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spoopyghosty0 c183477808 Vulkan shim: leave out Lepton's Fossilize layer, blank shaders for refused pipelines (#349)
Transformers Beyond Reality: Redux ended its first frames with Unreal's "Shader compilation failures are
Fatal." With Lepton's Fossilize layer loaded every graphics pipeline failed with
VK_ERROR_OUT_OF_HOST_MEMORY, even a constant-colour one; the pipeline cache, the app's CPU allocator and
Valve's FDM/RPO layers were ruled out on the device. Without Fossilize a few multiview vertex shaders
still fail in Turnip.

- adapter.vk_no_fossilize: the shim removes VK_LAYER_fossilize from GraphicsEnv's debug layer list when
  the engine loads it (library constructor, same GraphicsEnv calls as zinkfix)
- adapter.vk_pipeline_fallback: a refused graphics pipeline is created again with a blank fragment
  shader, then blank vertex + fragment shaders
- catalog entry (status unknown, headless only), triage vulkan-pipeline-refused, PLAYBOOK, DEVICE_NOTES

Headless on the dev Frame: RUNNING after 78 s at 72 fps (was: exit within 21 s). Headset check pending.
2026-10-17 11:23:58 -04:00
450 changed files with 2334 additions and 42220 deletions

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@@ -59,22 +59,8 @@ Detailed device findings per game/issue: docs/DEVICE_NOTES.md (read before debug
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)); room (`views/room.py`, persistent, "experimental" pill:
scan with progress + Cancel = agent v109 `room_capture_stop`, play area, delete; cache `ui/room_state.py` shared
with the Frame page's short card, mesh cached in `<data>/rooms-cache/<frame>/`; in-window 3D `ui/room3d.py`
RoomCanvas over `mr/view3d.py` (pure-Python projection, mesh reduced to ≤4k/≤1.5k edges at rest/moving, ≤18 fps
worker; each redraw sends NEW shape controls: changing a Points list made Flet diff it item by item, 0.3-1 s);
"Open full 3D view" = `mr/room_viewer.py` token server on 127.0.0.1 + hand-written WebGL `mr/viewer_page.py`,
stopped on disconnect/close; Test Quest MR tip = `mr.TESTER_*`; editing cards `views/room_edit.py` (agent v109):
Clean-up = fp_roomscan's refinement settings, `install/rooms.REFINE_DEFAULTS` = the owner's defaults + slider
metadata (agent `ROOM_REFINE_DEFAULTS` must match, a test checks), saved non-defaults in the Frame's
`rooms/refine.json`, used by every build; Apply = job → agent `room_refine` (`--refine-only` on a copy of the room
folder from `room-raw.txt`/`room-mesh-raw.bin`, scan.json → status `report`/`labels`/`suggestions`); Labels =
the label rules' decisions + Add as door / Add as closet; Furniture & screens = box editor (click a box in the
canvas: `view3d.pick`) + doors/windows on a wall (`mr.room.plane_on_wall`), Save = `rooms.put_room` → `room_put
edited` (keeps raw files, `edits.txt` survives a new clean-up; "Back to the scan's boxes" = keep_edits false); no
eraser in the GUI (`rooms.refine(erase=)` only)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(`app.popmenu`, filled on right-click; on one of several selected items they act on the whole
game; MON_CRITICAL needs force, MON_NEVER is refused)); 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).
Selection bars sit below the list: above it, their appearing shifted the items mid-drag. Async handlers (they
@@ -144,19 +130,10 @@ Detailed device findings per game/issue: docs/DEVICE_NOTES.md (read before debug
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). Context menus
(Library, Files, Screenshots, Monitor) and the game page's "…" are FramePort's own (GitHub #414):
`ui/popmenu.PopMenu` = `app.popmenu.show(entries, at=(x, y) | below=box)`, drawn in page.overlay (outside-click
barrier + panels; hover submenus with open/close intent delays, ↑ ↓ → ← Enter Esc via `app._on_key` first, closes
on outside click/Esc/choice/`app.go`; panels size to the estimated label width between MIN_W and MAX_W, longer
labels wrap, flip/clamp into the window, submenus on the side with room; a solid grey left edge (owner: no portal gradient) and a solid soft-accent highlight; fade off with
Reduce motion; hovering only repaints rows). Flet's stock ContextMenu/PopupMenu can't nest and cap at 280 px, so
they're only used for button menus (`C.menu_button`, width scaled; `C.menu_label` wraps). Game menus come from
`app.game_actions()` = `menus.menu_sections`: right-click = Play, Install/Update, Game settings | Open game page,
Select | Update ▸ On the Frame ▸ Saves ▸ Name and artwork ▸ Recipe ▸ Troubleshoot ▸ | Uninstall…, Remove from
library… (`menus.group`: a one-item group stays inline); the page's "…" (quick=False) is the same without what
its hero has; on one of several selected games `menus.selection_menu` (`library.menu_actions`); the recipe card's
buttons = `game_actions(recipe=True)`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
`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
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;
@@ -241,11 +218,6 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
`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.
- App bundles (discussion #482, `sources/bundles.py`, docs/DEVICE_NOTES.md#app-bundles-xapk--apks--apkm--apkx-discussion-482):
.xapk/.apks/.apkm/.apkx files and folders of split APKs are unpacked + merged into ONE APK (Lepton: one APK per app;
OVRPort: one APK) in `<data>/bundles/<pkg>/<key>/` (lib/assets splits in Python, resource/feature splits via
APKEditor `tools/apkeditor.py`); arm64-v8a split only; library field `bundle`; merged APKs are unsigned (builds sign).
FrameDrop itself takes no bundles; `.apkx` is no defined format (read as a zip of APKs); old encrypted .apkm: refused.
- 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`).
@@ -279,11 +251,7 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
restore = untrusted input (staged + checked first), rollback copy `<base>/saves-before-restore.tar.gz` (undo =
`rollback: true`). PC `install/saves.py` (`<data>/save-backups/<pkg>/<ts>.tar.gz` + `.json`, keep `saves.keep`
= 10), GUI `ui/views/saves_dialog.py` (game menu section "Saves", Frame page "Back up all saves", uninstall's
"back up before deleting"), CLI `frameport saves backup|list|restore|undo`. Agent v101: PC folder `saves.folder`
(Settings → Data; old folders stay listed in `saves.previous_folders`), automatic snapshots `saves.auto` (default
off; flag `~/.local/share/frameport/save-snapshots/enabled`, Quest launchers run `_snapshot_close` in the EXIT
trap under the launch lock, newest 3 per game on the Frame; `install/saves.sync_snapshots` imports them as
"automatic" once, ledger `<data>/save-snapshots-synced.json`). Device-checked 2026-10-17 with BlazeRush.
"back up before deleting"), CLI `frameport saves backup|list|restore|undo`.
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
@@ -483,9 +451,7 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
- No XR_FB_display_refresh_rate (`xrGetDisplayRefreshRateFB` -7), yet OVRPort's dispatcher offers it and answered 0 Hz
→ FrameBridge always answers with the measured rate (1/predictedDisplayPeriod, else 72). PreyVR (#306, idTech 4:
`USERCMD_MSEC = 1000 / GetRefresh()`) had 0 ms tics: async thread spinning, `com_frameTime` stuck at 0, menu black.
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m). OVRPlugin treats that rect as a configured
boundary but can't outline it ("ovrpBoundary_Outer is not supported"): Demeter's guardian check indexed an empty
array → with `scene_emul` the app's STAGE `xrGetReferenceSpaceBoundsRect` returns XR_SPACE_BOUNDS_UNAVAILABLE.
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
give GL_INVALID_OPERATION. Some GLES games hit `zink: DEVICE LOST` (Unity MSAA RTT; Sniper Elite VR even without).
@@ -587,7 +553,6 @@ Output is deterministic (same input + runtime → same bytes), which is what mak
- VrApi-direct engines (CryEngine Climb 2, POTW) need the VrApi bridge; the bridge drops whole frames on unknown layer
types (→ black screen with audio).
**Quest controller mode:** adapter `quest_buttons` (0/1/2, per game + library `input.quest_buttons`) suggests Frame Controller bindings translated from the game's Touch set (`suggest_frame`, mapping docs/input/quest_buttons.json = single source for C table, tests, diagram `scripts/controller_diagram.py`); runtime accepts them headless. → docs/DEVICE_NOTES.md#quest-controller-mode-quest_buttons-2026-10-17
**Steam Frame controller models:** adapter setting `controller_models` (`native/adapter/render_model.c`, emulates XR_FB_render_model) + agent `install_controller_models` (Frame's SteamVR models → glb at finalize); no catalog game uses runtime models; Valve's models are never committed or copied off the Frame. → docs/DEVICE_NOTES.md#steam-frame-controller-models
**overport's dispatcher (`libopenxr_loader.so`) only forwards functions in its own table** (`overportOXR: Unknown
proc addr: …`), so adapter emulations of functions it doesn't know are unreachable. For XR_FB_render_model,
@@ -598,21 +563,20 @@ Toy Master doesn't request a model after that (it uses its own), so the glb load
**Crash backtraces:** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (launch tests return `crash_log`). Fossilize loads into every app (userdebug guest) → `frame.vk_sanitize` (`native/vkshim`); overport's dispatcher aborts on swapchains > 4096 px → `frame.swapchain_limit`; cylinder layers → quad strips (`cylinder_strips`). Drawing equirect layers ourselves and a focus debounce were tried and removed: don't retry without a new approach. → docs/DEVICE_NOTES.md#crash-backtraces-fossilize-swapchain-limit-cylinder-and-equirect-layers
**360° layers / 4XVR:** the Frame's Android runtime composites only quad + projection layers (quads always above projection layers). Per-game adapter settings (off by default): `equirect_emul` (GLES), `equirect_flip/face/res/fps/stereo`, `stable_local`, `focus_hold` (default on), `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug`; agent `link_media` / `app_media_dirs` put sent files into a player's own folder. → docs/DEVICE_NOTES.md#360-layers--4xvr
**Companion apps / intents:** a second APK can run inside a game's Lepton container, but Lepton turns every `android.intent.action.VIEW` with data into `steam://openurl` → "open in external player" hand-offs can't work; Lepton installs exactly one `*.apk` per app folder. → docs/DEVICE_NOTES.md#companion-apps--intents-stremio--4xvr
**Browser stand-in (#466):** Lepton's `ActivityStarter.execute` takes every VIEW intent before resolution → `steam://openurl` into `/lepton/steam.pipe`; apps that first query for a browser (Plex) find none → opt-in `frame.browser_handoff` (activity + `dex/browser-handoff.dex` in the app's own APK, analysis `browser_query`); a 2D app with an APK patch on is built, not as_is (`engine.flat_as_is`). → docs/DEVICE_NOTES.md#browser-stand-in-for-sign-ins-plex-github-466
**Text input:** Lepton's Android has no IME and VR apps run headless (no focused window); `lepton-show-flatscreen` keeps VR and gives focus + Steam's keyboard (`device.text_input_window`); `frame.unity_text_input` patches Unity's TMP_InputField/InputField at Cpp2IL offsets; agent `_keyboard` = uinput "Type on Frame". `pm install` of a second APK corrupts the main app (`cmd_real package install` skips the hook). Its window is a gamescope "desktop game" overlay: SteamVR auto-theaters it before the OpenXR session and opens the dashboard on it at session start (controllers = mouse on the Android screen, AC Nexus/#476/#477) → the launcher (`_theater_hold`, first thing) and dashboard worker keep `dashboard.autoShowGameTheater` off while such a game runs (agent v119, holds per launcher pid in `theater-holds/`); SteamOS 0.5.6 logs the dashboard button as `open_dashboard_action`. → docs/DEVICE_NOTES.md#text-input-stremio-vr, #typing-window-takes-the-controllers-steamvr-theater-mode-476-477-ac-nexus
**Text input:** Lepton's Android has no IME and VR apps run headless (no focused window); `lepton-show-flatscreen` keeps VR and gives focus + Steam's keyboard (`device.text_input_window`); `frame.unity_text_input` patches Unity's TMP_InputField/InputField at Cpp2IL offsets; agent `_keyboard` = uinput "Type on Frame". `pm install` of a second APK corrupts the main app (`cmd_real package install` skips the hook). → docs/DEVICE_NOTES.md#text-input-stremio-vr
**User reports #4-#10:** shortcuts go to the signed-in account (agent `library_users`), `launch` errors `NOT_IN_LIBRARY`; shared Cpp2IL run (`unity_text_input.Il2cppReturnPatch`) for `frame.unity_runtime_msaa_off` and `frame.unity_multipass`; VR4 → catalog `use_alt`. **Catalog changes reach existing games**: recipes store `catalog_rev`, `library._follow_catalog` re-derives non-user recipes. → docs/DEVICE_NOTES.md#user-reports-2026-10-04-issues-4-10
**Round 2 of reports / headset rounds 2-3 (2026-10-04):** vkshim `vk_shader_fix` (VR4); `Il2cppReturnPatch.field_loads` (I Am Cat); builds record `recipe_fp` (changed recipe/revised patch → "Update on Frame"); `Frame.relocate`; adapter `profile_remap` (Touch Plus/Pro); `sync_guard` (Myst); `focus_hold` tuning; ovrpshim for Unity 2017 (Accounting+); Steam library to every account, `shortcuts_lost` / `add_devkit_entry`; no clipboard service → `frame.sdl_clipboard`, `frame.godot_clipboard`; 2D apps keep non-VR patches (`needs_vr = False`); `frame/local.py` (FramePort on the Frame); after every app update `library._follow_catalog` re-derives non-user recipes once (`recipes.app_version`, `library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (re-analysis at GUI start + `pipeline.refresh_analyses`; `analysis_failed`). Roblox and BONELAB crash (unsupported). → docs/DEVICE_NOTES.md#round-2-of-reports-headset-rounds-2-3-2026-10-04
**Round 4:** XR_KHR_android_surface_swapchain is listed but unsupported → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`); save folders without u/g+rwx → launch.sh `fix_perms`; Lucky's Tale OOM (no fix); `perf` works as steamos (gdb blocked); QuestCraft JRE, WiiCompiled import by hand (Lepton has no document picker). → docs/DEVICE_NOTES.md#round-4-2026-10-04-surface-swapchains-save-folder-permissions
**Steam library failures (GitHub #21/#30/#41/#42):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (Play → AppError_9) → fallback: register through Steam's devkit interface (`devkit-1 … create-shortcut`, `~/devkit-game/<id>/`; `devkit_appid`, `devkit_appid_from_log`, `devkit_unregister`, `copy_grid_art`; ids: letter first, letters/digits/_ only); `collect_diag` adds `steam_library`. Cause still unknown. → docs/DEVICE_NOTES.md#steam-library-failures-and-the-devkit-fallback-github-21304142
**Exit game (GitHub #36):** `Apps.TerminateApp` (Steam CEF devtools on 127.0.0.1:8080) closes games; launch.sh ends the game when its parent reaper is gone (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#exit-game-github-36
**SteamVR dashboard at game start:** launch.sh's `_dashboard_worker` hides the dashboard via `SteamClient.OpenVR.VROverlay` (agent `steam_js`) from the first FrameBridge `new layer:` line (120 s, ≤10 times, stops after `toggle_dashboard_action`); log `<base>/dashboard.log`, opt out `FRAMEPORT_KEEP_DASHBOARD=1`. → docs/DEVICE_NOTES.md#steamvr-dashboard-at-game-start
**Space warp / ITR2:** OVRPort's dispatcher offers XR_FB_space_warp itself (`patch_disable_space_warp` doesn't reach UE5) → FrameBridge `hide_space_warp` (per game, off; suggested for UE5 + OVRPlugin). Games that *require* space warp (OutRun, #336: "AppSW recommended buffers unavailable") → `space_warp_emul` (`native/adapter/space_warp.c`: MV size, FrameBridge-owned MV/depth images, info stripped; overrides hide_space_warp). `equirect_emul` switches itself off on Vulkan. → docs/DEVICE_NOTES.md#space-warp--itr2
**Space warp / ITR2:** OVRPort's dispatcher offers XR_FB_space_warp itself (`patch_disable_space_warp` doesn't reach UE5) → FrameBridge `hide_space_warp` (per game, off; suggested for UE5 + OVRPlugin). `equirect_emul` switches itself off on Vulkan. → docs/DEVICE_NOTES.md#space-warp--itr2
**PR #34 (Lucas-Mathieu):** `native/adapter/audio_metadata.h` keeps Meta XR Audio Wwise metadata alive (Batman: Arkham Shadow 1.4.1 smoke-bomb crash). Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally. → docs/DEVICE_NOTES.md#pr-34-meta-xr-audio-metadata-batman
**Heuristics eval (2026-10-04):** 19/44 recipes exact (superseded by the 2026-10-15 numbers under Heuristics). → docs/DEVICE_NOTES.md#heuristics-eval-2026-10-04
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
**Proton default:** the newest **stable** ARM64 Proton (`pick_proton`; owner's headset A/B); `pcvr.proton_tool` dropdown (Experimental = alias `proton-experimental`), `ensure_proton`, `proton_alternative_worth_trying`. → docs/DEVICE_NOTES.md#proton-default-stable-vs-experimental
**USB cable link:** `usb0` is a USB NCM gadget (Developer Mode only); Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py`); ~37 MB/s; `scripts/usb_autotest.py`, `frameport frame usb-check`; discovery prefers USB > hotspot > network (`discovery.dedupe`). → docs/DEVICE_NOTES.md#usb-cable-link
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame). `catalog/triage.yaml` comes from the same tree listing (cached `triage-gh-<sha>.yaml`, index key `triage`; a new copy → `triage.reset()`; with FRAMEPORT_CATALOG_URL: that folder's optional `triage.yaml`): `validate/triage.database()` = bundled merged with remote per signature id (remote wins unless the bundled one has a later `updated:`; bundled-only ids stay), each remote signature dropped (bundled one kept) when malformed, it has an unknown field, suggests a patch/adapter key this app lacks, or `min_app` (per signature or top-level = whole file) > this version; `triage.skipped()`, `frameport catalog-update` lists them.
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
**Start activity / QuestCraft / ITR2 pop-in:** `frame.start_activity` (analysis `extra.vr_activity`, `axml.set_start_activity`; OVRPort gives every MAIN activity LAUNCHER, so take the VR activity from the original APK); Unreal reads user config from **internal** storage; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>` (QuestCraft `LIBGL_NOERROR`); vkshim `vk_query_slots` left off. → docs/DEVICE_NOTES.md#start-activity--questcraft--itr2-pop-in
**Vulkan validation / ITR2 solved:** bundle Khronos' `libVkLayer_khronos_validation.so` into a test APK + vkshim `vk_validation=1` (logcat tag VALIDATION); `vk_spec_fixes=1` drops ITR2's invalid depth resolve; VALVE_rpo removed its fog (catalog `lepton_env: VK_INSTANCE_LAYERS`). Agent `not_started` waits 30 s for "Boot complete!". → docs/DEVICE_NOTES.md#vulkan-validation--itr2-solved
**GitHub #38/#39:** SteamVR rejects image rects past their swapchain (-25) → FrameBridge `rect_clamp` (default on), triage `swapchain-rect-invalid`; The Room VR MSAA crash in libgallium. → docs/DEVICE_NOTES.md#github-3839-powerwash-simulator-the-room-vr
@@ -621,11 +585,9 @@ Toy Master doesn't request a model after that (it uses its own), so the glb load
**Vader Immortal (GitHub #49):** stuck on its loading card and leaked GPU mappings (solved below: `gl_error_clear`); diagnostics FrameBridge `layer_debug`, `strip_color_bias`, `frame_balance`, `snapshot=N` (`snapshot_gl.c`: saves the submitted left-eye image as `files/fb_snap_*.ppm`). → docs/DEVICE_NOTES.md#vader-immortal-headless-investigation
**SteamVR overlay apps:** host OpenVR overlays composite over Lepton games; detection `analysis/vroverlay.py`, patch `pcvr.vr_overlay`, Linux fields `vr_overlay`/`vr_overlay_autostart`, agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay`; SteamVR on the Frame reads only `binary_path_linux_arm`; FramePort's own autostart (`ensure_overlay_service`, `frameport-vr-overlays.service`). See also docs/FRAME_RUNTIME.md "Overlay apps". → docs/DEVICE_NOTES.md#steamvr-overlay-apps
**Vader's leak solved / AC Nexus flips:** stale GL errors broke SteamVR's GL interop → adapter `gl_error_clear` (GLES, catalog for Vader ep1-3); read `xrclient_<pkg>.txt` in Steam's logs for runtime errors; the runtime caps swapchains per session (~15) → flip emulation in place; adapter `flip_dump`. → docs/DEVICE_NOTES.md#vaders-leak-solved--ac-nexus-flips
**Mixed reality: scanned rooms (branch mr-scene):** agent `room_capture` records Valve's RoomView 3D depth mesh -> `fp_roomscan` -> `room.txt` + `room-mesh.bin` (docs/mr/ROOM_FORMAT.md; refined by default: the owner's cleanup passes + label rules in `native/roomscan/refine.c`/`rules.c`, unrefined output kept as `room-raw.txt` + `room-mesh-raw.bin`, head path/settings/report/labels/door suggestions in `scan.json`, `--refine-only <dir>` re-runs it, `--refine 0` = old output; docs/mr/scan.md "Refinement") in `~/.local/share/frameport/rooms/<universe>/`, copied next to settings.conf (`_room_sync`); FrameBridge (`scene_room.c/scene_meta.c/scene_anchors.c`, all through xrshim) serves walls, volumes, planes, the room mesh, META discovery/persistence, saved anchors and `XR_META_boundary_visibility`; `scene_emul` + `frame.meta_permissions` for every USE_SCENE/USE_ANCHOR_API game (migrations `scene_emul_all`, `scene_permissions`); per-game `scene_hide_bounds` (Demeter). → docs/DEVICE_NOTES.md#mixed-reality-scanned-rooms
**Unreal's self-restart:** UE 4.21+ restarts itself after the first shader precompile and Lepton ends the container → launch.sh RESTART_BLOCK starts Lepton once more (`upgrade_launchers`; `FRAMEPORT_NO_RESTART=1` off). → docs/DEVICE_NOTES.md#unreals-self-restart
**xrWaitFrame runs ahead:** the runtime sometimes returns a display time <1 refresh after the last submit and rejects the second submission (`VRCompositorError_AlreadySubmitted`) → the VrApi bridge re-waits (`pacing 2s:` counters). → docs/DEVICE_NOTES.md#xrwaitframe-runs-ahead-journey-of-the-gods
**Lepton's logcat mirror dies** (EOF, read failure, or silent) → launch.sh `_logcat_keeper` reads `podman exec <container> logcat` itself into launch.log (log `<base>/logcat-keeper.log`). → docs/DEVICE_NOTES.md#leptons-logcat-mirror-dies
**Graceful stop (#480, agent v120):** killing the container never paused the app (saves in `OnApplicationPause` lost: Just Dance VR) → launch.sh `pause_game` / agent `stop` / End game first `am start` the HOME intent in the container (`input keyevent` does nothing headless) and wait ≤3 s for STOPPED (`PAUSE_SCRIPT`, `<base>/stop-pause.log`). Steam's own Exit game signals the whole process tree (conmon is re-parented to the reaper) at once → agent v121: launch.sh's `_exit_hook` worker (`exit_hook_worker`, `EXIT_HOOK_JS`) wraps `SteamClient.Apps.TerminateApp` in SharedJSContext with a CDP binding of its own: Exit game for that game's ids waits for the worker's pause (cap 3 s, 0.8 s without an answer, lease 10 s), other ids pass straight through; End game calls `terminate_app_js` (past the hook). → docs/DEVICE_NOTES.md#graceful-stop-the-game-is-paused-before-it-ends-github-480-agent-v120
**Double launch:** launch.sh takes `flock` on `<base>/.launch.lock` (fd 9); a second launch exits 0 and logs to `<base>/launch-dup.log` (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#double-launch
**Issue triage round 2026-10-06:** FrameBridge turns haptic amplitude 0 into xrStopHapticFeedback, per-game `haptic_scale`; Lambda1VR → `frame.tbxr_vendor`; Jurassic World → `frame.vrapi_stub`; Metro Awakening / Pinball FX → `hide_space_warp`; `frame.ovr_trace` can't trace Unity games; the VrApi bridge's 30 s head-pose deadline ends headless VR mode. → docs/DEVICE_NOTES.md#issue-triage-round-2026-10-06
**Lepton storage:** each app's /sdcard has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (agent `storage_targets`); the media index never works; Lepton grants all runtime permissions. → docs/DEVICE_NOTES.md#lepton-storage
@@ -634,8 +596,6 @@ Toy Master doesn't request a model after that (it uses its own), so the glb load
**Cube swapchains:** the runtime refuses `faceCount=6` → FrameBridge `cube_standin` (default on, GLES only, `native/adapter/cube_standin.c`). → docs/DEVICE_NOTES.md#cube-swapchains
**Hardware video decoding:** `native/hevc` OMX plugin (`OMX.frameport.{avc,hevc,vp9}.decoder`), installed once per Frame (`ensure_video_codec`, agent `video_codec_status`/`install_video_codec`/`video_codec_switch`); **bump `revision` in native/hevc/build.py with every artifact change**; per game `frame.hw_video_decode` (analysis `media_codec`), Settings `video.hw_decode`, `FRAMEPORT_NO_HW_VIDEO=1`; Batman migration `batman_video_patches` + `surface_native`. → docs/DEVICE_NOTES.md#hardware-video-decoding
**Vulkan shader dump:** adapter `vk_shader_dump=1` (`native/vkshim/shader_dump.h`) writes SPIR-V modules + `index.txt` to `files/fp_vk_shaders/`; `collect_diag` returns the newest session's modules (`shader_dumps`); triage `gpu-hang`, `triage.graphics_api`. → docs/DEVICE_NOTES.md#vulkan-shader-dump
**Foveation centre (#394):** Valve's FDM layer centres its density map on the whole swapchain (not the eye's rect or optical axis) and Turnip picks density per GMEM bin (the sharp area snaps to bins, so its size shifts with render resolution: driver design); `VK_LAYER_FRAMEPORT_fdm_centre` (native/foveation/centre.h, below Valve's layer, views from FrameBridge `fdm_views.c`) rewrites the per-eye density-map offsets; FrameBridge `snapshot=N` reads Vulkan eyes back. → docs/DEVICE_NOTES.md#foveation-sharp-area-centre-and-size-394
**Expansion file names (#450/#481):** OBBs with a download's copy suffix (`main.203.com.Armature.VR4-003.obb`) or another case are installed under the game's name (`quest_dump.obb_names`/`frame_manifest`, PC files untouched); another app's name (#129), duplicates and unclear cases stay warnings. → docs/DEVICE_NOTES.md#expansion-file-names-450-481
**Unreal OBB check (#159):** `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`) turns off Epic's OBB CRC pass; triage `unreal-obb-check-stuck`. → docs/DEVICE_NOTES.md#unreal-obb-check
**Issue round 2026-10-12:** Lepton breaks on unquoted paths with spaces → launchers give Lepton a `~/.local/share/frameport/lepton-paths/<pkg>` link (`app_dir_lines`/`set_app_dir`/`launcher_base`); `frame.eos_keychain_loop`, `frame.unity_tls_key_pool` (`libfp_tkeys.so`, `elf.rename_imports`), `frame.vermillion_scene_canvas`; `tools/cpp2il.py` falls back to Cpp2IL's dev build for metadata v107; Linux `desktop_icon`; `scripts/upload_bench.py`. → docs/DEVICE_NOTES.md#issue-round-2026-10-12
**OpenSSH uploads (#324/#242):** `native_upload.quote` escapes only backslash and `"`, Win32 local paths go as `C:/…`; `Frame.auth` records the login that worked (app_key / user_key from `ssh.extra_keys`, `frame ssh-keys`, agent, password); strict IdentitiesOnly first, relaxed retry. → docs/DEVICE_NOTES.md#openssh-uploads
@@ -739,8 +699,7 @@ short recap of the thread so far; read **all** comments on a thread first (a lat
- **How a change reaches users** (decide this before promising a fix):
- *Catalog / recipe / triage* changes reach **installed** apps within ~6 h with no build — apps fetch
`catalog/games/*.yaml` + `triage.yaml` from `main` (`catalog.refresh_remote`), recipes follow via `catalog_rev` →
"Update on Frame". So accepting a recipe or adding a triage signature is "live" once pushed (a signature that
suggests a patch/setting the installed app doesn't have yet is skipped there: needs a release; `min_app` gates it).
"Update on Frame". So accepting a recipe or adding a triage signature is "live" once pushed.
- *Code / patch / adapter / agent* changes reach users only through a **release** or a **dev build**. For a per-game
fix a reporter should try now: push to `main`, cut a dev build (Actions → build → `dev` ticked, with `notes`), tell
them to install it via **Settings → Updates → "Install the latest dev build…"** and then rebuild the game on the
@@ -802,15 +761,3 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
(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>`.
Steam library scheduling (#305, agent v99): `install.steam_library` = now/later/off; agent `library_mode` persists it.
Automatic restarts also hold on a fresh local `frameport-app/gui.alive` (10 s; existing 12 h cap).
Later journals changes and installs steam.service ExecStartPre/ExecStartPost hooks to reapply after Steam's exit
writes and verify before clearing; preserve this ordering and avoid locking across systemctl's startup hooks.
Off Play (also pending Later Play) uses detached systemd-run launch.sh, with no shortcut/devkit registration;
Steam's per-game controller/overlay/Exit game integration is lost. Restart Steam now explicitly bypasses holds,
asks before ending a running game, and closes local FramePort/Desktop Mode. Purge removes the startup hook.
Hook hardening: both lines `-` + `/usr/bin/timeout -k 5 20`; ExecStartPost only `systemd-run --no-block`s the
verify (unit frameport-library-verify) so Steam's start never waits; drop-in removed once mode != later and nothing
pending (`drop_library_hooks_if_idle`). Steam = static user unit steam.service (Type=simple, Restart=always, 90 s).
+30 -28
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@@ -2,17 +2,12 @@
Thanks for helping. The quickest contributions:
- **A game works on the Frame?** Game menu → **Recipe → Share working recipe…** opens a prefilled issue. After
review the recipe becomes a built-in recipe (`catalog/games/<package>.yaml`), and installed copies of FramePort get
the recipe within 6 hours.
- **Something doesn't work?** Game menu → **Troubleshoot → Report a problem…** saves a diagnostics zip (personal data
removed) and opens a prefilled issue to attach the zip to.
Without the app: [working recipe form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml)
· [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
- **A game works on the Frame?** In FramePort: the game's menu → **Share working config…** opens a prefilled issue
with its recipe. Accepted configs become built-in recipes.
- **Something doesn't work?** The game's menu → **Report a problem…** saves a diagnostics zip (personal data
removed) and opens a prefilled issue to attach it to.
## Development
```
uv sync --extra dev # Python 3.11+, uv (https://docs.astral.sh/uv/)
uv run frameport-gui # the app
@@ -20,32 +15,39 @@ uv run frameport --help # the command line
uv run pytest # tests (no headset or game files needed)
uv run ruff check . # lint
```
- Code and architecture: `CLAUDE.md`, `docs/ARCHITECTURE.md`; per-game symptoms and fixes: `docs/PLAYBOOK.md`.
- Interface wording: `docs/STYLE.md`. GUI texts go through `tr()`; after changing them run
`python scripts/i18n_extract.py`.
- Translations: see [Translating FramePort](#translating-frameport) below.
- New fixes are patch modules (`src/frameport/patches/`), with a triage signature (`catalog/triage.yaml`), a PLAYBOOK
row and a unit test.
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
- Where things are: `docs/ARCHITECTURE.md` (module notes in `CLAUDE.md`), `docs/PLAYBOOK.md` (symptoms and fixes),
`docs/FRAME_RUNTIME.md` (runtime facts).
- A new fix = a patch module (`src/frameport/patches/`) + a triage signature (`catalog/triage.yaml`) + a PLAYBOOK row
+ a unit test.
- After changing a patch, game setting, recipe or triage signature: `python scripts/patch_docs.py`. After catalog
changes also `python scripts/compat_list.py`.
- GUI texts go through `tr()`; after changing them run `python scripts/i18n_extract.py`. Wording rules:
`docs/STYLE.md`.
- Docs screenshots and videos are rendered, never taken by hand: `docs/SHOWCASE.md`.
- Native binaries in `artifacts/`: `python native/build.py` (downloads the NDK).
## Adding a tested game
Tested a game on the Steam Frame? The easiest way is in FramePort: open the game → **…** → **Share working config…**.
It opens a prefilled GitHub issue with the exact recipe; after review a workflow turns it into
`catalog/games/<package>.yaml`. Without the app: [working config form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml). Something doesn't run: the game's
**Report a problem…** (diagnostics zip, personal data removed) or the [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
After catalog changes, regenerate the games list: `python scripts/compat_list.py`.
## Translating FramePort
The app's texts (screens, help, patch and setting descriptions) can be translated; the command line, logs and
diagnostics stay English. No programming needed:
The app's texts can be translated, no programming needed. The command line, logs and diagnostics stay English.
1. Copy `src/frameport/locales/template.json` to `src/frameport/locales/<code>.json`, where `<code>` is the language
code (`de`, `fr`, `pt`, `ja`, …).
2. Add `"_language": "<the language's own name>"` (e.g. `"Deutsch"`); it's shown in Settings → Language.
3. Fill in the values. Each key is the English text; leave a value empty to keep the English text. Plural entries
have a list value: `["<one>", "<other>"]`. Keep `{placeholders}` such as `{title}` or `{n}` exactly as they are,
and keep `…`, `·` and line breaks where the English has them.
4. Try it: `uv run frameport-gui`, choose the language in Settings → Language, restart FramePort.
5. Open a pull request with the file. When the English texts change, `python scripts/i18n_extract.py` refreshes the
template; new texts then show in English until they're translated.
1. Copy `src/frameport/locales/template.json` to `src/frameport/locales/<code>.json` (`de`, `fr`, `pt`, `ja`, …).
2. Add `"_language": "<the language's own name>"`, for example `"Deutsch"`.
3. Fill in the values. Each key is the English text; an empty value keeps the English. Plural entries take a list:
`["<one>", "<other>"]`. Keep `{placeholders}` such as `{title}` exactly, and `…`, `·` and line breaks where the
English has them.
4. Try the translation: `uv run frameport-gui`, pick the language in Settings → Appearance → Language, restart FramePort.
5. Open a pull request with the file. New English texts show in English until they're translated.
Wording rules for English (and a guide for tone) are in `docs/STYLE.md`.
## Ground rules
- Use only games you own. Contributions that help bypass DRM, licence or entitlement checks, or that add game files,
are not accepted.
- Never commit personal data (IP addresses, user names, home paths, Steam IDs).
+49 -47
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@@ -8,73 +8,78 @@
![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 to run there, uploads the game and adds the game to your Steam library with artwork.
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 tour](docs/media/frameport-tour.mp4) · [Watch the install tutorial](docs/media/frameport-install.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 ([Built on](#built-on))
> and adds its own patches.
> [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. Some need Meta's services or hardware the Frame lacks.
> 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
![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, test that the game starts.
- **Recipes:** tested patches and settings for hundreds of games. Other games get suggested patches, each explained.
- **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 open in FramePort.
- **Your Frame from your PC:** Type on Frame, Files, Screenshots, Live view (what the headset shows) and Monitor
(frame rate, temperatures, battery, processes).
- **Your room for mixed reality (experimental):** scan your room in the headset and fix the scan up in 3D. Try the room with
[Test Quest MR](https://github.com/spoopyghosty0/TestQuestMR).
- **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.
Details for each: [Install and first steps](docs/INSTALL.md).
![Monitor](docs/images/monitor.png)
![Screenshots](docs/images/screenshots.png)
![Room (experimental): the scanned room in 3D, clean-up and labels](docs/images/room.png)
## Quick start
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) FramePort for Windows, macOS (Apple
Silicon) or Linux, unpack the download and start FramePort.
2. 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 **SteamVR dashboard → Launch a program → Desktop**, then **app menu → System → Konsole**, and
run:
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:
```
curl -fsSL https://frameport.app/s | bash
```
4. Click **Allow** when FramePort shows the same 4-digit code as the Frame. Steam restarts once. If Steam asks to install
**Lepton** (Valve's Android runtime), confirm.
5. **Add games → Scan a folder…**, open a game and click **Install on Frame**. Play the game from the Frame's Steam library.
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.
Full guide: [Install and first steps](docs/INSTALL.md). Game folders: [FAQ](docs/FAQ.md).
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
[FAQ](docs/FAQ.md).
## Compatibility
Tested games get their recipe (the patches and settings that work) automatically. Other games get suggested
patches. See the [tested games](docs/GAMES.md). Got a game working?
[Share its recipe](docs/INSTALL.md#share-a-recipe-or-report-a-problem).
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).
## Compared with other tools
FrameDrop and Valve's own tools install an app as it is. FramePort also:
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- is **free and open source** (GPL-3.0). FrameDrop is free (donationware), without published source.
- **converts and patches Quest games** that don't run as they are, with tested recipes for hundreds of games.
- runs on **Windows, macOS and Linux**. FrameDrop is for Windows.
- connects over **Wi-Fi or a USB cable**, without a **Pair new host** step.
- **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>
@@ -83,12 +88,12 @@ FrameDrop and Valve's own tools install an app as it is. FramePort also:
|---|---|---|---|
| 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; 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) |
| 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 hundreds of games, updated without an app update | Not stated | No |
| 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 is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
| 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 |
@@ -96,10 +101,10 @@ FrameDrop and Valve's own tools install an app as it is. FramePort also:
</details>
Based on each tool's own pages, checked 2026-10-09:
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 the problem](https://github.com/spoopyghosty0/frameport/issues/new).
Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issues/new).
## Built on
@@ -114,17 +119,14 @@ What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
| | |
|---|---|
| [Install and first steps](docs/INSTALL.md) | Install, connect, install games, update |
| [What the setup changes](docs/FRAME_SETUP.md) | Changes on the Frame, firewalls, undoing it |
| [FAQ](docs/FAQ.md) | Game folders and fixing problems |
| [Compatibility](docs/COMPATIBILITY.md) · [Tested games](docs/GAMES.md) | What runs, and how well |
| [Controller buttons](docs/CONTROLLERS.md) | Quest buttons on the Frame's controllers |
| [Themes](docs/THEMES.md) | Color themes and making your own |
| [Install button](docs/INSTALL_BUTTON.md) | An "Install with FramePort" button for your download page |
| [Diagnostics](docs/DIAGNOSTICS.md) | What a problem report contains |
| [Patch reference](docs/PATCHES.md) | Every patch and game setting |
| [Porting playbook](docs/PLAYBOOK.md) · [Runtime reference](docs/FRAME_RUNTIME.md) | Symptoms and fixes; facts about the Frame |
| [Architecture](docs/ARCHITECTURE.md) · [Screenshots and videos](docs/SHOWCASE.md) | How the code and the docs' pictures are made |
| [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 |
## Development
+1 -3
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@@ -1,6 +1,6 @@
# Third-party notices
FramePort is GPL-3.0-only (see `LICENSE`). FramePort includes or downloads the following third-party work.
FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the following third-party work.
## Included in this repository / the release bundles
| Component | Where | License |
@@ -25,8 +25,6 @@ FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, th
| Eclipse Temurin JRE | api.adoptium.net | GPL-2.0 with Classpath Exception |
| apksigner (Android build-tools) | dl.google.com Android repository | Apache-2.0 |
| Revive (portable copy, only if Revive isn't installed) | github.com/LibreVR/Revive releases | GPL-3.0 |
| Cpp2IL (only for Unity IL2CPP patches) | github.com/SamboyCoding/Cpp2IL releases | MIT |
| APKEditor (only for app bundles with resource splits) | github.com/REAndroid/APKEditor releases | Apache-2.0 |
Valve's Lepton, Proton and SteamVR, and Meta's software, are used on your devices as installed by Steam / Meta;
FramePort doesn't distribute them.
+70 -2895
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+9 -11
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@@ -1,18 +1,16 @@
# Announcements
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit `current.md` on `main`: the app
reads the file from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone
without a release.
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit it on `main`: the app reads it
from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone without a release.
## Who sees it
- **Only people who used FramePort before the announcement's `date`.** A new install never shows an announcement,
and neither does an announcement published before FramePort was installed.
- **Once.** Closing the pop-up in any way (the X, a click outside, Escape, or the pop-up's button) dismisses the
announcement for good. The app remembers dismissals in its settings (`announce.dismissed`).
- **A new announcement = a new `id`.** A typo fix with the same `id` doesn't show the announcement again to anyone
who closed it. A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier
announcement or not.
- **Only people who already used FramePort before the announcement's `date`.** A new install never shows one, and
nor does an announcement published before FramePort was installed.
- **Once.** Closing it in any way (the X, a click outside it, Escape, or its button) dismisses it for good. The app
remembers dismissals in its settings (`announce.dismissed`).
- **A new announcement = a new `id`.** Fixing a typo with the same `id` doesn't show it again to anyone who closed it.
A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier one or not.
## The file
@@ -33,7 +31,7 @@ The body, in Markdown: **bold**, *italic*, `code`, [links](https://frameport.app
The body is Markdown (no HTML). A `date` in the future works as a schedule: nobody sees it before then.
Images look best at about 2:1 (for example 1200×600). The pop-up is 600 px wide and shows between 140 and 320 px of the
Images look best at about 2:1 (e.g. 1200×600). The pop-up is 600 px wide and shows between 140 and 320 px of the
picture's height.
`pytest tests/test_announcements.py` checks this file, so a broken announcement fails CI instead of silently showing
+13 -47
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@@ -1,66 +1,32 @@
dfeee15b52a530aef0fc90f79140249522adf888d1c88fd57935dd8ce5257fa5 ./arm64-v8a/libVkLayer_fdm_darken.so
86974202436e9209e260a690ae3eb0082d7d0f88e17c621dd77c0788ea66bc6d ./arm64-v8a/libVkLayer_fp_shaderfix.so
e63d93e086df3b7b29501188b80fb113879e2fd325d7659f68a31ac5bc87b561 ./arm64-v8a/liba32bridge.so
81b073b0cdf11fdb09d22dff682884c5046fe13801f18db9aed232e86f3bf173 ./arm64-v8a/liba32rt.so
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
222727ddabf7eaee08c92e86c64f02edc6639667e9041ab2629032b885c9ae3a ./arm64-v8a/liba32bridge.so
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
845905e8c2da617dddcb9625f4ed38e06f1d85f9c729b55dacb2c59488074c3e ./arm64-v8a/libfp_langpack.so
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
0055308856070aa7e09d80bcf66ea52dc0a495829b9da64383e38f4350706226 ./arm64-v8a/libfp_vk.so
3c548b567c6984c91bf3f4a2b0bae1336f569f3e9fa9c3204872fd9876f88284 ./arm64-v8a/libfp_xrruntime.so
e32f9b3222bfe2e58c193db809ac2cf54086df36fd2ec6651aa2e58308f6b39d ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
4a13a33e112c9e4e3c5ff4337ed6e988a9e5b3602f48d654df148ef5fafbf426 ./arm64-v8a/libfpglmv.so
36400eae4ba3807bcfcd54463daa217347032b07218792faa448d8cbbd086a0e ./arm64-v8a/libframe_xrshim.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
dc8b8dd017934077ad181da0cd08b03581561822b189b580faa2b495e20eec7d ./arm64-v8a/libopenxr_loader_generic.so
b1ec76d3c93862ef2e5dcffab44b4b45cdbd791df3c6870350a04be44a0e0137 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
c7a14d34e4ddf20ec943641f6431525867d6f030cd01160df1b24afd441af39f ./arm64-v8a/libvrapi.so
c7a14d34e4ddf20ec943641f6431525867d6f030cd01160df1b24afd441af39f ./arm64-v8a/libvrapi_foveation.so
200525569cd37551e606be93fc76e8ac41e9516b3ffa922a3d4ebe40ba6a3824 ./armeabi-v7a/libopenxr_loader_generic.so
6fd59e6c6e533c0a17204e4f12adaf992ffa6cf58d6280aa9b37ca7ba20299d4 ./dex/browser-handoff.dex
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
b35a45e3e4948352a5433553420848eb7a8837afbe114edb1e95979872e25426 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
55aae57d292e9536701f2f8a9dbaf1edcfdd766c5748d07a34da2f5ef197f212 ./hevc/libstagefrighthw.so
389352bf10c03ab54e784a43c9b217451dd814cacec1d7178777e337c9d6f7de ./hevc/manifest.json
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
2cc16b90abcd3d359f1658c581172bd650017bf2725e24268915f50904c000ec ./linux-arm64-bin/fp_roomscan
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
00c2dead0fd7497929833467f0e55699d57d26be1b85dce35402993852f7b111 ./roomscan/ceiling.png
c1962de31ed2810d31c760cf9ee63316ac2b8c9528ccbcd9299ebf5ba39b2995 ./roomscan/done.png
0dfaea4c68979b0a45a9fef06fdf1a92468ffc8f46f80a3a014fce1d805972d5 ./roomscan/failed.png
f2bae84f1d1512f87b25e688acdddb29b3f360f3f0d0cd4fdeeb741a79e7b19a ./roomscan/finish_00.png
9be7720c45f162e99813cb9a7a03e026fed53b41f06637b30ded309eeac91759 ./roomscan/finish_01.png
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42871b440b77449d4fe41be1c809a930148a874caa8bc92b13b5d25bb6effa83 ./roomscan/finish_03.png
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b88d6c590ea839a9d11b3a4de8c3effb39752f7114318966fddae09995e0fd37 ./roomscan/finish_07.png
4a3615db26cf765b855a997be3e067aed58464894dab4a6700fdec5c2b854501 ./roomscan/finish_08.png
f532a83044e707c66dbc74787ce7b844890bc05829d3e9c8f7e33dae9db246a5 ./roomscan/finish_09.png
ffce61a9f13bbb250fad3582396a5bec82a1bad1d585b7ef9b8f65d343806b26 ./roomscan/finish_10.png
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1147391822be3f1aa5351374b8fd9ec85f8b5ce40e3cb9f3146d778e6fbc652a ./roomscan/floor.png
eb3c8b55a9dbafa030797ca9f06a22c3ee3bbef96cb7adea26d433ebad43d43f ./roomscan/look_00.png
6ba965ff6d22a469c558f2a68229bd2ff48fc28badb95889ca245310d1dd3e96 ./roomscan/look_01.png
0a11cec25ebc76fe11d505d1f2ec162c9b4a6754393065800e73b1f81e2d94c8 ./roomscan/look_02.png
fa5a4c94d20af56797b9fcc111148767847a6633ade9217cab373de232efad90 ./roomscan/look_03.png
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133617f0d8d1e69c37408aac80033f71856b592b62e3b780cc12b446bd974680 ./roomscan/look_05.png
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3767e7db5fb6babc872fa62c42604f749c65936717d332101745b201cd450cd5 ./roomscan/look_08.png
2924dc65e5c497545340209edc16060e12e1834d11af6871d1c1baa50b7b2562 ./roomscan/look_09.png
cd0150dfc10b2aea39403c74eff72fd05fb0111178ef39b4c98657a6d16d105e ./roomscan/look_10.png
011355e412f73ade3896e9037490e607c4365d0cf8ceb807d236bf68b414d3ed ./roomscan/look_11.png
1b8b47ffb47568d540921f065b5958eeb44a6489498d58e0f33f5d1f535154e2 ./roomscan/look_12.png
926c7bc6a103adee5b9bf938f5d4e39095ab77fd6270b5301be3b0428edd9ae6 ./roomscan/start.png
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
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@@ -1,8 +1,8 @@
{
"revision": 11,
"revision": 8,
"runtime_sha256": "456e912c75cd389abcf6a63bc80e2a53bdc334371d00b200c93680388ae955e2",
"files": {
"libstagefrighthw.so": "55aae57d292e9536701f2f8a9dbaf1edcfdd766c5748d07a34da2f5ef197f212",
"libstagefrighthw.so": "141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c",
"podman.py": "529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca",
"media_codecs_frameport.xml": "46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405",
"COPYING.FFmpeg": "b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe"
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@@ -1,9 +1,9 @@
package: ScaredBySquares.Game
title: Scared By Squares
status: works
status: unknown
notes: 'Showed black and dropped back to the home environment while the game kept running (sound only, GitHub 323).
Fixed in FramePort 1.2.1 (confirmed in the headset by the reporter). Rebuild and reinstall the game after updating
FramePort.'
Fixed in FramePort 1.2.1 and checked on the Frame without the headset (the game runs at 72 fps and SteamVR keeps it
as the running game); not yet confirmed in the headset. Rebuild and reinstall the game after updating FramePort.'
details: 'The game (Unreal 4.27, OpenXR) creates two controller actions named "turn" (an action mapping and an axis
mapping called Turn). The Frame''s runtime accepts the duplicate, then fails to load the input manifest it builds
from the actions ("SetXrInputConfig failed. Failed to load manifest") and treats the game as closed. FrameBridge''s
@@ -14,9 +14,6 @@ xr: OpenXR
frame:
- frame.hw_video_decode
- frame.unreal_skip_obb_check
verified:
date: '2026-10-17'
issue: 323
updated: '2026-10-17'
updated: '2026-10-16'
min_app: 1.2.1
source_hint: Scared By Squares
@@ -8,21 +8,19 @@ notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers,
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). swapchain_pool shares extra GLES panel images to avoid the
runtime swapchain count cap (#387); host-tested only, menu interaction needs a headset check.'
(added 2026-10-09, not yet checked in the headset).'
tested_version: 2.0.22
engine: Other
xr: OpenXR
frame:
- frame.hw_video_decode
adapter:
swapchain_pool: 1
equirect_emul: 1
stable_local: 1
focus_hold: 1
scale: 0.75
verified:
date: '2026-10-01'
updated: '2026-10-18'
updated: '2026-10-10'
min_app: 0.12.1
source_hint: 4XVR Video Player
@@ -1,16 +0,0 @@
package: com.And7Limited.Hitstream
title: Hitstream
status: works
tested_version: 2.06bQuest
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
adapter:
controller_models: 1
haptic_fix: 1
notes: Fitness rhythm game; uses controller models and haptics fix.
verified:
date: '2026-10-12'
known_good_sha256: ecc9e2eee79073ae97ad5d3f70c21e8f049f899f21b51dfd541430bb7dd04cac
source_hint: Hitstream
@@ -1,23 +0,0 @@
package: com.Appnori.SummerSports
title: Summer Sports
status: works
tested_version: 0.5.1
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: '2026-10-17'
known_good_sha256: 582adf5a538eb9565921cc0384e61bf113ab9215c1ad462fade82d06ad3302fa
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 395
source_hint: All in One summer Sports VR
@@ -1,29 +0,0 @@
package: com.BaggyG.JKXR_Companion_App
title: JKXR_Companion_App
status: unknown
notes: 'JKXR''s companion app: it manages JKXR''s mods and start options in /sdcard/JKXR. On the Frame each game
has its own /sdcard, so this recipe shares JKXR''s folder with it (device.shared_folder). Install JKXR first.
Starting JKXR from the companion app can''t work (each game runs in its own container): start JKXR from Steam.
Shared folder not yet confirmed by a player (GitHub 440).'
tested_version: '1.0'
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-20'
known_good_sha256: 75ee0487ed6253a682b388df7ff06c6f7f35b2ce1b5a71341aed815bf6d60b34
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 109
issue: 440
source_hint: jkxrcompanion_115meta
shared_folder:
game: com.drbeef.jkxr
folder: JKXR
min_app: 1.3.1
@@ -1,23 +0,0 @@
package: com.BanzaiStudios.GAZZLERS
title: GAZZLERS
status: unknown
notes: Stopped at start with "Current Platform is not supported" (GitHub issue 404); the recipe makes the game take
its Meta Quest path. The fix builds and applies offline; not yet checked on the Frame.
details: The game chooses between its Meta Quest and PICO code from SystemInfo.deviceModel and throws for any other
device; Lepton's Android reports Valve Lepton (write-once ro.product properties). frame.gazzlers_quest_platform
makes PlatformDeterminer.GetAndroidPlatform return Platform.Meta.
tested_version: 1.4.1.7857
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.gazzlers_quest_platform
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-23'
issue: 404
updated: '2026-10-23'
source_hint: Gazzlers
@@ -1,23 +0,0 @@
package: com.BolverkGamesFlat2VR.SurvivingMarsPioneer
title: 'Surviving Mars: Pioneer'
status: works
tested_version: 1.0.14
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-18'
known_good_sha256: 3a9ff281417c219736ee10969e6ce4f7d8395472cb60718db8839d65edac4777
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 399
source_hint: Surviving Mars Pioneer
@@ -1,24 +0,0 @@
package: com.CarbonStudio.TheWizards
title: The Wizards
status: works
tested_version: '1.11'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
use_alt: true
frame:
- frame.unreal_thumb_touch
adapter:
haptic_fix: 1
pose_time_fix: 1
scale: 2.0
verified:
date: '2026-10-18'
known_good_sha256: c1d979d746c2be941e150e948aec755d85034de829abfe30e5bf0761a49135ef
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 397
source_hint: the wizards
@@ -1,25 +0,0 @@
package: com.CortopiaStudios.Spectre
title: Spectre
status: works
notes: Works since 1.2.1 (the loading screen waited for a Meta analytics request).
tested_version: 1.0.1.1354
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
- frame.cortopia_org_id
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-17'
known_good_sha256: a37a5400ef58906b575f6da1649b62ac7ce024eab831fae105457c1d5d12c2de
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 390
source_hint: Wonder
@@ -1,30 +0,0 @@
package: com.CyDream.BattleTalent
title: BattleTalent
status: issues
notes: "Plays normally. The mixed-reality mode doesn't appear in the start menu (also with an APK from a Quest 3); MR
progress in #355. LAN multiplayer works; online rooms need Meta's account check (user proof), so online
multiplayer can't work (#408)."
tested_version: '4.7'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
- frame.luajit_pointers
- frame.unity_runtime_msaa_off
- frame.meta_permissions
- frame.unity_multipass
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-17'
known_good_sha256: 17bbf8d7fc0f24d61986a0c5e1e9175cfe1239de6f8bcb2f588a57f80d83a1d3
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 381
source_hint: com.CyDream.BattleTalent
@@ -1,26 +0,0 @@
package: com.EgerterSoftware.MovieDeckforPlex
title: Movie Deck for Plex
status: works
notes: Works out of the box and absolutely fantastically so.
tested_version: '6.4'
engine: Unity
xr: OpenXR
frame:
- frame.meta_permissions
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-20'
known_good_sha256: 397912f98ded90df0dabeb51d097c56de9b70ef99674303fa0efba84d43c4df0
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 435
source_hint: Movie Deck For Plex
@@ -1,25 +0,0 @@
package: com.GexagonVR.HardBullet
title: HardBullet
status: issues
notes: Loading screens (a cube overlay) are missing or corrupted up to FramePort 1.2.1; cube_quads (next release)
shows them as six panels, not confirmed in the headset yet. Level loads stall frame submission for up to ~1 s, so
the view freezes during loads.
tested_version: 1.0.9.704Q
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-17'
known_good_sha256: ecbb758d98083a590f100d5ac6efe9490ef74ad39b59217e0b4a11db920ecd51
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 96
issue: 385
source_hint: HARD BULLET
@@ -1,20 +0,0 @@
package: com.Iconik.LittleNightmaresVR
title: Little Nightmares VR
status: works
tested_version: 1.0.31
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
verified:
date: '2026-10-18'
known_good_sha256: 171e586bf35ee4494874c6f2c37fb734f718e5b81744b2df9095919398d70839
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 96
issue: 421
source_hint: Little Nightmares VR- Altered Echoes
@@ -1,19 +0,0 @@
package: com.MoonMonsterStudios.SpaceControl
title: SpaceControl
status: works
tested_version: 1.1.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-20'
known_good_sha256: 60b900a0a73a693426b85d81a489c63fab6cc959939f80efd29632945e0ce559
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 447
source_hint: Space Control
@@ -1,23 +0,0 @@
package: com.MyronSoftware.Deisim
title: Deisim
status: works
tested_version: 1.58.543
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.photon_voice_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-21'
known_good_sha256: 91bc0a28ff7ca22a877f4f920984c3a6a2c91828a2bccff0c5eb4affb4dc13ae
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 462
source_hint: Deisim
+1 -2
View File
@@ -12,7 +12,6 @@ overport_extra:
- patch_force_passthrough
adapter:
scene_emul: 1
scene_hide_bounds: 1
device:
- device.text_input_window
verified:
@@ -23,4 +22,4 @@ verified:
frame:
- frame.meta_permissions
- frame.unity_text_input
updated: '2026-10-17'
updated: '2026-10-15'
@@ -1,20 +0,0 @@
package: com.ORIGAMEDIGITAL.UmurangiGenerationVR
title: Umurangi Generation VR
status: issues
notes: The game freezes after taking a photo, while it saves it, which makes it hard to play.
tested_version: '1.163'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-22'
known_good_sha256: c4dfe227c3e33e611f9a4b8ee542912c0891fe600a7d32e56cbe84b0524ec8d9
app: 1.3.0
overport_cli: 1.2.5
issue: 472
source_hint: com.ORIGAMEDIGITAL.UmurangiGenerationVR.output
+1 -4
View File
@@ -6,10 +6,7 @@ engine: Unreal
xr: OpenXR
status: works
notes: Very large data set (~31 GiB). Built with disable_space_warp.
details: 'Reported working on Pico 4 with overport runtime 3.0.x. 83 OBB/pakchunk files (~32 GB): besides main and
patch.0, 81 patch.pakchunk<N>-Android_ASTC.com.Sanzaru.Wrath2.obb files (~27 GB). Without them the game hangs at
engine start-up (GitHub #471); up to FramePort 1.3.0 they are only sent from a com.Sanzaru.Wrath2 folder next to
the APK, not loose next to it.'
details: Reported working on Pico 4 with overport runtime 3.0.x. 83 OBB/pakchunk files (~32 GB).
overport_extra:
- patch_disable_space_warp
alt_overport:
@@ -1,24 +0,0 @@
package: com.TeravisionGames.OrcsMustDie
title: 'Orcs Must Die: By The Blade'
status: works
notes: Perfect at v151
tested_version: 1.0.164237
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
equirect_emul: 1
haptic_fix: 1
verified:
date: '2026-10-21'
known_good_sha256: 11e5d45587277a5edea8be4862c7af19aa5c38445676607c541bc1e471f473ff
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 453
source_hint: OrcsMustDie
@@ -1,11 +0,0 @@
package: com.TriangleFactory.Breachers
title: Breachers
status: unsupported
notes: Online-only multiplayer that needs Meta's online services, which aren't available on the Frame. The game's own
copy of Meta's platform library (libovr_custom.so) quits at start ("Failed to launch SystemActivities").
tested_version: 40.0.23
engine: Unity
xr: OpenXR
verified:
date: '2026-10-17'
issue: 357
+6 -13
View File
@@ -5,21 +5,16 @@ 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. frame.unity_text_input added from detection (not headset-verified); no device.text_input_window:
its Android window took the controllers'' input (owner, 2026-10-23).
Keeps the Quest 2 headset identity for now: as a Quest 3 it switches to larger eye images after the intro, which
the Frame''s swapchain limit refused (GitHub #424). With the Vulkan panel pool (swapchain_pool) it runs as a Quest
3 (checked headless 2026-10-23); the Quest 3 identity comes back with the FramePort release that has it.'
notes: FrameBridge turns its upside-down UI panels upright (flip emulation, in place since FramePort 1.2.0). Ubisoft
login may not work.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
- patch_ac_nexus_no_appsw_90
frame:
- frame.unity_text_input
frame_remove:
- device.headset_model
device:
- device.text_input_window
verified:
date: '2026-09-28'
@@ -28,7 +23,5 @@ verified:
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: '2026-10-23'
min_app: 1.3.0
adapter:
swapchain_pool: 1
updated: '2026-10-15'
min_app: 1.2.0
@@ -1,21 +0,0 @@
package: com.WenklyStudio.SurvivalNation
title: Survival Nation
status: works
tested_version: 1.14.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
scale: 1.8
verified:
date: '2026-10-18'
known_good_sha256: 7903dfee1c9c36d19e1c6c78a1f0ede1f0b25ce6a6065811997297e701009250
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 401
source_hint: survival nation
@@ -1,11 +0,0 @@
package: com.ZarApps.PianoVision
title: PianoVision
status: unsupported
notes: Starts, but needs camera hand tracking (Android games on the Frame only get hands built from the controllers)
and USB MIDI from a piano, which the Frame's Android container doesn't pass through.
tested_version: 3.0.8
engine: Unity
xr: OpenXR
verified:
date: '2026-10-20'
issue: 297
@@ -1,22 +0,0 @@
package: com.astrobotquest.vrhost
title: Astro VR Host
status: works
notes: Runs your own Astro Bot Rescue Mission files (the unpacked CUSA12392 folder, not the .pkg). With the Files
tab, copy the folder to Android/data/com.astrobotquest.vrhost/files/games/ in the game's storage and add Android/data/com.astrobotquest.vrhost/files/vrhost.txt
with the lines language=<your language, e.g. en-US> and refresh_rate=80. Set FoV to 100% in the game.
details: 'Tested with AstroQuest v0.23 (https://github.com/bigmak94/AstroQuest). The port caps the resolution at
1440 px per eye; vrhost.txt can''t change that. Other vrhost.txt options: https://github.com/bigmak94/AstroQuest/blob/main/README-QUEST-VR.md#installing-and-running'
tested_version: '0.23'
engine: Other
xr: OpenXR
adapter:
refresh_rate: 80.0
verified:
date: '2026-10-22'
known_good_sha256: c2e13ab155b947c0037362635bd34112c16b69b804af82b347021f2261ef5bfb
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 464
source_hint: AstroQuest
@@ -1,17 +0,0 @@
package: com.baywilly.crazytaxivr
title: CrazyTaxiVR
status: works
tested_version: CrazyTaxiVR-42
engine: Other
xr: OpenXR
adapter:
scale: 0.85
verified:
date: '2026-10-17'
known_good_sha256: 6801a09fec435776457dd2abd1c60d7db240be26cb846699946303aa94f53b04
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 380
source_hint: CrazyTaxiVR
+2 -3
View File
@@ -16,7 +16,6 @@ frame:
- frame.hw_video_decode
- frame.unity_text_input
adapter:
fixed_resolution: 1
sync_guard: 1
surface_native: 1
fade_quad: 1
@@ -27,6 +26,6 @@ verified:
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-18'
min_app: 1.2.2
updated: '2026-10-15'
min_app: 1.1.0
source_hint: Batman- Arkham Shadow
@@ -1,26 +0,0 @@
package: com.com2usroca.Darksword
title: Darksword
status: works
tested_version: 1.6.2.11
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.bhaptics_permission
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
haptic_fix: 1
scale: 1.5
foveation: tracked
verified:
date: '2026-10-18'
known_good_sha256: 47f9968e5fac70a5873b996a4d7b9c01d42d2f0cc1d9dc24013eb2e3b08a8a8e
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 410
source_hint: darksword
@@ -1,24 +0,0 @@
package: com.cosmorama.tabletroopers
title: Table Troopers
status: works
tested_version: 2026.40.4
engine: Unity
xr: OpenXR
frame:
- frame.gms_platform_version
- frame.photon_voice_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-17'
known_good_sha256: b0a4b0e29855277712b580bd5507721fff137bde77b1911b34cca89c627feef1
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 391
source_hint: Troopers
-19
View File
@@ -1,19 +0,0 @@
package: com.drbeef.jkxr
title: JKXR
status: issues
notes: Tested in the early part of Jedi Outcast. Two players report stutters and freezes after 3-15 minutes of play
(under investigation in issue 441).
tested_version: 1.1.28
engine: Other
xr: OpenXR
frame:
- frame.tbxr_vendor
verified:
date: '2026-10-20'
known_good_sha256: 771e48b22d3a558ea11869aa1e9070b11908b17ab47a9e8866769bb67efc30a5
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 109
issue: 441
source_hint: QuestAPKs
-23
View File
@@ -1,23 +0,0 @@
package: com.drbeef.questzdoom
title: QuestZDoom
status: issues
notes: 'Needs a WAD: put it into QuestZDoom/wads in the game''s storage (Files tab) and set QuestZDoom/commandline.txt
to "qzdoom -iwad /sdcard/QuestZDoom/wads/<name>.wad". Slowed to a crawl after 5-10 minutes before
gl_error_clear (issue 237); not yet confirmed in the headset with it.'
details: GZDoom on OpenGL ES with Team Beef's OpenXR code. The game leaves GL_INVALID_ENUM pending every frame; the
runtime's GL check failed on it at the first swapchain and its GL interop then created about 100 GPU objects a
second that were never freed (8,000 after 75 s headless). Frames slowed down over the minutes, and in a player's
session the GPU driver crashed after 6 minutes and the Frame restarted. gl_error_clear clears the errors before
FrameBridge calls the runtime; GPU objects then stay flat (headless, 2026-10-24).
tested_version: 1.6.2
engine: Other
xr: OpenXR
frame:
- frame.tbxr_vendor
adapter:
gl_error_clear: 1
verified:
date: '2026-10-24'
issue: 237
updated: '2026-10-24'
source_hint: questzdoom-1.6.2
@@ -1,22 +0,0 @@
package: com.el.blackholepooldemo
title: Black Hole Pool
status: works
tested_version: 5.3.2
engine: Unity
xr: OpenXR
frame:
- frame.vivox_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-17'
known_good_sha256: 17c23df3813324250ec1792d8dc0488dadf0df0a7ccbe33157d88f427889a92e
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 396
source_hint: Black Hole Pool
@@ -1,24 +0,0 @@
package: com.fasttravelgames.solero
title: Solero
status: works
tested_version: 1.00.109160
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.gms_platform_version
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
equirect_emul: 1
haptic_fix: 1
verified:
date: '2026-10-20'
known_good_sha256: 2d19ac1ed61cc12d0976155fbb6697fb87ec5d60c6601fe1598c965bc3e48377
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 448
source_hint: Action Hero
@@ -1,36 +0,0 @@
package: com.fgol.HungrySharkEvolution
title: Hungry Shark Evolution
status: works
notes: Phone game (2D). Tested with 14.6.0 installed from an .xapk bundle; cloud sync and Google services don't work.
tested_version: 14.6.0
engine: Unity
xr: '?'
overport_remove:
- patch_copy_libraries
- patch_copy_ovrplugin_vrapi
- patch_replace_icon_label
- patch_fix_min_android_sdk
- patch_generate_config
- patch_remove_localized_names
- patch_clean_up_frida
- patch_oculus_unity
- patch_oculus_unreal
- patch_vr_metadata
- patch_launcher_entry
- patch_remove_uses_library
- patch_fix_unreal_crash
- patch_meta_xr_audio
- patch_mark_as_debuggable
- patch_mark_allow_backup
frame:
- frame.unity_text_input
- frame.hw_video_decode
verified:
date: '2026-10-25'
known_good_sha256: d912bc914ea396f19e51d1b35777232cb0a4225a5f288870916744fcaacba9b1
app: 1.3.1.dev675
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 123
issue: 486
source_hint: Hungry+Shark+Evolution_14.6.0_APKPure
-24
View File
@@ -1,24 +0,0 @@
package: com.garage.drumsrock
title: Drums Rock
status: works
notes: Let's Rock!
tested_version: '1.401'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-18'
known_good_sha256: 61d724ce51cc5bc17c7f942803922e8606fc5d60bc4ec5134f06754c5172c7eb
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 409
source_hint: drums rock
-16
View File
@@ -1,16 +0,0 @@
package: com.gevr.port
title: GoldenEye VR
status: issues
notes: No sound; otherwise works great.
tested_version: 0.5.8
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
verified:
date: '2026-10-18'
known_good_sha256: 5bd0d5ad71368178f8478193c215459a670d22ca6828bb155d76c5255908759b
app: 1.2.1
overport_cli: 1.2.5
issue: 412
source_hint: GoldenEye-VR-v0.5.8
+2 -4
View File
@@ -5,10 +5,8 @@ source_hint: NOPE CHALLENGE
engine: Unreal
xr: OpenXR
status: works
notes: "Meta XR Audio telemetry patch + nodebug. MR mode: needs a scanned room."
details: The MR 'Reality Breach' mode needs passthrough and a room; standard VR mode was verified.
adapter:
scene_emul: 1
notes: Meta XR Audio telemetry patch + nodebug. MR "Reality Breach" mode unavailable.
details: The MR 'Reality Breach' mode needs passthrough; standard VR mode used.
alt_overport:
- patch_remove_unreal_force_quit
frame:
-23
View File
@@ -1,23 +0,0 @@
package: com.mrf.tvb.cubism
title: cubism
status: works
notes: works and passthrough play works also
tested_version: 1.8.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-17'
known_good_sha256: fd1ba8eae19efe0f2a17fc146847de677263125f9ec5437cea5c632f0cd88dcf
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 403
source_hint: Cubism
@@ -1,19 +0,0 @@
package: com.mrf.tvb.laser_dance
title: Laser Dance
engine: Unity
xr: OpenXR
status: works
notes: Mixed reality laser obstacle course; requires spatial data and room layout emulation (scene_emul=1). frame.meta_depth_occlusion keeps close lasers visible (its asset fixes only for the build they were made for); tested version not recorded (PR #246).
details: Mixed reality game that projects lasers across your room; needs Meta scene emulation and spatial data permission.
adapter:
controller_fix: 1
haptic_fix: 1
scene_emul: 1
passthrough_emul: 1
frame:
- frame.meta_permissions
- frame.meta_depth_occlusion
- frame.unity_scene_active_rooms
- frame.unity_text_input
min_app: 1.2.2
updated: '2026-10-18'
-25
View File
@@ -1,25 +0,0 @@
package: com.onehamsa.underdogs
title: UNDERDOGS
status: works
tested_version: 1.5.4.12573
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.photon_voice_audio_route
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
verified:
date: '2026-10-23'
known_good_sha256: 0b98b5c71855341abc2ad942dbbdd920a6d362f7fee25a598b1a6ca1248fb27a
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261022.6150929'
agent: 109
issue: 474
source_hint: com.onehamsa.underdogs
+1 -2
View File
@@ -18,12 +18,11 @@ engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.pojlib_connection
device:
- device.text_input_window
lepton_env:
LEPTON_ENV_LIBGL_NOERROR: '1'
verified:
date: '2026-10-05'
updated: '2026-10-23'
updated: '2026-10-05'
source_hint: QuestCraft
@@ -1,12 +0,0 @@
package: com.rrrgames.ThiefSimVRQuest
title: Thief Simulator
status: unsupported
notes: Quits at start with the game's own "installed from unknown source" message. Lepton installs the game itself at
every start (there is no Meta store app on the Frame), so the game never sees the Meta store as its source.
tested_version: 1.1.7.3
engine: Unity
xr: OpenXR
verified:
date: '2026-10-17'
issue: 368
updated: '2026-10-17'
@@ -1,27 +0,0 @@
package: com.simpsonsHitAndRun.vr
title: Simpsons Hit and Run VR
status: works
notes: 'Needs the port''s game data: after installing, copy the "SimpsonsHitRun" folder (see the port''s GitHub
instructions) into the game''s storage with FramePort''s Files tab. In-game settings: Vehicle lights off, Enhanced
materials off, CSM shadows off (otherwise it crashes when starting a new game), Render scale 150% at 120 Hz.'
details: 'Tested with v1.2 of https://github.com/kote2345/The-Simpsons-Hit-and-Run-VR. Vehicle lights break entities
and Enhanced materials break textures. Render scale above 150% can''t keep up at 120 Hz (200% runs at about 100
fps). Optional: set the in-game VR tab''s mode to VR to make the menus more comfortable. While paused, a long
black texture can appear from the head when looking up; it goes away when the pause menu closes. Contributed in
issues 443 and 461.'
tested_version: '0.93'
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
adapter:
refresh_rate: 120.0
verified:
date: '2026-10-22'
known_good_sha256: e406a5da1b2f99fc3a9f95af44f458598ad52d1296a8c577bf1f8e2343738ff2
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 461
source_hint: SimpsonsHitRun_1.2
-22
View File
@@ -1,22 +0,0 @@
package: com.smtrandom.toytrain
title: ToyTrains
status: works
tested_version: 01.008.009
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-17'
known_good_sha256: f8665ccd5ce9907164e0700c6924e78821918df550154f3b869cb9907aa50ede
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 96
issue: 384
source_hint: Toy Trains
-22
View File
@@ -1,22 +0,0 @@
package: com.stalwart.barbaria
title: Barbaria
status: works
tested_version: 1.10.1.22383.158.OBERON.Quest.release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-18'
known_good_sha256: e0cd063fc14a2bea5503bf63cf83246527b286915f05186ca5a2c42ce6e7d75a
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 418
source_hint: barbaria
@@ -1,26 +0,0 @@
package: com.team17.killerfrequency
title: KillerFrequency
status: works
tested_version: 1.0.767.38513
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- 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
scale: 1.4000000000000001
verified:
date: '2026-10-18'
known_good_sha256: a11b008fcc0f5bc7aa5a3bb04d4267144d5ec60b26529a9b20e6499e12dcf079
app: 1.2.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 96
issue: 402
source_hint: killer freq
@@ -1,23 +0,0 @@
package: com.wnas.eternalstarlight
title: Eternal Starlight
status: issues
notes: Voice commands do not appear to work.
tested_version: 1.7.404
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-24'
known_good_sha256: 37a79332a89c974971df30a38adbeafdc2466c3163348ab4215ff93014d5be12
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 109
issue: 479
source_hint: Eternal Starlight
+1 -2
View File
@@ -1,14 +1,13 @@
package: com.zenstudios.PFXVRQuest
title: Pinball FX VR
status: issues
notes: "Plays; space warp off (fewer stutters). MR mode: needs a scanned room."
notes: Plays; mixed reality mode not working yet. Space warp off (fewer stutters).
tested_version: '1.9'
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
scene_emul: 1
equirect_emul: 1
hide_space_warp: 1
verified:
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