- Rename… (game menu "Name and artwork", Library right-click; CLI `frameport rename <pkg> "<name>"|--reset`):
`pipeline.rename_game` sets `title` + `title_locked` (+ `auto_title` = the automatic name for reset; rescans, Rift
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).
- `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
@@ -237,10 +143,6 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `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(...)`.
`upstream.py`: upstream fixes that replace a workaround per build (a probe finds the fix in OVRPort's output →
the build leaves the workaround out, `build.superseded`; recipes unchanged). Registered: `ovrport.haptic_envelope`
(→ `adapter.haptic_fix`, `frame/haptic_envelope.py`) and `ovrport.microphone_stream` (→ `frame.ovr_microphone`),
both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73; haptics owner-verified with Lucky's Tale 2026-10-07).
- `analysis/` — APK/ELF inspection (`detect.py`), `elf.py` (pyelftools reads; own DT_NEEDED writer), `stubgen.py`
(generates the ovr_* stub .so without a compiler).
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
@@ -260,12 +162,8 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `diag/` — user feedback without tokens (docs/DIAGNOSTICS.md): `redact.py` (every file/issue text: IPs, hosts,
home dirs, Steam ids, dump folders → placeholders), `bundle.py` (redacted diagnostics zip; agent v21
`collect_diag`; `frameport diag collect|inspect|report`), `issue.py` (prefilled GitHub issue-form links, ≤7.5k
chars; `*_links` = `IssueLinks(form, plain, body)`: body = the Markdown the form writes (`### <label>`, recipe in
a ```yaml block; labels checked against the templates), plain = `?title=&body=` link. GitHub #167: some (Flatpak)
browsers opened the form with empty fields → `app.open_issue` copies the body to the clipboard and offers "Form
empty? Open a plain issue"; keep the templates valid YAML, quote `: ` in descriptions). "Share working config" →
`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:
chars). "Share working config" → `working-config.yml` issue → maintainer label `catalog-accepted` →
`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/`).
- 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
@@ -279,15 +177,9 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
signed, `ready.json`); `apply()` writes + starts detached `apply.ps1`/`apply.sh` (wait for pid → Windows: copy over,
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; macOS/Linux: mv to `.old` + swap,
rollback, `xattr -dr` quarantine → relaunch; `<data>/logs/update.log`). `ui/updater.py`: background check (10 s,
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), changelog dialog, job
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), notes dialog (`ft.Markdown`), job
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
"Install updates automatically"; Settings → Updates. Changelog: `updates.fetch_changelog` (releases list,
`app-releases.json`, same 6 h cache, offline → cached / []) → `ChangelogEntry` (`whats_new()` keeps only the tag
message's "What's new" part: CI's intro, update hint and release-footer.md stripped); `between`/`changelog_for`
(installed < v ≤ offered, dev entry only when on/choosing dev, skipped versions included), `recent_history`;
the update/dev dialogs show one collapsible section per version (`_changes_column`, newest open); after an update
`pending_news` (setting `update.last_seen_version`; first start only records it; offline → retried next start)
→ Library "was updated" bar → "See what's new…"; Settings → Updates "What's new…" = recent history. CLI: `--version`, `frameport update [--check (exit 10)]
"Install updates automatically"; Settings → Updates. CLI: `--version`, `frameport update [--check (exit 10)]
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
(no relaunch) — CI runs it on all three OS with the archive it just built.
@@ -296,82 +188,12 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
by hand: the "Update now" button path (same apply(), called from the running app). macOS: CI smoke only.
- `agent/frameport_agent.py` — runs **on the Frame** (python3 stdlib only), JSON over SSH. Owns the install layout,
launch.sh template, Steam shortcuts (binary VDF), launch tests. Bump `AGENT_VERSION` when changing it.
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (app key, podman fix, Developer Mode, Lepton).
`bootstrap/setup.sh` — the setup URL (`curl -fsSL https://frameport.app/s | bash`, copied to the site by
`site/scripts/sync-media.mjs`): finds the PC (stdlib mDNS on 5353 for `_frameport-pair._tcp`, which the pairing
server announces while open; else the USB address and a /24 scan of `/ping`), `/hello` → the user clicks Allow (4
digits on both sides, `ask_digits`) → `/wait` hands over the code → runs bootstrap.sh exactly like the typed line.
Checked on the dev Frame 2026-10-10 (mDNS and scan paths) with a stub bootstrap; tests/test_setup_url.py.
Auto-pairing (`frame/autopair.py`, `app._start_auto_pair`, setting `frame.auto_pair`, default on; off with
FRAMEPORT_HOME/FRAMEPORT_NO_AUTO_PAIR): while no Frame is connected, Frames in Developer Mode (devkit mDNS, else a
30 s scan of the /24s for :32000/login-name, deduped by host key) are connected if FramePort's key works, else
offered the key via devkit.register every 4 s (refused at once until Pair new host is open; 45 s back-off after an
unanswered request). This WSL dev PC never hears the Frame's mDNS (Hyper-V firewall): the scan finds it.
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (sshd, app key, avahi service, Lepton).
- `catalog/games/<package>.yaml` (installed apps also fetch these from GitHub `main`, see "Catalog updates") — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
90 Hz default confirmed later by the owner); `catalog/triage.yaml` — log signatures → fixes.
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
`native/a32translator/` (not an artifact, not shipped) = `a32run`, an AArch32 → AArch64 user-mode translator
(interpreter + JIT, ARM/Thumb-2/VFP/NEON) for running 32-bit ARM Linux programs on the Frame; its README has the
design, the qemu-arm differential fuzzer and program tests. `native/a32translator/bridge/` = the in-APK Android
bridge (32-bit JNI/NativeActivity libraries in a 64-bit app: stub + liba32bridge.so + guest runtime liba32rt.so;
harness with a fake JVM; test APK org.frameport.a32test passes in Lepton; GLES/EGL, OpenSL ES via AAudio, VrApi 1.x
-> the 64-bit VrApi bridge, controller input as Gear VR touchpad/back events; `bridge/convert.py` converts an APK).
First game: AFFECTED The Manor (Gear VR, Unity 5.6 + Mono) runs in the headset with picture and sound
(2026-10-10); Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46 on VrApi 1.31, Platform SDK) plays at 72 fps.
In FramePort: patch `frame.a32_bridge` (`patches/frame/a32_bridge.py`: `convert()` is shared with the dev script
`bridge/convert.py`; artifacts `liba32bridge.so`/`liba32rt.so`/`liba32stub.so` from `native/build.py --only a32`)
is suggested for every 32-bit-only APK; the recipe then has `overport: False` (OVRPort is 64-bit only; the patch
ships OVRPort's loader chain + its 32-bit platform dispatcher itself, `overport.ensure_runtime_lib`), only
frame.a32_bridge/adapter/launcher of the frame patches, and `device.text_input_window` for Unity (`engine.a32_recipe`,
also run by `pipeline.set_recipe` + builds, so a bridge turned on by hand drops OVRPort & the 64-bit fixes; which
patches work there = `base.works_on_a32` (`Patch.a32`; overport/frame off unless `a32 = True`, adapter settings in
`settings.XRSHIM_SETTINGS` off); `build.check_a32` refuses anything else, `engine.warnings(recipe, analysis)` says
so; a catalog entry for a 32-bit game that neither names nor removes the bridge predates it: bridge kept, status
unknown; parity gives bridge builds without a bridge known-good "new build (no baseline)"; library migration
`a32_bridge_on` turned the bridge on once in every 32-bit recipe, user ones too, unless the catalog's frame_remove
names it).
Analysis `extra.headset` (ANALYSIS_VERSION 15): gearvr / go / quest → "Gear VR" / "Oculus Go" platform + Steam tag.
Catalog: `headset:` field; com.fallen.affected, net.mobilemischief.spunkydungeon, com.ccpgames.gunjack (works, 2026-10-12). Learned: Unity 2019 contexts
have no EGLConfig (EGL_KHR_no_config_context: the VrApi bridge takes the window's or an RGBA8 ES3 config); Unity's
floor origin = vrapi_SetTrackingSpace(1) (the VrApi bridge now honours LOCAL_FLOOR/STAGE); mapped GL buffers are
per buffer object (a per-target guest copy leaked ~10 MB/s and garbled vertices); the guest runtime's own scudo
names its maps `[anon:scudo:*]` below 4 GiB (watch them for guest leaks). The Go controller = the right Frame
controller (stick = touchpad touch, sideways > 0.6 or press = click). Gunjack (CCP, UE 4.10 NativeActivity, Gear VR,
2026-10-10): needed the native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*, imports.txt), an arm64
libvrapi.so for Java's System.loadLibrary("vrapi") and MOUNTED under OVP_HEADLESS_TEST; it then loads its map and
quit on purpose: AndroidMain compares AndroidThunkCpp_GetSignature() with an obfuscated copy. **Works since
2026-10-11 (owner-verified in the headset):** GameActivity.AndroidThunkJava_GetSignature() = Base64.DEFAULT(SHA-1(
signing certificate DER)) (jadx); `a32_bridge.original_signature` computes it from the original APK's
META-INF/*.RSA|DSA|EC, `convert()` stores it as `assets/fp_a32_signature.txt` for libUE4.so games, the bridge loads
it at activity creation (native_activity.c) and jni.c answers Call*Method on the method ID of
`AndroidThunkJava_GetSignature()Ljava/lang/String;` with it. After loading, Unreal leaves VR mode and enters it again on
the same GL context; a second OpenXR session there aborted in vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL
binding's PreBeginFrame, also with OVP_HEADLESS_TEST) → the VrApi bridge keeps a running GLES session across
LeaveVrMode and reuses it for an EnterVrMode with the same context (upstream-patches/runtime.cpp.patch).
Debugging aids added: A32_BREAK=<guest addr>[,..] (stack of the first hits; guest libs load at fixed addresses, e.g.
libUE4 0xf25d5000), A32_STRACE in bridge mode = path/exit calls to logcat, activity lifecycle + LeaveVrMode caller
logs. Lepton's logcat mirror often dies for these games: read `podman exec <container> logcat` instead. Gunjack input
(2026-10-11): it imports no vrapi input functions and reads the Gear VR touchpad/back as AInputEvents from its
AInputQueue (native_app_glue), so dispatchKeyEvent never reached it (no control at all) → input.c queues synthetic
events there (ALooper_poll* return the queue's ident while one waits; AInputQueue_getEvent/finishEvent and the
AInputEvent/AKeyEvent/AMotionEvent getters are hand-written "!" imports that know them; touch positions scaled to the
window size). Same mapping as AFFECTED: trigger = hold touchpad, A = tap, right stick = swipe, B = back; for NativeActivity games the stick's up/down = swipe forward/back (touchpad X: Gunjack's OnFlick = reload at ~0°, special weapon at ~180°). Not yet
headset-verified. Quest builds on the bridge (2026-10-13, Sports Scramble = a 32-bit Santa Cruz build,
UE 4.21 + OVRPlugin on VrApi 1.21): manifest requires `android.hardware.vr.headtracking` version 1
(`detect.requires_6dof`, headset "quest", ANALYSIS_VERSION 16) → convert writes `assets/fp_a32_headset.txt`
= "quest" → vrapi.c `quest_touch` (read in vrapi_Initialize via the activity's AssetManager; A32_TOUCH=1/0
overrides) passes the 64-bit bridge's Touch controllers through (enumerate/caps/state/tracking/haptics, struct
tails per VrApi minor) and starts no synthetic input. It also needed AAsset_getBuffer (guest copy, freed in
AAsset_close), AKeyEvent_getFlags and the other AConfiguration getters. Headset (owner, 2026-10-13): plays,
both controllers work. Recenter (holding the Frame's menu button) turned VrApi games ~90-120 degrees aside: the bridge's app space is LOCAL + the start yaw and the runtime moves LOCAL to the head → the bridge now takes the origin from the head again on XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING (LOCAL) and on vrapi_RecenterPose (owner-verified with Gunjack, 2026-10-13). Next: the other 32-bit catalog games (Journey of the Gods, Shadow Point: still "unsupported" until
tested), translator speed. Profiled on the Frame
(2026-10-12, `A32_PERFMAP` + perf): FPCR switches are negligible (8 of 86k samples); the cost was the run loop
(a mutex + hash-chain walk on every dispatch, a contended counter, inline-lookup slots never refilled: Gunjack
~45 % of its CPU) and `jit_invalidate` scanning every block on each Mono `cacheflush` (72 % of Spunky Dungeon's
main thread). Now lock-free lookups, ltab refill, per-thread flags, per-page block lists: Gunjack's dispatcher
23.6 % -> 1.6 %, CPU in the same phase about -55 %, still 72 fps.
- `scripts/` — `package.py` (flet build/pack), `eval_heuristics.py` (score heuristics), `ui_smoke.py` (GUI screenshots).
- `docs/` — PLAYBOOK, FRAME_RUNTIME, ARCHITECTURE, INSTALL (end users), parity reports (offline + device).
@@ -387,33 +209,16 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
renders `docs/showcase/shots.yaml` into `docs/images/` (every shot twice, kept when both agree; only visibly changed
files are rewritten; `--check` for CI) and `scripts/showcase/record_video.py [names] [--draft]` records the
storyboards `docs/showcase/videos/<name>.yaml` (tour = FramePort in use + README teaser; install = the install
tutorial: instruction cards for the download / the command on the Frame, the rest filmed from a first start) into
`docs/media/frameport-<name>.mp4`. Both build the demo library first (`demo_home.py`, profile `demo` or `fresh`:
catalog games from `demo-library.yaml` + `demo-analyses.json`, art/details cached in ~/.cache/frameport-showcase, a
pretend Frame from `showcase-frame.json`) in a temp FRAMEPORT_HOME: no personal data, refuses the real data dir
and placeholder art; discovery is off and the setup command shows placeholders for the address and code. Steps find elements
by name through Flutter's semantics tree (`scripts/showcase/web.py`: text, tooltip; the innermost match wins) —
give new icon-only controls a tooltip. The `showcase` workflow renders on UI pushes to main (+ the videos whose
storyboard changed, or the ones named on dispatch) and opens PR `showcase/update`; releases attach every video as
`FramePort-<name>.mp4`. `scripts/scrub_library.py` (the owner's own library) is only for private screenshots now.
README rules (owner): says not every game runs (no longer "proof of concept" since 1.0), provides no piracy tools, credits the wrapped
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
projects (most functionality is theirs); neutral technical wording; no Quest2Frame mentions anywhere.
- GUI smoke test: `uv pip install flet-web playwright && playwright install chromium`, then
`FRAMEPORT_HOME=<test dir> python scripts/ui_smoke.py --out <dir> [--game <pkg>] [--frame steamos@<host>] [--update]` (`--update` = fake release: banner, dialog, Settings → Updates) and look
@@ -425,11 +230,6 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
an `expand` child in a `wrap=True` Row).
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
## Round-2 polish (2026-10-02)
@@ -453,7 +253,7 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
## Hard-won facts (don't re-learn these)
**Frame runtime (SteamOS 0.3.0, build 20260922):**
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS` → `frame.a32_bridge` (the a32 translator inside the app, see native/a32translator below).
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
- 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).
@@ -483,10 +283,7 @@ The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs in
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
scan redraw ran never closed: "dropped a patch for unknown control"); it also makes property writes (Flet's
`Prop.__set__`) take the same `app.FLET_LOCK`: a property set on a background thread while the loop packed a patch
changed the control's `_values` mid-iteration ("dictionary changed size during iteration", a sidebar click's page
change died while the live Frame card took a sample). Anything that serves the app (ui_smoke, showcase) calls it too.
scan redraw ran never closed: "dropped a patch for unknown control").
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
@@ -703,16 +500,11 @@ reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual butto
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`); 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
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)
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). 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
@@ -725,7 +517,7 @@ recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Rob
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
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. 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
@@ -802,24 +594,6 @@ FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image t
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".
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
**Unreal's self-restart (agent v90, 2026-10-13):** UE 4.21+ restarts the app once after its first-run shader
precompile ("optimizing" screen; `r.ProgramBinaryCache.RestartAndroidAfterPrecompile`): it starts its own LAUNCHER
activity and calls System.exit(0); Lepton ends the container with the first process (the restarted one with it).
Skipping `AndroidThunkJava_RestartApplication` or the cvar = 0 (accepted via UE4CommandLine.txt `-ini:`) left Sports
Scramble on that level for good. launch.sh (RESTART_BLOCK, `upgrade_launchers` adds it) starts Lepton once more when
`_restart_requested` sees the app's own LAUNCHER start (system log, uid >= 10000) <= 5 s before its exit; first run
kept as `launch-before-restart.log`; `FRAMEPORT_NO_RESTART=1` off. Owner-verified with Sports Scramble's first start (2026-10-13).
**xrWaitFrame runs ahead (Journey of the Gods, 2026-10-14, owner-verified):** with real frames (headset on) the
Frame's runtime sometimes returns from xrWaitFrame at once with a display time less than one refresh after the frame
just submitted, and then rejects the second submission for that refresh (`VRCompositorError_AlreadySubmitted` in
Steam's `logs/xrclient_<pkg>.txt`; FrameBridge pacing above the display rate). VrApi games that render faster than
the display ran ahead (~120 submits/s at 90 Hz) and the scene slid and snapped back. The VrApi bridge re-waits when
the new display time is under half a period after the last submitted one (`pacing 2s:` counters). Headless runs only
submit empty frames and never show it. Lepton's logcat mirror also missed the whole verifying session (launch.log =
Lepton's own lines only): the keeper now catches a silent mirror too (agent v91).
**Lepton's logcat mirror dies (agent v67, 2026-10-09; v91 2026-10-14):** Lepton's mirror (`podman exec -it <container> logcat -v threadtime,color`) fails three ways: `logcat: Unexpected EOF!` right after the game starts, `Logcat read failure`, or running and writing nothing at all (Lepton 3.0.5: seen twice on 2026-10-14, once in the owner's session, once headless). launch.sh's `_logcat_keeper` reads `podman exec <container> logcat -v threadtime -T <epoch>` itself into launch.log after a failure line or 20 s without a logcat line (from the launcher's start when the mirror never wrote, else from just before its last line), restarts it from where it ended (≤5), stops it when Lepton's coloured lines come back, sets the container's log buffer to 16 MiB (`logcat -G`), and logs every decision to `<base>/logcat-keeper.log`. Checked on the dev Frame: a mirror killed mid-game (hand-over without a gap) and a silent mirror (the whole session recovered).
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
@@ -847,159 +621,10 @@ head-pose deadline ends VR mode without a worn headset (not a game bug).
**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.
**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.
## Releases, CI, GitHub
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
@@ -1089,7 +714,5 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
fallback (`core/cache.py`). Don't hardcode what can be discovered (e.g. Lepton path via appmanifests).
- Keep APK edits minimal and byte-stable (parity depends on it). Every new fix: a patch module + a triage signature +
a PLAYBOOK row + a unit test.
- New or changed patch, game setting, catalog recipe or triage signature → run `python scripts/patch_docs.py`
(regenerates docs/PATCHES.md + site/src/data/patches.json, the site's id → anchor map; a test runs `--check`).
- Known-good backups of every working APK and the signing keys: `PATCHED/_known-good-2026-09-28/` (don't delete).
- Your development Frame: `frameport frame info` (remembered in `<user data>/frames.json`); SSH as `steamos@<frame>`.
+85 -96
View File
@@ -7,127 +7,117 @@
![Platforms](https://img.shields.io/badge/platforms-Windows%20%7C%20macOS%20%7C%20Linux-blue)
![Steam Frame](https://img.shields.io/badge/Steam%20Frame-supported-1b2838?logo=steam&logoColor=white)
Install Quest games, Android apps, Linux apps and PC VR games on the **Valve Steam Frame**. FramePort sets up the
Frame, patches each game so it runs there, uploads it and adds it to your Steam library with artwork.
[![FramePort: library, one-click install, play, monitor](docs/images/tour-teaser.webp)](docs/media/frameport-tour.mp4)
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
(about 90 seconds each)
> **Notice:** FramePort doesn't download, share or unlock games. Use games you got legally, for example from
> [SideQuest](https://sidequestvr.com/). FramePort downloads published open-source tools (see [Built on](#built-on))
> and adds its own patches so games run on the Frame.
>
> Not every game runs on the Frame: recipes are tested by the community, and some games need Meta's services or
> hardware the Frame lacks.
## Features
Install games that target the Meta Quest, Android, or general PCVR onto your **Valve Steam Frame**. FramePort handles everything from uploading game files, setting up your Frame, injecting compatibility patches, and adding shortcuts to your Steam library. FramePort aims to be as simple as possible by taking advantage of the fact that the Steam Frame runs on Linux.
![Library](docs/images/library.png)
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
plain words.
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
- **Install links:** "Install with FramePort" buttons on websites ([frameport.app](https://frameport.app) links) open
in FramePort.
- **Your Frame from your PC:** Type on Frame (your keyboard on the Frame), Files, Screenshots, Live view (what the
headset shows, in your browser) and Monitor (frame rate, temperatures, battery, processes).
- **Updates itself**, and reports problems without personal data.
> **Notice:** FramePort explicitly does NOT download, share, or unlock games. You must provide legally obtained game
> executables. Core features of FramePort simply download and wrap other published tools (see [Built on](#built-on))
> with patches provided by FramePort adding a hardware compatibility layer. This enables users to use games/apps legally
> purchased on sites like [SideQuest](https://sidequestvr.com/).
Details for each: [Install and first steps](docs/INSTALL.md).
## Features
![Monitor](docs/images/monitor.png)
![Screenshots](docs/images/screenshots.png)
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
[What it changes](docs/FRAME_SETUP.md).
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
[More](#type-on-frame).
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test. Artwork that can't be found automatically can be picked from the stores or replaced with your own images.
- **Per-game recipes:** a tested catalog plus detection rules; every patch explained in plain words.
- **FrameBridge:** FramePort's OpenXR adapter emulates what the Frame natively lacks (passthrough, room, controller models,
curved and 360° layers); game settings as simple switches.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
tab with drag and drop.
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; they run natively on SteamOS.
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
view them and download them to your computer.
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) the build for Windows, macOS (Apple
Silicon) or Linux, unpack it and start FramePort.
2. In FramePort click **Steam Frame → Start setup**. The Frame and your PC must be on the same Wi-Fi (or use a USB
cable).
3. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**, then the app menu → **System →
Konsole**, and run:
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) and unzip the build for Windows, macOS
(Apple Silicon) or Linux, then start FramePort.
2. **Connect the Frame** (once):
1. In FramePort click **Steam Frame → Show setup command**. Keep FramePort open; the Frame and your computer must
be on the same Wi-Fi.
2. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual
screen.
3. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
4. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
**Enter**. This will run the following [bash setup script](bootstrap/bootstrap.sh).
5. After a few seconds the desktop closes by itself (Steam restarts once); that's expected. If
Steam asks to install **Lepton**, confirm it. FramePort shows the Frame as connected within a minute. No
password needed.
3. **Add games → Scan a folder** with your game backups (APK + OBB, or PC VR game folders).
4. Open a game → **Install on Frame**, then play it from the Frame's Steam library.
```
curl -fsSL https://frameport.app/s | bash
```
Full guide, firewalls and troubleshooting: [docs/INSTALL.md](docs/INSTALL.md). Questions (e.g. how to lay out games
with OBB files): [docs/FAQ.md](docs/FAQ.md).
4. Click **Allow** in FramePort when it shows the same 4-digit code as the Frame. Steam restarts once; if it asks to
install **Lepton** (Valve's Android runtime), confirm it.
5. **Add games → Scan a folder…** with your games, open one and click **Install on Frame**. Play it from the Frame's
Steam library.
## Type on Frame
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
[FAQ](docs/FAQ.md).
Typing in VR is painful, so FramePort turns your computer's keyboard into a keyboard for the Frame. Open **Type on
Frame** (its own tab in the sidebar), select a text field in the headset and type: searches, logins, chat, in any
app, in Steam or on the desktop. Paste longer text to type it in one go. Nothing to install: FramePort adds a virtual
keyboard on the Frame while the tab is open, without root.
![Type on Frame](docs/images/type-on-frame.png)
Unity apps whose text fields close the moment you select them on the Frame (no system keyboard there) get a per-game
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
[Details](docs/INSTALL.md#typing-on-the-frame).
## Screenshots
Screenshots you take in the headset show up in FramePort's **Screenshots** tab, grouped by day and matched to the game
you were playing. Open one full size, step through them, and download single shots, a selection or all of them to
your computer.
![Screenshots](docs/images/screenshots.png)
![Screenshot viewer](docs/images/screenshot-viewer.png)
## Live view
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Compatibility
Tested games use their recipe (the patches and settings that work for them) automatically; for other games FramePort
suggests patches. See the [list of tested games](docs/GAMES.md). Got a game working? Share its recipe from the game's
**…** menu: [how](docs/INSTALL.md#share-a-recipe-or-report-a-problem).
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
will attempt to guess key patches. If you find a new config that works for an app you are testing, please consider submitting it to the community!
## Compared with other tools
**[List of tested games](docs/GAMES.md)**
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
games. The others install the game unchanged.
- **Windows, macOS and Linux.** FrameDrop is for Windows.
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
<details>
<summary>All differences</summary>
| | **FramePort** | **FrameDrop** | **By hand with Valve's tools** |
|---|---|---|---|
| Cost and source code | Free, open source (GPL-3.0) | Free (donationware), source not published | Free, from Valve |
| Runs on | Windows, macOS, Linux | Windows | Depends on the tool |
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: &lt;title&gt;"; not with adb |
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
| "Install with …" buttons on websites | Yes ([frameport.app](https://frameport.app) links) | Its own | No |
| A game doesn't start | A launch test reads the logs and suggests a patch | A log viewer | No help |
| Use the Frame from your PC | Live view, Monitor, Files, Screenshots, Type on Frame | Not stated | No |
</details>
Other tools as described on their own pages, checked 2026-10-09:
[FrameDrop about](https://framedropvr.com/about) · [how-to](https://framedropvr.com/how-to) ·
[Valve: loading games on Steam Frame](https://partner.steamgames.com/doc/steamhardware/steamframe/loadgames).
Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issues/new).
**Tested something? Share it.** In FramePort open the game → **…** → **Share working config…** (it fills in the
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
## Built on
Most of the work is done by these projects:
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
## Documentation
| | |
|---|---|
| [Install and first steps](docs/INSTALL.md) | Install, connect, update, PC VR games, files, problem reports |
| [What the setup changes](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
| [Compatibility](docs/COMPATIBILITY.md) | What runs and how well |
| [Tested games](docs/GAMES.md) | Tested games and how well they run |
| [FAQ](docs/FAQ.md) | Game folders and common questions |
| [Porting playbook](docs/PLAYBOOK.md) | Symptoms and fixes per game |
| [Steam Frame runtime reference](docs/FRAME_RUNTIME.md) | Facts about the Frame's runtime |
| [Architecture](docs/ARCHITECTURE.md) | How the code is organized |
| [Contributing](CONTRIBUTING.md) | Code, recipes, translations |
| [INSTALL.md](docs/INSTALL.md) | Install, connect, update, PC VR, files, problem reports |
| [FRAME_SETUP.md](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
| [COMPATIBILITY.md](docs/COMPATIBILITY.md) | What runs and how well |
| [GAMES.md](docs/GAMES.md) | Tested games and how well they run |
| [PLAYBOOK.md](docs/PLAYBOOK.md) | Symptoms and fixes per game |
| [FRAME_RUNTIME.md](docs/FRAME_RUNTIME.md) | Steam Frame runtime facts |
| [ARCHITECTURE.md](docs/ARCHITECTURE.md) | How the code is organised |
| [CONTRIBUTING.md](CONTRIBUTING.md) | Code, recipes, translations |
## Development
@@ -138,9 +128,8 @@ uv run frameport --help # command line
uv run pytest # tests
```
## AI usage
I don't have much free time for this project, so I use AI tools to debug compatibility problems faster.
## AI Usage Notice
While I would like to program everything manually, I no longer have much free time for personal projects. As a result I make use of AI tools to make it significantly quicker to debug compatibility issues.
## License
-3
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@@ -5,15 +5,12 @@ FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the followin
## Included in this repository / the release bundles
| Component | Where | License |
|---|---|---|
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
| Android NDK runtime (statically linked libc++) | native Android libraries | Apache-2.0 with LLVM exception, plus legacy notices (`native/vrapi-bridge/licenses/ANDROID-NDK.txt`) |
| Flet and Flutter (desktop app runtime) | release bundles | Apache-2.0 / BSD-3-Clause |
| flet-dropzone / desktop_drop (drag-and-drop) | release bundles | Apache-2.0 / MIT |
| FFmpeg 7.1.1 hardware HEVC wrapper (LGPL configuration, without GPL/nonfree components) | `artifacts/hevc/libstagefrighthw.so`; source/rebuild instructions in `native/hevc/build.py` and `native/hevc/README.md` | LGPL-2.1-or-later (`artifacts/hevc/COPYING.FFmpeg`); unmodified source: https://ffmpeg.org/releases/ffmpeg-7.1.1.tar.xz |
| AOSP Android 11 native media/utility headers | `native/hevc/platform/` | Apache-2.0; copyright/license notices retained in the headers |
| Python packages (paramiko, zeroconf, psutil, pyelftools, capstone, UnityPy, PyYAML, requests, typer, pyaxmlparser, Pillow, cryptography, …) | release bundles | their own licenses (see each package's metadata) |
FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, the Windows helpers) is GPL-3.0-only.
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@@ -1,32 +1,16 @@
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
fbc3b0238462d976d234fee6740db92b873c85d6bb22a6b01428e64e9058ed83 ./arm64-v8a/liba32bridge.so
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
98a99cefe93079268d9158b23fa8ad5c7ade8e54c0d31526892635625eb3ef04 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
7522a7cfb236e48d3442d418c4820cd37760a9627c6bdef80fb0df82df5fd826 ./arm64-v8a/libfp_vk.so
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8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
0f058921e9c1f5b9ef5847cc9e6b80a23e75028c76c1d3bb02d1610b535f81c9 ./arm64-v8a/libopenxr_loader_generic.so
06c8a17b37cb1513fdfeba87ece457a02097bb22dd0a3a3a8719fb8fea16b52a ./arm64-v8a/libframe_xrshim.so
9f5ba793d1804728394a8fe9e83028e13f1bc939b558892e7beb5c3662317259 ./arm64-v8a/libglshim.so
cc5b493cadefe76ad13fd096d3f8494a140ba593e0e1692db12d284bc548c1cf ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
9e8a7ce599b62a7c607b0d3637e4ec1b1ea1974c3373a7af3f5920ad2adc5e00 ./armeabi-v7a/libopenxr_loader_generic.so
aa4dc0020c77e12d41ef6ce80b23ad90c9cb7e882338eddf2261efe8645cf38d ./arm64-v8a/libvrapi.so
c10412dd76a65a1d587b7ed226367d1a6f2bec238c733c97ee67eb8870c868e8 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
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@@ -1,502 +0,0 @@
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12. If the distribution and/or use of the Library is restricted in
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Such new versions will be similar in spirit to the present version,
but may differ in detail to address new problems or concerns.
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14. If you wish to incorporate parts of the Library into other free
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decision will be guided by the two goals of preserving the free status
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NO WARRANTY
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
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To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
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Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
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necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!
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-19
View File
@@ -1,19 +0,0 @@
{
"revision": 8,
"runtime_sha256": "456e912c75cd389abcf6a63bc80e2a53bdc334371d00b200c93680388ae955e2",
"files": {
"libstagefrighthw.so": "141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c",
"podman.py": "529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca",
"media_codecs_frameport.xml": "46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405",
"COPYING.FFmpeg": "b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe"
},
"codecs": [
"video/hevc",
"video/avc",
"video/x-vnd.on2.vp9"
],
"build": {
"ndk_revision": "27.2.12479018",
"ffmpeg_source_sha256": "733984395e0dbbe5c046abda2dc49a5544e7e0e1e2366bba849222ae9e3a03b1"
}
}
-32
View File
@@ -1,32 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<MediaCodecs>
<Decoders>
<MediaCodec name="OMX.frameport.hevc.decoder" type="video/hevc" rank="64">
<Limit name="size" min="128x128" max="8192x8192" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-138240" />
<Limit name="blocks-per-second" range="1-7864320" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
<MediaCodec name="OMX.frameport.avc.decoder" type="video/avc" rank="64">
<Limit name="size" min="128x128" max="8192x8192" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-138240" />
<Limit name="blocks-per-second" range="1-7864320" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
<MediaCodec name="OMX.frameport.vp9.decoder" type="video/x-vnd.on2.vp9" rank="64">
<Limit name="size" min="128x128" max="4096x2304" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-36864" />
<Limit name="blocks-per-second" range="1-2211840" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
</Decoders>
</MediaCodecs>
-146
View File
@@ -1,146 +0,0 @@
#!/usr/bin/python3
"""Add shared codecs to Lepton containers without editing their shared rootfs."""
import hashlib
import json
import os
import re
import shutil
import sys
from pathlib import Path
from xml.etree import ElementTree as ET
def mounts(directory, config, args):
if not args or args[0] != "run":
return []
name = None
for i, arg in enumerate(args):
if arg == "--name" and i + 1 < len(args):
name = args[i + 1]
elif arg.startswith("--name="):
name = arg.partition("=")[2]
if config.get("scope") == "shared":
# The common launcher supplies these values. Do not intercept arbitrary
# Podman containers or depend on a game's package/modified APK.
appid = os.environ.get("SteamAppId", "")
if not re.fullmatch(r"[0-9]+", appid) or name != f"lepton-steamlaunch-{appid}":
return []
app = Path(os.environ.get("STEAM_COMPAT_INSTALL_PATH", ""))
if app.name != "lepton-app" or not app.is_dir():
return []
root_arg = None
for i, arg in enumerate(args):
if arg == "--rootfs" and i + 1 < len(args):
root_arg = args[i + 1]
elif arg.startswith("--rootfs="):
root_arg = arg.partition("=")[2]
if not root_arg or not root_arg.endswith(":O"):
return []
root = Path(root_arg[:-2]).resolve()
else: # old per-game deployments remain compatible during migration
if name != f"lepton-steamlaunch-{config['appid']}":
return []
root = Path(config["lepton"]).resolve().parent / "images" / "rootfs"
expected_root = str(root) + ":O"
if not any(arg in (expected_root, "--rootfs=" + expected_root) for arg in args):
return []
device = Path("/dev/video-dec0")
runtime = root / "vendor/lib64/libstagefright_softomx.so"
upstream_plugin = (root / "vendor/lib64/libstagefrighthw.so").exists()
for i, arg in enumerate(args):
if arg == "--mount" and i + 1 < len(args):
fields = dict(item.split("=", 1) for item in args[i + 1].split(",") if "=" in item)
target = fields.get("destination", fields.get("target"))
if target == "/vendor/lib64/libstagefrighthw.so":
upstream_plugin = True
if target == "/vendor/lib64/libstagefright_softomx.so" and fields.get("source"):
runtime = Path(fields["source"])
if upstream_plugin:
print("FramePort video: using the runtime's hardware codec plugin", file=sys.stderr)
return []
if not device.exists() or hashlib.sha256(runtime.read_bytes()).hexdigest() != config["runtime_sha256"]:
print("FramePort video: device or runtime ABI differs; retaining the stock codecs", file=sys.stderr)
return []
xml = ET.parse(root / "vendor/etc/media_codecs.xml")
if not any(node.get("href") == "media_codecs_frameport.xml" for node in xml.getroot().findall("Include")):
ET.SubElement(xml.getroot(), "Include", href="media_codecs_frameport.xml")
# Immutable plugin versions can serve simultaneous app launches and
# different Lepton installations. Never share a temporary XML filename.
# The version directory stays as the agent verified it: the merged list goes to the user's runtime dir.
root_key = hashlib.sha256(str(root).encode()).hexdigest()[:16]
merged = merged_dir() / f"media_codecs.{root_key}.xml"
temporary = merged.with_suffix(f".{os.getpid()}.tmp")
xml.write(temporary, encoding="utf-8", xml_declaration=True)
temporary.replace(merged)
# Lepton supplies its own /dev tmpfs. A Podman --device node disappears
# beneath it; a bind mount matches Lepton's existing GPU/sound device setup.
result = ["--mount", f"type=bind,source={device},destination=/dev/video-dec0,rw"]
for path, target in (
(directory / "libstagefrighthw.so", "/vendor/lib64/libstagefrighthw.so"),
(merged, "/vendor/etc/media_codecs.xml"),
(directory / "media_codecs_frameport.xml", "/vendor/etc/media_codecs_frameport.xml"),
):
if not path.is_file():
raise FileNotFoundError(f"missing video codec mount: {path}")
result += ["--mount", f"type=bind,source={path},destination={target},ro"]
print("FramePort video: loading the Iris hardware codec plugin for this container", file=sys.stderr)
return result
def merged_dir():
runtime = os.environ.get("XDG_RUNTIME_DIR", "")
base = Path(runtime) if runtime and Path(runtime).is_dir() else Path.home() / ".cache"
path = base / "frameport-video"
path.mkdir(mode=0o700, parents=True, exist_ok=True)
return path
def switched_off(directory):
"""FRAMEPORT_NO_HW_VIDEO=1 (e.g. in a game's Steam launch options) or the Frame-wide switch (FramePort's
setting; the agent writes video-codec/disabled) leave every container with Android's stock codecs."""
if os.environ.get("FRAMEPORT_NO_HW_VIDEO", "") not in ("", "0"):
return True
return directory.parent.name == "versions" and (directory.parent.parent / "disabled").exists()
def real_podman(directory):
"""Find Podman independently of deployment.json, without recursing into this wrapper."""
own_bin = (directory / "bin").resolve()
own_script = Path(__file__).resolve()
# Lepton runs its `podman exec` calls (boot wait, app pid, logcat mirror) with the Android guest's PATH
# (/product/bin:/system/bin:...), which has no host Podman: the system folders come after PATH. Failing there
# broke Lepton's logcat mirror and app-pid checks, and the container was stopped early.
entries = os.environ.get("PATH", os.defpath).split(os.pathsep) + ["/usr/local/bin", "/usr/bin", "/bin"]
for entry in entries:
folder = Path(entry or os.curdir).resolve()
if folder == own_bin:
continue
found = shutil.which("podman", path=str(folder))
if found:
executable = Path(found).resolve()
if executable.parent != own_bin and executable != own_script:
return str(executable)
raise RuntimeError("no real Podman executable found outside the codec wrapper directory")
def main():
directory = Path(__file__).resolve().parent.parent
args = sys.argv[1:]
fallback = real_podman(directory)
if switched_off(directory):
os.execv(fallback, [fallback, *args])
try:
config = json.loads((directory / "deployment.json").read_text())
podman = Path(config.get("podman", fallback)).resolve()
if podman.parent == (directory / "bin").resolve() or podman == Path(__file__).resolve():
raise ValueError("configured Podman points to the codec wrapper")
extra = mounts(directory, config, args)
launch_args = [args[0], *extra, *args[1:]] if extra else args
os.execv(str(podman), [str(podman), *launch_args])
except Exception as exc: # a codec/configuration failure must never prevent the stock container from starting
print(f"FramePort video: retaining stock codecs: {exc}", file=sys.stderr)
os.execv(fallback, [fallback, *args])
if __name__ == "__main__":
main()
-56
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@@ -1,56 +0,0 @@
===============================================================================
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
Copyright (C) 2005-2026 Mike Pall. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
===============================================================================
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
This is a version (aka dlmalloc) of malloc/free/realloc written by
Doug Lea and released to the public domain, as explained at
https://creativecommons.org/licenses/publicdomain
===============================================================================
Binary file not shown.
+8 -7
View File
@@ -30,13 +30,13 @@ user_systemd() {
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
say "Letting FramePort log in"
say "Authorizing the FramePort app's key"
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
say "Setting up Lepton's containers"
say "Configuring podman for Lepton"
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
mkdir -p ~/.config/containers
grep -qs '^ *keyring *=' ~/.config/containers/containers.conf || printf '[containers]\nkeyring = false\n' >> ~/.config/containers/containers.conf
@@ -117,7 +117,7 @@ JOB
if [[ -f /etc/steamos-devkit-enabled ]]; then
say "Developer Mode is on"
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
say "Done. FramePort on your PC shows this Frame as connected."
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
exit 0
fi
@@ -126,8 +126,9 @@ if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
! user_systemd systemd-run --user --collect --quiet --unit="frameport-setup-$$" \
bash -c 'bash "$0" "$@" >"$HOME/.cache/frameport-setup.log" 2>&1' \
"$JOB" devmode "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER"; then
echo "Couldn't turn it on. Turn it on in Settings → System → Enable Developer Mode, then run this again."
echo "Couldn't turn it on automatically. Turn it on in Settings > System > Developer, then run this command again."
exit 1
fi
echo "Steam restarts and the desktop closes. Confirm Lepton if asked."
echo "Then check FramePort on your PC."
echo "Steam restarts to turn it on. That closes the desktop in a few seconds and the Frame returns to its"
echo "normal view; setup finishes on its own. If Steam asks to install Lepton, confirm it."
echo "Then return to FramePort on your PC: the Frame appears as connected within a minute."
-234
View File
@@ -1,234 +0,0 @@
#!/usr/bin/env bash
# FramePort setup from the project page: the same for every Frame and every PC, nothing to copy from the PC. Run in
# the Frame's desktop terminal (SteamVR dashboard -> Launch a program -> Desktop, then System -> Konsole):
# curl -fsSL https://frameport.app/s | bash
# with FramePort open on your PC at Steam Frame -> Connect. Options: --pc <address[:port]> (skip the search).
#
# What it does:
# 1. finds FramePort on your network (it announces itself over mDNS while that page is open; else the USB cable's
# address and a quick scan of this network)
# 2. asks it to set up this Frame: FramePort shows the same 4 digits as this terminal, you click Allow there
# 3. runs FramePort's setup script from your PC, the one the typed line `curl -fsS <pc>/<code> | bash` runs (it
# authorizes the app's key, configures podman, turns on Developer Mode, asks for Lepton)
# Nothing changes on the Frame before you allow it on the PC.
set -euo pipefail
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
PORTS="8765 8766 8767"
USB_PC=10.86.200.234 # the PC's fixed address on the Frame's USB cable network (Developer Mode only)
PC=""
while [[ $# -gt 0 ]]; do
case $1 in
--pc) PC=${2:-}; shift 2 ;;
--pc=*) PC=${1#--pc=}; shift ;;
-h|--help) sed -n '2,13p' "$0" 2>/dev/null || true; exit 0 ;;
*) shift ;;
esac
done
for tool in curl python3; do
command -v "$tool" >/dev/null || { echo "This needs $tool, which SteamOS normally has. Run the setup command FramePort shows instead."; exit 1; }
done
# FramePort PCs, one per line: name<TAB>address:port<TAB>words. Stdlib Python: avahi isn't always answering on the
# Frame, and its firewall only lets mDNS in on port 5353, so this listens there in the group, like avahi does.
find_pcs() {
python3 - "$PORTS" "$USB_PC" <<'PY'
import json, socket, struct, sys, time, urllib.request
from concurrent.futures import ThreadPoolExecutor
PORTS = [int(p) for p in sys.argv[1].split()]
USB_PC = sys.argv[2]
SERVICE = "_frameport-pair._tcp.local"
def qname(name):
return b"".join(bytes([len(p)]) + p.encode() for p in name.split(".")) + b"\0"
def read_name(d, off):
labels, jumped, end = [], False, off
while True:
n = d[off]
if n == 0:
off += 1
break
if n & 0xC0 == 0xC0:
ptr = struct.unpack("!H", d[off:off + 2])[0] & 0x3FFF
if not jumped:
end = off + 2
jumped, off = True, ptr
continue
labels.append(d[off + 1:off + 1 + n].decode(errors="replace"))
off += 1 + n
return ".".join(labels), (end if jumped else off)
def mdns(seconds=3.0):
found, srv, txt, addr = {}, {}, {}, {}
try:
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
if hasattr(socket, "SO_REUSEPORT"):
try:
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEPORT, 1)
except OSError:
pass
s.bind(("", 5353))
s.setsockopt(socket.IPPROTO_IP, socket.IP_ADD_MEMBERSHIP, socket.inet_aton("224.0.0.251") + socket.inet_aton("0.0.0.0"))
query = struct.pack("!6H", 0, 0, 1, 0, 0, 0) + qname(SERVICE) + struct.pack("!HH", 12, 1)
s.sendto(query, ("224.0.0.251", 5353))
except OSError:
return []
end, again = time.time() + seconds, True
while time.time() < end:
if again and time.time() > end - seconds / 2:
s.sendto(query, ("224.0.0.251", 5353))
again = False
s.settimeout(max(0.05, min(0.5, end - time.time())))
try:
d, src = s.recvfrom(9000)
except socket.timeout:
continue
try:
_, _, qd, an, ns, ar = struct.unpack("!6H", d[:12])
off = 12
for _ in range(qd):
_, off = read_name(d, off)
off += 4
for _ in range(an + ns + ar):
name, off = read_name(d, off)
rtype, _, _, rdlen = struct.unpack("!HHIH", d[off:off + 10])
off += 10
if rtype == 12 and name.lower() == SERVICE:
found.setdefault(read_name(d, off)[0], src[0])
elif rtype == 33:
srv[name] = (read_name(d, off + 6)[0], struct.unpack("!H", d[off + 4:off + 6])[0])
elif rtype == 16:
items, p = {}, off
while p < off + rdlen:
n = d[p]
k, _, v = d[p + 1:p + 1 + n].decode(errors="replace").partition("=")
items[k] = v
p += 1 + n
txt[name] = items
elif rtype == 1 and rdlen == 4:
addr[name] = socket.inet_ntoa(d[off:off + 4])
off += rdlen
except (IndexError, struct.error, UnicodeError):
continue
out = []
for inst, src in found.items():
target, port = srv.get(inst, ("", PORTS[0]))
props = txt.get(inst, {})
out.append((props.get("pc") or inst.split(".")[0], f"{addr.get(target) or src}:{port}", props.get("words", "")))
return out
def ping(host_port):
try:
with urllib.request.urlopen(f"http://{host_port}/ping", timeout=1.5) as r:
info = json.load(r)
return (info.get("pc", host_port), host_port, info.get("words", ""))
except Exception:
return None
def scan():
"""This network's /24 (and the USB cable's PC address) for a FramePort setup port."""
hosts = [f"{USB_PC}:{p}" for p in PORTS]
try:
out = __import__("subprocess").run(["ip", "-4", "-o", "addr"], capture_output=True, text=True).stdout
except OSError:
out = ""
for line in out.splitlines():
parts = line.split()
if len(parts) > 3 and parts[1] not in ("lo",) and "/" in parts[3]:
mine = parts[3].split("/")[0]
base = mine.rsplit(".", 1)[0]
hosts += [f"{base}.{i}:{p}" for i in range(1, 255) if f"{base}.{i}" != mine for p in PORTS[:1]]
def open_port(hp):
h, p = hp.rsplit(":", 1)
try:
with socket.create_connection((h, int(p)), timeout=0.4):
return hp
except OSError:
return None
with ThreadPoolExecutor(64) as ex:
live = [hp for hp in ex.map(open_port, hosts) if hp]
return [r for r in map(ping, live) if r]
pcs = mdns()
if not pcs:
pcs = scan()
seen = set()
for name, hp, words in pcs:
key = (name, words) if words else hp # one PC on several links (home Wi-Fi and the Frame's hotspot): once
if key not in seen:
seen.add(key)
print(f"{name}\t{hp}\t{words}")
PY
}
say "FramePort setup for $(hostname)"
if [[ -n "$PC" ]]; then
[[ "$PC" == *:* ]] || PC="$PC:${PORTS%% *}"
WORDS=""
else
echo "Looking for FramePort on your network (in FramePort on your PC: Steam Frame → Start setup)..."
mapfile -t pcs < <(find_pcs)
if [[ ${#pcs[@]} -eq 0 ]]; then
echo
echo "FramePort wasn't found. Check that:"
echo " - FramePort is open on your PC, at Steam Frame → Start setup"
echo " - the Frame and the PC are on the same Wi-Fi (or connected with a USB cable)"
echo "Or run the setup command FramePort shows there (Use the setup command)."
exit 1
fi
pick=0
if [[ ${#pcs[@]} -gt 1 ]]; then
echo "More than one FramePort is open on this network:"
for i in "${!pcs[@]}"; do
IFS=$'\t' read -r name hp words <<<"${pcs[$i]}"
echo " $((i + 1))) $name ($hp) $words"
done
# stdin is this script itself (curl | bash): ask on the terminal; without one, take the first
if { exec 3</dev/tty; } 2>/dev/null; then
read -r -u 3 -p "Which one? [1-${#pcs[@]}] " n
exec 3<&-
[[ "$n" =~ ^[0-9]+$ && $n -ge 1 && $n -le ${#pcs[@]} ]] || { echo "No such number."; exit 1; }
pick=$((n - 1))
else
echo "No terminal to ask in: using the first. (Choose with --pc <address:port>.)"
fi
fi
IFS=$'\t' read -r name PC WORDS <<<"${pcs[$pick]}"
echo "Found FramePort on $name ($PC)${WORDS:+, PC words: $WORDS}"
fi
nonce=$(python3 -c 'import secrets; print(secrets.token_hex(12))')
digits=$(python3 -c 'import hashlib, sys; print(f"{int(hashlib.sha256(sys.argv[1].encode()).hexdigest()[:8], 16) % 10000:04d}")' "$nonce")
tmp=$(mktemp)
trap 'rm -f "$tmp"' EXIT
status=$(curl -sS -o "$tmp" -w '%{http_code}' -G --data-urlencode "host=$(hostname)" --data-urlencode "nonce=$nonce" \
"http://$PC/hello") || true
case $status in
200) reply=$(cat "$tmp") ;;
429) echo "FramePort at $PC already has several setup requests waiting. Allow or deny them there (requests from"
echo "setups that ended go away by themselves within a few minutes), then run this again."; exit 1 ;;
000|"") echo "FramePort at $PC didn't answer. Is it still open at Steam Frame → Start setup?"; exit 1 ;;
*) echo "FramePort at $PC refused the request (HTTP $status). Run this again, or run the setup command FramePort shows."
exit 1 ;;
esac
id=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1])["id"])' "$reply")
WORDS=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1]).get("words", ""))' "$reply")
say "FramePort on your PC asks to set up this Frame"
printf ' Click Allow there if it shows \033[1;33m%s\033[0m (PC: %s)\n' "$digits" "${WORDS:-?}"
code=""
for _ in $(seq 12); do # up to about 20 minutes
status=$(curl -sS -o "$tmp" -w '%{http_code}' -m 115 "http://$PC/wait?id=$id" || echo 000)
case $status in
200) code=$(python3 -c 'import json, sys; print(json.load(open(sys.argv[1]))["code"])' "$tmp"); break ;;
202) continue ;;
403) echo "Not allowed on the PC. Nothing was changed on this Frame."; exit 1 ;;
*) echo "Lost FramePort at $PC (HTTP $status). Run this again, or run the setup command FramePort shows."; exit 1 ;;
esac
done
[[ -n "$code" ]] || { echo "Not allowed in time. Run this again when you're at your PC."; exit 1; }
say "Allowed. Running the setup from $PC"
curl -fsS "http://$PC/$code" | bash
@@ -6,14 +6,10 @@ notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers,
at 72 fps (the runtime asks for 4536 px per eye). Confirmed in the headset by the owner (2026-10-01). Its "Internal
Storage" list is /sdcard/4XPlayer: send videos with the game page''s "Add videos".'
details: 'Settings: equirect_emul (GLES worker draws 360 layers into a projection layer), stable_local, focus_hold,
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains. Its hardware decoding mode (Java MediaCodec,
Vr4pMediaPlayer; its own FFmpeg is the software path) gets the Frame''s video hardware with frame.hw_video_decode
(added 2026-10-09, not yet checked in the headset).'
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains.'
tested_version: 2.0.22
engine: Other
xr: OpenXR
frame:
- frame.hw_video_decode
adapter:
equirect_emul: 1
stable_local: 1
@@ -21,6 +17,4 @@ adapter:
scale: 0.75
verified:
date: '2026-10-01'
updated: '2026-10-10'
min_app: 0.12.1
source_hint: 4XVR Video Player
+7 -9
View File
@@ -10,14 +10,12 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
app: 1.0.4
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 211
source_hint: Waltz
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
+9 -14
View File
@@ -4,19 +4,14 @@ tested_version: '1.0'
source_hint: Sports Scramble
engine: Unreal
xr: VrApi
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
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
pcvr_alternative: Rift only; not on the Revive compatibility list.
verified:
date: '2026-10-13'
min_app: 0.12.1
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: e2e6788da99e2a38ea8f1e83e997ab44fed5492ce117d99ee3d376e6faeb0de4
+6 -6
View File
@@ -1,9 +1,9 @@
package: com.Armature.VR4
title: VR4
status: works
notes: Installs the no-ForceQuit build and fixes two campaign shaders that hung the GPU at cutscenes.
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). Two permutations of one fragment shader
read a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
notes: Installs the no-ForceQuit build and fixes a campaign shader that hung the GPU after the opening cutscene.
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). One fragment shader
reads a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
no-ForceQuit build is kept. Diagnosed and confirmed on a Frame by the reporter of GitHub issue 10.
tested_version: '2.3'
engine: Unreal
@@ -14,8 +14,8 @@ use_alt: true
adapter:
# one campaign shader reads an uninitialized loop counter and hangs the GPU (black screen, slowing audio, crash);
# the Vulkan shim inserts two OpStores that zero it and its accumulator (from the reporter's capture, GitHub
# issue 10); a second permutation of the same shader (6604 bytes) hung the GPU at a later cutscene (GitHub #140)
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42;6604:a0e6edd8a8e969acbefe1a193f0bc535d8c0c18d004def4c361840a9f2601f13:2956:0x0003003e,122,18,0x0003003e,135,42
# issue 10)
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42
verified:
date: '2026-10-02'
known_good_sha256: 40ff74e37264b28ae8826923b69d0731d9620094c76462be34159643d6ae91b3
@@ -24,5 +24,5 @@ verified:
frame_build: '20260930.6234839'
agent: 26
issue: 1
updated: '2026-10-11'
updated: '2026-10-04'
source_hint: Resident Evil 4
@@ -1,23 +0,0 @@
package: com.CortopiaStudios.DTRH
title: Down the Rabbit Hole
status: works
tested_version: 01.04.434
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: ce9e02e9b8fc64dc37bec2bd869d2ed1c4a99f28adffd6b5ec38c87b3cb639f7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 145
source_hint: '8430807483680247'
@@ -1,19 +0,0 @@
package: com.CortopiaStudios.Graves
title: GORN2
status: works
tested_version: 1.10.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: d8a7949edc90c19902eb89f888ad6a350475387d630991767b3097667ad16d4c
app: 0.12.0
overport_cli: 1.2.5
issue: 88
source_hint: GORN 2
@@ -1,24 +0,0 @@
package: com.CyberneticWalrus.DoesitStackMeta
title: Does it Stack?
status: issues
notes: Mixed reality mode does not work (works on Demeo), everything else seems to be OK
tested_version: 1.02 (3683)
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
refresh_rate: 90.0
verified:
date: '2026-10-09'
known_good_sha256: e9fce6ac812f1bb317a7a6959be89c5ff54e87f56af9ad4c42dff5fecad4efe8
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 112
source_hint: Does It Stack
@@ -1,22 +0,0 @@
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
-20
View File
@@ -1,20 +0,0 @@
package: com.ForwardXP.nuke
title: Please Don't Touch Anything
status: works
notes: Seems functional
tested_version: '2.2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-08'
known_good_sha256: 17460c8691b9ff82f6c7ca5597afd0aacf1a94aa30ebb6a6108802991b60f51b
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 106
source_hint: apks
@@ -1,21 +0,0 @@
package: com.FourPlayersStudio.Retronika
title: Retronika
status: works
tested_version: 3.2.601
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 290bfda3969547d5f1ff621ab5a8be9dd322fc9eee6b243c863576d4ff5b4b81
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 97
source_hint: Retronika
@@ -1,21 +0,0 @@
package: com.FunktronicLabs.TheLightBrigade
title: The Light Brigade
status: issues
notes: Judder in weapons
tested_version: '746'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 114
source_hint: The Light Brigade
-21
View File
@@ -1,21 +0,0 @@
package: com.GenderGames.Ladder
title: Ladder
status: works
tested_version: Release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
app: 1.0.4
overport_cli: 1.2.5
issue: 243
source_hint: Ladder
@@ -1,23 +0,0 @@
package: com.HarmonixMusic.DCVRQuest
title: Dance Central
status: works
tested_version: 1.2.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 228
source_hint: com.HarmonixMusic.DCVRQuest
@@ -1,38 +1,20 @@
package: com.ILMxLAB.VaderImmortal.ep1
title: 'Vader Immortal: Episode I'
status: works
notes: 'Plays (owner''s headset test): loading card, grip/trigger, hands and the lightspeed sequence fixed. Thumbs
follow the touches with frame.unreal_thumb_touch (Klownicle''s engine fix).'
details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Klownicle (GitHub issue 49); FramePort
reimplements them as patches that match the game's code exactly and change nothing when it differs. The engine's
Quest checks (IsRunningOnSantaCruz) answer "not a Quest" on the Frame - the menu waited for a Quest-only shader
precompile that never starts (frame.unreal_quest_precompile makes the non-Quest branch report 100 %), and the
game's key map picked the empty Gear VR controls (frame.unreal_quest_keymap keeps the Quest set). Two lightspeed
shaders, as the Frame's GL driver (Zink) compiles them, read loop counters and accumulators before setting them
and hang the GPU; a Vulkan layer under Zink inserts the stores that zero them (frame.zink_shader_fix, zink_shader_fix;
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 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).
status: issues
notes: Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar).
details: Unreal Engine 4 (GLES). After the Lucasfilm intro the game shows its loading card and never loads the next
scene; it keeps rendering at 72 fps and ignores input. Ruled out so far - Meta platform requests (all answered),
video playback (the intro is a video and plays), the no-ForceQuit build, frame and swapchain handling. The Frame's
SteamVR runtime also leaks about 20 MB of memory a second while the game runs, which slows it down after a few
minutes. Next steps - find what the loading code waits for in the game's engine library (no symbols) and report
the runtime leak to Valve. GitHub issue 49.
tested_version: 1.1.1+667256.cl.387770
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- frame.unreal_thumb_touch
- 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'
date: '2026-10-06'
issue: 49
updated: '2026-10-14'
min_app: 0.12.1
updated: '2026-10-06'
source_hint: Vader Immortal- Episode I
@@ -1,26 +0,0 @@
package: com.ILMxLAB.VaderImmortal.ep2
title: 'Vader Immortal: Episode II'
status: works
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
code too.
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
intro once stayed black with its dialogue playing; it rendered on the next run.'
tested_version: 2.0.3+667261.cl.387778
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- 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
@@ -1,26 +0,0 @@
package: com.ILMxLAB.VaderImmortal.ep3
title: 'Vader Immortal: Episode III'
status: works
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
code too.
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
intro starts on a black screen with only dialogue: that is the game, not a bug.'
tested_version: 3.0.3+667263.cl.387932
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- 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
@@ -1,20 +0,0 @@
package: com.InnoverseLtd.FrenzyVR
title: FrenzyVR
status: works
notes: Works, runs good
tested_version: '107'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 216
source_hint: Frenzy VR
@@ -4,25 +4,14 @@ tested_version: '1.03'
source_hint: Sniper Elite VR
engine: Unity
xr: VrApi
status: works
notes: Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
details: 'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
2) and then skips the .sd bundle: textures are missing unless the .sd file is also present under the .hd name in the
game''s obb folder.'
status: unsupported
notes: 'GPU hang (zink: DEVICE LOST) even with MSAA off.'
details: Legacy VrApi via OVRPlugin.
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
adapter:
haptic_fix: 1
ovrp_begin_gate: 1
ovrp_hold_physics: 1
pcvr_alternative: Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
verified:
date: '2026-10-07'
updated: '2026-10-07'
min_app: 0.12.1
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: e80883eb6945e267a375edf0ffd789268686440819add9d4dee9fdbdf466cbe4
@@ -1,22 +0,0 @@
package: com.LocoMotionDevs.Superfly
title: Superfly
status: works
notes: Works, take a bit to launch but works
tested_version: 1.3.3
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 217
source_hint: Superfly
-24
View File
@@ -1,24 +0,0 @@
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
@@ -1,24 +0,0 @@
package: com.MightyCoconut.WalkaboutMiniGolf
title: Walkabout Mini Golf
status: works
tested_version: '6.7'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scale: 1.5
verified:
date: '2026-10-08'
known_good_sha256: cf3b5cbe131af8a2baaa3f5c665b1c7001c8b299473abfcf98d90e3c02b08a2f
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 111
source_hint: Walkabout Mini Golf
@@ -1,19 +0,0 @@
package: com.NiVision.RacketPinball
title: RacketPinball
status: works
tested_version: '2.06'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-13'
known_good_sha256: 80e850f81c24112e8c35a560a333846163a3e783da391290db7663b9015ca58f
app: 1.0.4
overport_cli: 1.2.5
issue: 262
source_hint: RacketPinball
@@ -1,22 +0,0 @@
package: com.PeanutButton.Retropolis
title: Retropolis
status: works
tested_version: '0.87'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 4656b980fccd812d8edac15805dcd86c2f44029abdab98c3187699d1fc878f88
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 153
source_hint: com.PeanutButton.Retropolis
+9 -12
View File
@@ -1,14 +1,12 @@
package: com.PixelToys.BattleSisters
title: BattleSisters
status: works
notes: Plays; controller buttons and vibration work, hands follow the controllers (pose_time_fix).
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app
check), adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's
Oculus input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons
were dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its
duration in nanoseconds as seconds and the game ran out of memory). With pose_time_fix the hands follow the controllers
- OVRPlugin asked for hand poses at Android's monotonic "now", which on SteamOS 0.4.5 is 2.56 s behind the runtime's
XrTime, so the hands lagged far behind.
notes: Starts in VR; controller buttons and vibration work.
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
in nanoseconds as seconds and the game ran out of memory).
tested_version: 1.2.4
engine: Unity
xr: VrApi
@@ -20,10 +18,9 @@ frame:
- frame.unity_gl_shim
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-08'
date: '2026-10-06'
issue: 48
updated: '2026-10-08'
min_app: 0.12.1
updated: '2026-10-06'
min_app: 0.11.1
source_hint: Battle Sister
@@ -1,23 +0,0 @@
package: com.PotamWorks.SmashDrums
title: Smash Drums
status: works
tested_version: 5.2.1.4
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: 67d36cdcadaf14c2f744849ae25af4f92bf8ea14ff935318562f40d7f2ddc88f
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 320
source_hint: com.PotamWorks.SmashDrums
-20
View File
@@ -1,20 +0,0 @@
package: com.PubTest.PubTest
title: Drunkn Bar Fight 2 - Early Access
status: works
notes: Game launches and plays fine
tested_version: '0.515'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 218
source_hint: Drunkn Bar Fight 2 - Early Access
@@ -1,24 +0,0 @@
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
@@ -1,19 +0,0 @@
package: com.SchellGames.DieScreaming
title: SilentSlayer
status: works
tested_version: 1.1.2+323863s
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 176
source_hint: Silent Slayer - Vault of the Vampire
@@ -1,22 +0,0 @@
package: com.ScytheDevTeam.ContainmentProtocol
title: Deep Cuts
status: works
tested_version: 1.1.3271
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: d8d4bfb0954059c5ed1bcaa0edfb8b18f154ff710049f4808c42cfd8d88ee5a2
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 144
source_hint: com.ScytheDevTeam.ContainmentProtocol
@@ -1,21 +0,0 @@
package: com.StatusPro.NFLProEra2
title: NFL PRO ERA II
status: works
tested_version: 2.4.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: caf2e8f148ca4929ba5e73112fa7e0958c00d7ee0c5f28926c3f39714db6c923
app: 1.0.4
overport_cli: 1.2.3
issue: 226
source_hint: com.StatusPro.NFLProEra2
+9 -14
View File
@@ -1,25 +1,20 @@
package: com.StressLevelZero.BONELAB
title: BONELAB
status: works
notes: Builds 1.2068 and 1.2974 play (owner's headset tests). One recipe serves both builds - 1.2068 needs frame.unity_user_presence (head tracking and controls); 1.2974 also needs
frame.slz_vulkan_hooks (72 fps after about 35 s of shader prewarming), which changes nothing on 1.2068.
details: Both builds - the game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
status: issues
notes: Build 1.2068 plays (head tracking and controls work with frame.unity_user_presence); the newer build
1.2974 crashes at start (Vulkan), no fix yet.
details: The game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
model, no buttons - although OpenXR input and OVRPlugin's poses were fine. A few seconds after start (when Unity
switches XR loaders) OVRPlugin reports the worn headset as not worn (ovrp_GetUserPresent2 -> 0), and BONELAB's
Marrow rig only follows the player while Unity's HMD device reports UserPresence (OpenControllerRig checks
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 only - it adds Stress
Level Zero's graphics plugin (libSLZQuestNative.so), which hooks Unity's Vulkan start-up (vkCreateInstance/
vkCreateDevice) and vkCreateSampler; on the Frame its vkCreateInstance wrapper calls an invalid pointer right after
OVRPlugin's pre-init instance is destroyed (a jump to 0, into an unloaded library, or a hang). frame.slz_vulkan_hooks
switches its two registrations off, so Unity starts Vulkan itself; the plugin's pipeline cache isn't used.
tested_version: 1.2974.57485
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 crashed
earlier in vkCreateInstance from the game's own Vulkan hooks (libSLZQuestNative.so); not retested.
tested_version: 1.2068.34555
engine: Unity
xr: OpenXR
frame:
- frame.unity_user_presence
- frame.slz_vulkan_hooks
verified:
date: '2026-10-08'
updated: '2026-10-08'
date: '2026-10-06'
updated: '2026-10-06'
source_hint: BONELAB
min_app: 0.12.1
@@ -1,25 +0,0 @@
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
@@ -1,23 +0,0 @@
package: com.TinyBuild.killitwithfirevr
title: Kill It With Fire VR
status: works
notes: Works
tested_version: 1.0.5.4208
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: fcadbdaf3255e2909edf763d0c61fb55808ba448d4f277e91ba37b0a0ff9f497
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 219
source_hint: Kill It With Fire VR
-22
View File
@@ -1,22 +0,0 @@
package: com.ToastVR.Matilda
title: Max Mustard
status: works
tested_version: 1.1.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: 9a67459fa36c3b9ac0d035e6c43b1809b39772699333e8cfd7d2a4d7f17926a7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 110
updated: '2026-10-09'
source_hint: com.ToastVR.Matilda
@@ -1,22 +0,0 @@
package: com.ToastVR.RichiesPlankExperience
title: Richie's Plank Experience
status: works
tested_version: 2.3.585
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 7eb1366c2398e554624a5d66aefb0c731c64b1b6944bc1726d9187f123c37fb7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 59
issue: 95
source_hint: apks
-22
View File
@@ -1,22 +0,0 @@
package: com.UNIVRS.Freedom
title: Freedom
status: issues
notes: Volume can't be changed in the game.
tested_version: 1.0.2950
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 132
source_hint: AOT VR
+3 -6
View File
@@ -4,9 +4,9 @@ tested_version: MAIN.450412.207706.final
source_hint: Assassins Creed Nexus VR
engine: Unity
xr: OpenXR
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.
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.
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
@@ -17,6 +17,3 @@ verified:
overport_runtime: 3.4.3-23204ea
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
flip_in_place: '2026-10-14, owner in the headset: launch warnings and tutorial pop-ups upright (GitHub #138)'
updated: '2026-10-14'
min_app: 1.2.0
@@ -1,23 +0,0 @@
package: com.VR_HOT.VR_HOT_Quest
title: VR HOT Quest
status: works
tested_version: 0.8.8.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: c321606c536eba1673572a9f44fd9e20d2cb5bd9609d536189e6ad7057b9cd67
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 59
issue: 98
source_hint: VR-HOT-Quest-0.8.8.1
@@ -1,22 +0,0 @@
package: com.Virtuallyz.OperationWolf
title: 'Operation Wolf Returns: First Mission VR'
status: works
tested_version: '0.28'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: aff311f10d3e938e1eeef22263da7fe84ca38f25786ca4483543596de335c702
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 318
source_hint: com.Virtuallyz.OperationWolf
-19
View File
@@ -1,19 +0,0 @@
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
@@ -1,21 +0,0 @@
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
title: Munkr Funkr (The Legacy Days)
status: works
tested_version: '2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 241
source_hint: Munkrfunkr
@@ -1,25 +0,0 @@
package: com.WhiteDoorGames.Cosmodread
title: Cosmodread
status: works
notes: First run wouldn't allow you to interact with the "New Game" button. Restarting it fixed it.
tested_version: 1.0.0.28
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 44911a4607d0de2770705eefb6339a4c7353cb5dfb49f389d6731edbb9cbea92
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 174
source_hint: Cosmodread
@@ -1,22 +0,0 @@
package: com.XRGames.ZombielandVR
title: ZombielandVR
status: works
tested_version: 1.7.0
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.vrapi_stub
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 750067107cd739c80b65516dd1c18219283b2a29b39430bb21ed85d48b9b94ac
app: 0.12.1.dev252
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 71
issue: 141
source_hint: ZombielandVR
+4 -14
View File
@@ -1,26 +1,16 @@
package: com.YourCompany.RoboRecall
title: Robo Recall
status: works
notes: Needed the LAUNCHER category fix.
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
sync_guard added 2026-10-11 for a vrclient xrSyncActions crash on the loading splash after the intro (GitHub
#188; the same runtime race as Myst).
tested_version: '1.0'
source_hint: 'Robo Recall- Unplugged'
engine: Unreal
xr: VrApi
status: works
notes: Needed the LAUNCHER category fix.
details: Source APK is a community 'patch+savefix+90Hz' build.
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
sync_guard: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 4ce6e3563da131e288645f4b62a634ac98043e55bc42b7c0ad5f461207d5f53c
updated: '2026-10-11'
source_hint: Robo Recall- Unplugged
-25
View File
@@ -1,25 +0,0 @@
package: com.YourCompany.SWP_VR
title: Star Wars Pinball VR
tested_version: '1.4'
source_hint: Star Wars Pinball VR
engine: Unreal
xr: VrApi
status: works
notes: Plays (owner's headset test); one short audio hiccup seen.
details: 'Unreal 4.25 (GLES) built against OVRPlugin 1.44. Four Frame problems in a row: Zink crashed on Unreal''s
multisampled render-to-texture (fault addr 0x10000 on the RHIThread): frame.unreal_gl_shim, which keeps Unreal''s
multiview and draws those passes single-sampled; OVRPort''s OVRPlugin lacks ovrp_GetPTWNear, so Unreal''s Oculus
module never started VR (then a null pointer in GetMultiViewSceneColor): frame.unreal_ovrp_entrypoints; the engine''s
OpenSSL assembly has unpaired return-address checks the Frame''s CPU enforces (SIGILL on the HttpManager thread):
frame.pac_hints. Needs its OBB (main.10765).'
frame:
- frame.unreal_gl_shim
- frame.unreal_ovrp_entrypoints
- frame.pac_hints
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
issue: 83
updated: '2026-10-08'
min_app: 0.12.1
-25
View File
@@ -1,25 +0,0 @@
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
-23
View File
@@ -1,23 +0,0 @@
package: com.asg.clockworkdev
title: Clockwork
status: works
tested_version: '1.29'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
known_good_sha256: 99a14eed320ba267153963c2d87d4e11e943b9920d48dfd5352c681de28ba95e
app: 0.12.1.dev203
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 67
issue: 116
source_hint: com.asg.clockworkdev
@@ -1,7 +1,6 @@
package: com.beatgames.beatsaber.lj369vr
title: Beat Saber
status: works
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
tested_version: 1.40.8_7379
engine: Unity
xr: OpenXR
+8 -12
View File
@@ -1,23 +1,19 @@
package: com.beatgames.beatsaber
title: Beat Saber
status: works
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
tested_version: 1.45.2_28848
tested_version: 1.40.8_7379
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: b7976f36d39b22eb0fd9c8eb6cce204125430cd2a3e2bfab8ba5d1f7c86f0ac6
app: 1.0.4
date: '2026-10-03'
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
app: 0.6.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 210
source_hint: beat-saber
frame_build: '20260930.6234839'
agent: 33
issue: 6
source_hint: Beat Saber
+4 -15
View File
@@ -1,27 +1,16 @@
package: com.camouflaj.manta
title: 'Batman: Arkham Shadow'
status: works
notes: Large data set (~27 GiB) incl. all language packs.
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
after the Frame runtime crashed in xrSyncActions (CVRInputLatest::UpdateActionState), the input race Myst had.'
tested_version: 1.4.1-350961
source_hint: 'Batman- Arkham Shadow'
engine: Unity
xr: OpenXR
status: works
notes: Large data set (~27 GiB) incl. all language packs.
details: Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Includes all language packs (~28 GB).
overport_extra:
- patch_disable_space_warp
frame:
- frame.hw_video_decode
adapter:
sync_guard: 1
surface_native: 1
fade_quad: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-13'
min_app: 1.1.0
source_hint: Batman- Arkham Shadow
-4
View File
@@ -8,8 +8,6 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
fade_quad: 1
verified:
date: '2026-10-05'
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
@@ -17,5 +15,3 @@ verified:
overport_cli: 1.2.5
issue: 47
source_hint: Marvel's Iron Man VR
updated: '2026-10-13'
min_app: 1.1.0
-20
View File
@@ -1,20 +0,0 @@
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)
@@ -1,21 +0,0 @@
package: com.characterBank.ruinsmagus
title: RUINSMAGUS
status: works
tested_version: 1.2.3
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-07'
known_good_sha256: 230e5625fbdfebb47c4d96aeb87f45270e4e6c79a33c08315c90626ab7465fe5
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 89
source_hint: RUINSMAGUS
@@ -1,22 +0,0 @@
package: com.cloudheadgames.pistolwhip
title: Pistol Whip
status: works
notes: 120 HZ
tested_version: 1.6.0.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: ebd97af54c59d59d473c98492c1bb26ce6059b7e59f27a08acfc5ada23d0b774
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 100
source_hint: Pistol Whip
@@ -1,23 +0,0 @@
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
+8 -11
View File
@@ -4,16 +4,13 @@ tested_version: '1.4'
source_hint: Shadow Point
engine: Unity
xr: VrApi
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
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).
pcvr_alternative: Rift version via Revive + SteamVR.
verified:
date: '2026-10-14'
min_app: 1.2.0
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: ea0c0d09d2c3d8da04d165732ead64875fef7573a5739608de0de9c93654007e
-22
View File
@@ -1,22 +0,0 @@
package: com.curif.AgeOfJoy
title: AgeOfJoy
status: works
tested_version: '1.0'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: 9780e71e417b86290147c67c83755305801d8957909734c717a519034edefdf9
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 103
source_hint: AgeOfJoy 05 rc30
@@ -1,24 +0,0 @@
package: com.drawandcode.TaskmasterVR
title: Taskmaster
status: works
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
grip detection - very possible that this is just the game itself though
tested_version: 1.0.17557.29562
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
app: 1.0.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 183
source_hint: Taskmaster VR
+2 -11
View File
@@ -1,23 +1,14 @@
package: com.drbeef.doom3quest
title: Doom3Quest
status: works
notes: HUD and PDA show with frame.gl_multiview_fbo (Xandrix1987's headset test, GitHub 77, no frame-rate drop with
the PDA open). Walking and running can switch when the frame rate drops, which seems to be the game's own behaviour.
details: Doom3Quest compiles every vertex shader for two views (OVR_multiview) and draws its HUD/PDA into single-view
framebuffers. Mesa (the Frame's GL) rejects that combination as the spec requires and drops the draw, so they
stayed black; frame.gl_multiview_fbo draws those passes with a single-view copy of the shader. Xandrix1987's framebuffer.cpp
fix went upstream as a PR to Team-Beef-Studios/Doom3Quest.
status: issues
notes: PDA shows black screen.
tested_version: 1.4.8
engine: Other
xr: OpenXR
frame:
- frame.gl_multiview_fbo
verified:
date: '2026-10-06'
known_good_sha256: 3c733f5cd08b6fa5d9e2775b1c1aee36b5943518b5d8451ba87e3c59a702afdf
app: 0.12.0
overport_cli: 1.2.3
issue: 77
updated: '2026-10-09'
min_app: 0.12.1
source_hint: doom3quest148
-20
View File
@@ -1,20 +0,0 @@
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
-25
View File
@@ -1,25 +0,0 @@
package: com.endspace.quest
title: End Space
status: issues
notes: Controls stop responding after the first mission loads.
tested_version: 1.0.6.1
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: c5eb892311a130686f238e6f61cbdb619324f5c21f8c0641c0fcd49d77369eaf
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 148
source_hint: com.endspace.quest
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