Compare commits

...
219 Commits
Author SHA1 Message Date
spoopyghosty0 63ad73a485 FramePort 1.4.0 2026-10-25 13:48:50 -04:00
spoopyghosty0 4d40b1c5bb Tests: the refresh-rate request hook is always installed too (#336) 2026-10-25 13:44:31 -04:00
spoopyghosty0 87e34bd9ef Site: release and contributor data refreshed (1.4.0) 2026-10-25 13:41:15 -04:00
spoopyghosty0 af142439ba Catalog: AC Nexus is a Quest 3 again with the Vulkan panel pool (#424; min_app 1.4.0) 2026-10-25 13:40:39 -04:00
spoopyghosty0 6988d54d5c FrameBridge: a refused refresh-rate request keeps the current rate instead of failing the game (OutRun quit on XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB, #336); triage refresh-rate-refused 2026-10-25 13:39:25 -04:00
spoopyghosty0 1eb7f655ba Catalog: First Contact (#489), Invasion (#490), Zero Caliber 2 (#492), SynthRiders' new package (#494), Port0r Cop VR, Time Crisis II VR, House of the Dead VR, Time Crisis VR, Rally VR (#493, #495-#498); QuestZDoom works with gl_error_clear, qzdoom.ini note (#237) 2026-10-25 13:37:06 -04:00
spoopyghosty0 fe8b106560 Java gets a UTF-8 locale on Linux: FramePort on the Frame (C locale) passed 'LEGO® Bricktales' to OVRPort as 'LEGO?? Bricktales' and every build failed (#487) 2026-10-25 13:32:59 -04:00
spoopyghosty0 a8ab024b26 Start activity: an INFO activity counts as the launcher, so a game's only MAIN + INFO + VR activity isn't taken for a VR part behind a flat launcher (#476: theater mode stayed on, the Android window took the controllers); analysis 28 2026-10-25 13:32:57 -04:00
spoopyghosty0 dc98903fd6 Hybrid apps: declare the system feature they check before switching into VR (#484)
YouTube for Quest starts as a 2D panel and only opens its VR part (360 videos, full
screen) when the system has oculus.software.vr.app.hybrid. Opt-in patch
device.hybrid_app (offered when the manifest names the feature): the launcher exports
FRAMEPORT_FEATURES and puts FramePort's Podman wrapper on PATH, which mounts a
permissions file into the container's /system/etc/permissions. Agent v125; triage
hybrid-feature-missing. Checked headless on the Frame: pm list features shows it.
2026-10-25 10:20:40 -04:00
spoopyghosty0 6f307f0fe8 Windows updates: relative paths from the folders' long names (8.3 install paths)
Get-ChildItem lists a short path like C:\Users\RUNNER~1\... under its long name, so the
relative paths cut with the short path's length were wrong: the backup, the removal of
old-only files and the rollback went to wrong folders. CI's update smoke test caught it.
2026-10-25 09:37:12 -04:00
spoopyghosty0 b440656560 Keep Android's shared libraries OVRPort removes (#484)
OVRPort's patch_remove_uses_library drops every <uses-library>, also ones
Lepton's Android 11 provides: YouTube VR (org.apache.http.legacy) then dies
at start with ClassNotFoundException org.apache.http.protocol.HttpRequestHandler.

New patch frame.keep_system_libraries (default on where the original
manifest names such a library) puts those entries back after OVRPort,
always android:required="false". Lepton's libraries are one list
(system_libraries.LEPTON_LIBRARIES); analysis extra.uses_libraries reads the
original manifest (ANALYSIS_VERSION 27). Builds of apps without such an entry
are unchanged. Triage system-library-missing, PLAYBOOK row, tests.
2026-10-24 23:56:06 -04:00
spoopyghosty0 5429ae5c2b Steam library (now): later installs no longer hang behind a waiting library update (#305)
While a now-mode library update waited for FramePort/Desktop Mode/a game to close it held the shortcut lock;
the next install's library_mode call blocked on it until the 600 s agent timeout. library_mode now tries the
lock once, shortcuts journals changes into the waiting worker (merged after Steam closes, one restart), the
later queue waits at most 30 s, and runs only drop the journal entries they applied. Agent v124.
2026-10-24 23:54:47 -04:00
spoopyghosty0 48367c7cf8 Expansion files: other kinds get the game's package spelling too (#415)
Crisis Brigade 2 reloaded's office/alleys/challenges/mansion/ta1-3 .222.<package>.obb
copies with a lower-case package part reached the Frame under names the game can't
open. obb_names renames such <kind>.<vc>.<package>.obb files (case or copy suffix,
kind spelling kept) without an "another app" warning; NAMED_OBB kinds may contain
digits (ta1 was skipped by the scan) and copy-suffixed files of any kind are found.
2026-10-24 23:53:37 -04:00
spoopyghosty0 a6b37f8331 Windows updates never mix two versions (#476)
A failed copy was rolled back without deleting the files the new version had added: the old version then started next to a new patch module and crashed at start (cannot import name 'ORG_MARK'). The swap script now changes nothing while FramePort or a program file is in use, moves the old version's files the new one doesn't have into 'previous' (only inside the bundle's own folders), and a rollback deletes what the update added. Bundles carry frameport/_bundle_files.txt; at start the app removes or ignores leftover package files and tells the user to reinstall when compiled modules don't match. update_smoke.py runs a locked-file rollback and a leftover-module update on Windows.
2026-10-24 23:43:30 -04:00
spoopyghosty0 f2297a4ac1 Site: current app and docs; Controller buttons page; clearer wording
- Home, meta descriptions: Linux apps alongside Quest, PC VR and Android; shorter notice, matching the README.
- Setup page: the app's labels ('Already set up?', 'Connect by address…'); Pair new host asks by itself.
- Tour: the install video is about 90 s.
- Docs: CONTROLLERS.md is a site page now, and the image sync copies docs/images subfolders (its diagram lives in
  controllers/); the 'game won't start' path starts with the FAQ.
- 'it'/'this'/'that' replaced by the noun where the referent was unclear (walkthrough, setup, download, install
  pages, compare, PC VR panel, demo app).
2026-10-24 23:41:58 -04:00
spoopyghosty0 89a501d5d8 Docs: name the thing instead of 'it', 'this' or 'that' where the referent was unclear
Every page this branch touches: sentences that started with 'It'/'This'/'That' after naming two things, and short
answers ('report it', 'click it'), now say what they mean. Two FAQ headings start with 'The game' (no page links to
them).
2026-10-24 23:41:58 -04:00
spoopyghosty0 8359856609 Docs: themes, install button, controller buttons, diagnostics, contributing: tighter wording
Diagnostics starts with what a user sends and moves the maintainer workflow into one paragraph; contributing folds
the tested-game section into the quick contributions.
2026-10-24 23:41:58 -04:00
spoopyghosty0 dfdd6cf0ca Docs: install guide and FAQ: shorter, one idea per sentence
Same instructions in fewer words: setup alternatives as a list, moving from a PC in three short steps, room editing
as numbered steps, save backups once in the FAQ. The FAQ's 32-bit answer was outdated: the 32-bit bridge is
suggested for such games now.
2026-10-24 23:41:58 -04:00
spoopyghosty0 59de1da268 Docs: README and compatibility: no game count, shorter text
'Hundreds of games' instead of a number that goes stale (README, COMPATIBILITY, the site's comparison). Shorter
notice, features, quick start and comparison bullets; one-line docs index rows.
2026-10-24 23:41:58 -04:00
spoopyghosty0 75a016b4ff Docs: architecture: triage signatures now update from GitHub main too 2026-10-24 23:41:58 -04:00
spoopyghosty0 3170b3acc9 Docs: third-party notices list Cpp2IL and APKEditor, which FramePort downloads on first use 2026-10-24 23:41:58 -04:00
spoopyghosty0 bd242be4a7 Docs: transfer benchmark: remove local report paths, say what the uploader does today
The page named report files under a personal Windows home folder; the measurements stay, the paths go. A short
current-state section (OpenSSH SFTP for big files, 3 parallel uploads) heads the page, so the older 'production
still uses Paramiko, default 2' statements read as history.
2026-10-24 23:41:58 -04:00
spoopyghosty0 3dcede3ee3 Docs: runtime reference: version-neutral title, current Revive-under-Proton facts, no agent versions
The title pinned SteamOS 0.3.0 although sections cover up to 0.5.x; PC VR under Proton isn't 'unverified' any more,
and Revive's hooks don't work there (the old line said they did). sshd comes with Developer Mode and FramePort's key,
no password. The headset-view webcam does show games. Foveation preferences moved next to the other foveation
notes (they sat under Monitoring sources), the scan preview below the room overview. Room tab paths.
2026-10-24 23:41:58 -04:00
spoopyghosty0 68aab29e85 Docs: playbook: fix the broken first table, current PC VR model, one section for FramePort's own problems
The startup table had a row above its header separator (it rendered as plain text). PC VR games are installed
unchanged by default, Revive only for LibOVR games; the two duplicate -3001 rows are one now. Upload/SSH, install
link and store-detail rows moved out of the startup and PC VR tables into their own section, the OutRun rows into
the startup table. No agent version numbers; room scanning in the headset exists now; Add from a link.
2026-10-24 23:41:58 -04:00
spoopyghosty0 2e86f97905 Docs: contributor pages: current menu labels, PC VR runs as-is by default, Linux apps, no agent versions
CONTRIBUTING: Share working recipe / Report a problem under their menu groups, Language lives in Appearance,
patch_docs and showcase pointers. ARCHITECTURE: bundles and backups as sources, session triage, remote catalog,
PC VR games installed unchanged with Revive only for LibOVR games, a Linux apps section. FRAME_SETUP: menu entries,
services and FEX that FramePort adds later. DIAGNOSTICS: no agent version numbers. 'for example' instead of e.g.
2026-10-24 23:41:58 -04:00
spoopyghosty0 439cc6c213 Docs: install guide and FAQ follow the new game menu, settings and save backups
INSTALL: menu paths through the game menu's groups, one section on when games appear in Steam (was buried under
running FramePort on the Frame), save backup folder/automatic snapshots, shorter overlay and first-launch notes,
rename/session/settings commands. FAQ: foveation lives in Game settings now, Exit game pauses games first, save
backups as a short list, controller buttons.
2026-10-24 23:41:58 -04:00
spoopyghosty0 26b2ea16fd Docs: README and compatibility pages: current game count, full docs index, Linux apps; regenerate the tested-games list 2026-10-24 23:41:58 -04:00
spoopyghosty0 46863a7c61 Catalog: Hungry Shark Evolution (#486) 2026-10-24 23:35:19 -04:00
spoopyghosty0 79e329afe5 Tests: shorter line in the shader-fix triage test 2026-10-24 22:01:35 -04:00
spoopyghosty0 9973833585 Shader fixes: say once when none of a game's configured fixes matched
vk_shader_fix (vkshim) and zink_shader_fix (shader-fix layer) match a shader by size + SHA-256, so a game update that changes the shader made the fix silently do nothing. Once per session, when fixes are configured and none matched 5 minutes after the first shader module (checked only at module creation), the shim/layer logs '<prefix>: N shader fix(es) configured, none matched after M modules in S s (game updated?)'. Triage shader-fix-unmatched (info, report) + PLAYBOOK row. Artifacts rebuilt; no revision bumps.
2026-10-24 21:59:20 -04:00
spoopyghosty0 c239a8cf32 Headset identity: other OVRPort runtimes found by structure, not fixed offsets
The verified 3.4.3-aa54c3f layout keeps its exact guards. Any other dispatcher (the older 3.4.3-23204ea, later
runtimes) gets Quest 3 when Quest 2's name and UUID each occur once and each is loaded by exactly one adr /
adrp+add / adrp+ldr q sequence; otherwise nothing changes and the build keeps Quest 2 with a WARN, as before.
Checked against both runtimes in the OVRPort workspace.
2026-10-24 21:50:16 -04:00
spoopyghosty0 9e69242001 Just Dance VR local save: no game version check
The patch finds its code by name, leaves a build that already saves unchanged and refuses when the code isn't
there, so it applies to every Just Dance VR build without parsing version names.
2026-10-24 21:45:05 -04:00
spoopyghosty0 6e0958b03d Just Dance VR keeps its progress (#480): frame.justdance_local_save
Just Dance VR (0.5.4 and later) loads its progress from a local save at
start, but LocalSaveEvents.RequestSave is empty (a single ret in
libil2cpp.so), so the SaveValueRequested event that LocalSaveManager
listens to is never raised and the OfflineSave file is never written.
On a Quest the progress lives in PlayFab after a Meta sign-in, which the
Frame doesn't have.

The patch gives RequestSave its declared body (raise SaveValueRequested
with the key and value). Everything is found per build: Cpp2IL (the
shared IL2CPP run) gives the methods and field offsets, capstone decodes
SaveSystemReady for the TypeInfo slot, the metadata init and the
delegate layout, and the new code goes into a new R+X segment
(elf.append_segment); RequestSave's ret branches there. A build whose
RequestSave has a body is left alone; anything unexpected is refused
with the reason. Nothing online is touched.

Triage signature justdance-local-save-off, gated with the new
unless_patch key (not when the fix is in the build); PLAYBOOK row,
DEVICE_NOTES.
2026-10-24 21:25:59 -04:00
spoopyghosty0 4c1cbc9f50 Triage signatures update from GitHub main like the catalog
refresh_remote also caches catalog/triage.yaml from the same tree listing
(triage-gh-<sha>.yaml); triage.database() merges it per signature id over
the bundled file, dropping remote signatures this app can't use (malformed,
unknown field, unknown patch/adapter key, min_app too new). Bundled-only
signatures stay; a bundled one dated later wins.
2026-10-24 21:20:45 -04:00
spoopyghosty0 f393884606 QuestZDoom slowdown (#237): Team Beef ports get gl_error_clear
QuestZDoom leaves GL_INVALID_ENUM pending every frame; the runtime's GL check fails on it at the first
swapchain and its GL interop then leaks ~105 GPU objects a second (debugfs gem, headless), until the
game slows to a crawl and the GPU driver oopses. gl_error_clear keeps the count flat. Suggested for
every Team Beef port; QuestZDoom catalog recipe with it; PLAYBOOK row and device note.
2026-10-24 17:28:05 -04:00
spoopyghosty0 984c1ab4f3 Locales: template with the latest patch texts 2026-10-24 17:19:38 -04:00
spoopyghosty0 53980029bb The Climb 1 starts again: the foveation layer file always ships with FrameBridge, and never interposes libvulkan (#432, #449)
e5921ccb kept libVkLayer_fdm_darken.so out of The Climb 1's libAndroidLauncher.so but also stopped shipping the
layer file, while frame.adapter links every arm64 FrameBridge build against it: FrameBridge didn't load, the VrApi
bridge logged 'xrInitializeLoaderKHR failed: OpenXR result -7' and CryEngine aborted (SIGTRAP; dev build zip, static
check warned the NEEDED was missing). diagnostic_support now always ships the layer; frame.adapter validate fails
without it.

The 1.3.0 start failure itself: the layer exports vkEnumerate{Instance,Device}{Extension,Layer}Properties for the
Vulkan loader and elf.add_needed linked it first, so a renderer importing those from libvulkan.so (libCryRenderVulkan.so
does, The Climb 1's monolithic launcher imports Vulkan directly too) got the layer's answers (no extensions /
VK_ERROR_LAYER_NOT_PRESENT). elf.add_needed(first=False) links it after the existing entries for every other engine.
frame.adapter package revision 5 for com.crytek.climb; triage vrapi-bridge-no-loader.
2026-10-24 17:17:04 -04:00
spoopyghosty0 c95efb92d7 Agent v123: the flat-launcher theater exception (#475) ships after v122's diagnostics change; test follows deployment_recipe 2026-10-24 17:16:47 -04:00
spoopyghosty0 a4d71c529d Apps with a flat launcher before their VR part get the Android window, shown in theater mode (#475)
Xelee opens MeleeActivity (a 2D SDL launcher that picks the game) and starts MeleeXrActivity from there. Lepton
runs VR apps headless, so the launcher was never seen and OpenXR never started. device.text_input_window is now
suggested for apps with an analysis vr_activity, the deployment recipe records flat_launcher (unless
frame.start_activity starts the VR part directly), and agent v122 keeps SteamVR's theater mode on for those, so the
launcher is in front of the player instead of a dashboard page. Catalog: Xelee gets the window.
2026-10-24 17:11:44 -04:00
spoopyghosty0 192bf14f9d Diagnostics: collect_diag returns the last launch's stop-pause, exit-hook, theater and dashboard logs and plays.log, so a zip shows whether the game was paused before it closed and how it was closed (agent v122, #480) 2026-10-24 17:10:08 -04:00
spoopyghosty0 e30361bc9e UI text: "for example" instead of "e.g." in the OBB name warnings 2026-10-24 16:00:03 -04:00
spoopyghosty0 a09fdd7ae3 Menus: a solid grey left edge and a solid soft highlight instead of the portal gradient (#414) 2026-10-24 15:54:48 -04:00
spoopyghosty0 f53b25686f Menus: FramePort's own menu with hover submenus for every context menu and the game page's "…" (#414)
- ui/popmenu.PopMenu draws menus in page.overlay: panels size to their labels (no 280 px cap, wrap past a
  maximum, scale with the UI), open at the click or under the button, flip and clamp into the window; submenus
  open to the side with room (hover with intent delays, click, or the arrow keys); Enter/Esc; closes on an outside
  click, a choice or a view change; portal edge in dual themes, no fade with Reduce motion.
- The game menu (app.game_actions) is one structure for the Library right-click and the page's "…": Play,
  Install/Update, Game settings | Open game page, Select | Update, On the Frame, Saves, Name and artwork, Recipe,
  Troubleshoot submenus | Uninstall, Remove from library. Launch tests are in Troubleshoot.
- Files, Screenshots and Monitor right-click menus use it too; the multi-select menus are unchanged.
- ui_smoke: menu steps open a submenu and use the keyboard.
2026-10-24 15:54:44 -04:00
spoopyghosty0 e542fd1b67 Menus: long items wrap instead of running past the edge; shorter Library right-click menu (#414)
- Menu rows put the label next to the icon themselves so a label wider than Flutter's menu limit wraps (Flet's own
  icon row overflowed); menu buttons scale the width limit with the UI scale.
- Library right-click: Play, Install/Update, Game settings | Open game page, Select, More actions. Rename, the
  newer-version updates and Remove from library stay in the game's menu; uninstalls on the game page and Frame page.
- Right-click on one of several selected games: Install them on Frame / this PC, Select all shown, Clear selection.
- Game page: the recipe's actions (reset, save as known-good, share) are buttons on its recipe card; Back up saves
  is only the button next to Play.
2026-10-24 15:54:40 -04:00
spoopyghosty0 5c9848c0ba Steam's own Exit game pauses FramePort games first: the launcher's _exit_hook worker hooks SteamClient.Apps.TerminateApp in Steam's UI through CEF devtools and lets Steam end the game once Android paused it (cap 3 s; other games pass straight through; #480)
Agent v121. Verified headless on the dev Frame with AC Nexus launched through Steam: OnApplicationPause(true)
0.15-0.29 s after TerminateApp, container gone 1.5-1.7 s after it (0.65-0.8 s before); a game that doesn't
answer is capped (3.2 s). The Monitor's End game calls Steam's TerminateApp past the hook (no second pause).
2026-10-24 15:46:41 -04:00
spoopyghosty0 0a59ebd7d3 App bundles: .xapk/.apks/.apkm/.apkx files and split APK folders are unpacked and merged into one APK (discussion #482)
Scan a folder, Add an APK, drag and drop, install links and the CLI take them. The arm64-v8a split's libraries and assets are merged in Python (split attributes and Play's splits.required flag removed); language/density/feature splits go through REAndroid's APKEditor (downloaded into tools/). OBBs from the bundle or next to it become the game's data. Old encrypted .apkm files are explained, not opened. Headless device check: Escaping Wonderland split into base + arm64 split, merged, built, installed and launch-tested at 72 fps.
2026-10-24 15:27:58 -04:00
spoopyghosty0 5d6f598c31 Installs: OBBs with a download's copy suffix or another case go to the Frame under the name the game looks for (#481)
main.203.com.Armature.VR4-003.obb is sent as main.203.com.Armature.VR4.obb (#450); the files on the PC keep their
names and the game page shows an info note instead of a warning. Another app's name (#129), a copy next to the
right-named file, two copies for one name and a copy suffix without a versionCode stay warnings. plan_update compares
the Frame's names (no repeated Update on Frame), a file installed earlier under the copy name is renamed on the Frame
instead of uploaded again, and on-Frame hardlinks (#433) keep the PC file as their source. Loose copy-named OBBs next
to an APK are found by name. Unreal chunk files and split parts are no longer flagged as named for another app.
2026-10-24 15:15:28 -04:00
spoopyghosty0 4f5b19e48b Games are paused before they end: launch.sh, agent stop and End game send the activity home in the container and wait up to 3 s, so saves written on pause run (Just Dance VR lost progress, #480)
Killing the container (launch.sh podman kill, Lepton's reboot -p + podman stop) never paused the app: no onPause, no Unity OnApplicationPause(true). am start of the HOME intent pauses it in Lepton's Android 11 (input keyevent does nothing headless); the script waits for STOPPED + 0.4 s, capped at 3 s. upgrade_launchers adds pause_game to existing Lepton launchers. Steam's own Exit game signals the whole process tree (container included) at once and isn't covered yet. Agent v120.
2026-10-24 15:14:19 -04:00
spoopyghosty0 ad295e12eb Theater hold: taken first thing in the launcher (a hold with Lepton's start came after the window was theatered), keyed by launcher pid; verified end to end on the Frame 2026-10-24 15:11:08 -04:00
spoopyghosty0 2be68ca37f Typing window no longer takes the controllers: SteamVR's theater mode stays off while a game with its Android window runs (AC Nexus, #476, #477)
device.text_input_window makes the game's Android window a gamescope "desktop game" overlay. SteamVR put it into
theater mode before the game's OpenXR session existed and opened the dashboard on it when the session started: the
Android screen with the controllers as a mouse pointer. The dashboard worker now turns dashboard.autoShowGameTheater
off while such a game runs (holds per worker, restored after the last one, by the next start or ensure_host_fixes
after a killed worker, and by purge). It also recognises SteamOS 0.5.6's open_dashboard_action as the player's
dashboard button instead of closing every press again. Agent 119.
2026-10-24 15:10:51 -04:00
spoopyghosty0 d13381db7f Browser stand-in for sign-ins: apps that look for a browser (Plex's sign-in, #466) find one in their own APK and Lepton opens the page in Steam's browser
Patch frame.browser_handoff (opt-in; offered for 2D apps, suggested-off when the manifest's <queries> ask for a
browser: analysis browser_query, ANALYSIS_VERSION 26) adds an http/https VIEW + BROWSABLE activity (no host) and its
class (native/java-handoff -> artifacts/dex/browser-handoff.dex) to the app. Lepton's ActivityStarter.execute takes
every VIEW intent before resolution and writes steam://openurl to /lepton/steam.pipe, so the stand-in normally never
runs; started directly it writes the same line itself. axml: queries_browser, browser_activities,
add_browser_activity (missing android: attribute names go into the resource-mapped part of the pool).
A 2D app with an APK patch turned on is now built instead of installed unchanged (engine.flat_as_is in set_recipe):
hand-enabled APK patches on 2D apps were never applied. Verified headless on the Frame with a test app.
2026-10-24 15:10:15 -04:00
spoopyghosty0 79bd23e728 Locales: template with the Provide space warp setting 2026-10-24 15:06:03 -04:00
spoopyghosty0 1262880f14 FrameBridge space_warp_emul: XR_FB_space_warp for games that require it (OutRun Quest VR, #336)
OutRun quits with "AppSW recommended buffers unavailable" whether XR_FB_space_warp is offered or hidden.
New per-game adapter setting space_warp_emul (off by default, native/adapter/space_warp.c): offers the
extension (emulated when the runtime lacks it, overrides hide_space_warp), reports a motion-vector size of
eye/4 (the Frame's runtime answers the full 1728x1728 eye), lists RGBA16F and depth formats after the
runtime's, serves motion-vector swapchains (RGBA16F/RG16F at the reported size or at most half the eye) and
their depth swapchains as FrameBridge-owned GL textures / Vulkan images (3 images, round robin, wait/release
in front of every other hook), and strips XrCompositionLayerSpaceWarpInfoFB at xrEndFrame (eye depth info is
now kept when space warp info isn't first in the chain, also for hide_space_warp).

Headless on the dev Frame with Pinball FX VR (UE5 + OVRPlugin, Vulkan): both 376x376 pairs served,
600/599/598 acquire/wait/release by FrameBridge, space warp info removed, 0 xrEndFrame failures, 72.2 fps like
its own recipe. Triage appsw-required, catalog entry for OutRun (fb_color_space + space_warp_emul),
PLAYBOOK row, DEVICE_NOTES section, host harness for the GL/Vulkan paths.
2026-10-24 15:01:03 -04:00
spoopyghosty0 a8f6c7f1e4 Type on Frame: the paste buttons move below the field when it would be squeezed (narrow window, large UI scale)
The paste field (expand) shrank to a few pixels in narrow windows while the buttons kept their size. The view now
measures the buttons and the row (on_size_change) and stacks the buttons, right-aligned and wrapping, below the field
when it would get less than 240 px (scaled).
2026-10-24 14:43:40 -04:00
github-actions[bot] 48805ff810 Docs: update screenshots and videos (#438) 2026-10-24 14:29:32 -04:00
Lucas Oskorep c66d364451 Docs: AUR package (community) install and update notes (#445) 2026-10-24 14:28:28 -04:00
spoopyghosty0 6e701ae33a Docs: moving from a PC to FramePort on the Frame (signing keys, original files, saves; discussion #442) 2026-10-24 14:27:33 -04:00
spoopyghosty0 7daf9aa103 Library: data files an older scan skipped are picked up at start, so the game shows Update on Frame (Asgard's Wrath 2's chunk OBBs: no badge, the user reinstalled, #471) 2026-10-24 14:13:16 -04:00
spoopyghosty0 d70e540482 Catalog: UNDERDOGS (#474, works) and Eternal Starlight (#479, voice commands don't work) 2026-10-24 14:08:42 -04:00
spoopyghosty0 5dee4bac51 Vulkan rename skips Dawn (WebGPU) libraries, which build the library name from two pieces: the in-place rename made Xelee and PrimedGun ask for libfp_vkn.so (#475, #254) 2026-10-24 14:03:56 -04:00
spoopyghosty0 7eec8fdf57 Catalog: Xelee without the Vulkan library rename (#475): the engine assembles libvulkan.so from two pieces 2026-10-24 14:01:56 -04:00
spoopyghosty0 25198bc11c FramePort on the Frame: an update replaces game data an earlier install copied with links to the originals, so the second copy is freed without reinstalling (#433) 2026-10-24 13:59:27 -04:00
spoopyghosty0 e5921ccb4e The Climb 1 starts again: the dormant foveation diagnostic also stays out of CryEngine's monolithic libAndroidLauncher.so (#432, #449)
a8e01c01 skipped only libCryRender*; The Climb 1 has no separate renderer, so engine_lib() picked
libAndroidLauncher.so and the layer was still linked into it. Both reporters' zips (1.3.0 and a dev build with
a8e01c01) crash identically: SIGSEGV fault addr 0xf0 under CreateSystemInterface+320 right after Vulkan instance
setup. frame.adapter package revision 4 for com.crytek.climb marks existing builds for Update on Frame.
2026-10-24 13:56:47 -04:00
spoopyghosty0 a4546e4ee4 Foveation: put Valve's sharp area on each eye (#394), second version; Vulkan eye snapshots
Valve's VALVE_fdm_injection layer gives every eye swapchain a density map covering the whole swapchain with its
FOVE_LEVEL rectangle at the swapchain centre; it never uses the submitted imageRect or the eye's optical axis, so games
with smaller or shifted eye rects (dynamic resolution, AC Nexus 0,0 / 287,0 1726x1728 in 2016x1728) got the sharp area
~14% of the view to the side. VK_LAYER_FRAMEPORT_fdm_centre (native/foveation/centre.h, second layer in
libVkLayer_fdm_darken.so, right below Valve's layer when FDM_DEBUG has "enable"; not for The Climb 2;
FRAMEPORT_FDM_CENTRE=0 turns it off) replaces the per-eye density-map offsets: the eye's optical centre (Fixed) or
Valve's gaze re-based on the eye's rect (Eye-tracked). FrameBridge reports the views (fdm_views.c).

Changes after the first version (b2be40af, reverted 2ce1c505) failed in the headset:
- Eye-tracked black: Valve declares fragmentDensityOffsetCount 1 for two-view passes while Turnip reads one offset
  per view regardless, so the right eye's offset came from uninitialised stack memory. Every offset Turnip reads is
  now written (view count from the pass's view mask, eye from the map view's layer, each eye's gaze from Valve's array).
- Fixed crash: the layer no longer flags images (it had flagged external-memory images Valve leaves alone). Valve's
  own disable_offsets path also crashed AC Nexus without this layer (Turnip under fdm_injection_CmdBeginRendering), so
  Fixed now drops disable_offsets in-process once the layer is in the chain and overrides Valve's gaze offsets with the
  optical centre; if Valve read the option first its maps carry no offset flag and passes are left alone.

Headless on the dev Frame, AC Nexus, 130 s per run, darkening test, snapshots every 15 s: centring Fixed (2 runs) and
Eye-tracked ran without crash at 72 fps, both eyes' sharp area within 2% of the optical centre (Valve only: +14% Fixed,
+25% left eye Eye-tracked; Valve-only Fixed crashed in 1 of 2 runs). FrameBridge snapshot=N reads Vulkan eye images
back; FRAMEPORT_FOVEATION_TEST=2 paints 1/fragment area. Triage valve-fdm-render-crash. Host harness
tests/test_fdm_centre.py. The sharp area's size still snaps to Turnip's GMEM bins (driver design).
2026-10-24 11:58:39 -04:00
spoopyghosty0 2ce1c50544 Revert the foveation centring layer (b2be40af): AC Nexus crashed in Valve's fdm layer (Fixed) and showed black (Eye-tracked) in the headset (#394); back until it is fixed and checked headless 2026-10-24 11:14:55 -04:00
spoopyghosty0 b2be40af35 Foveation: put Valve's sharp area on each eye (#394); Vulkan eye snapshots
Valve's VALVE_fdm_injection layer gives every eye swapchain a density map that covers the whole swapchain and centres
its FOVE_LEVEL rectangle there; it never uses the submitted imageRect or the eye's optical axis. Games that submit a
smaller or shifted rect (dynamic resolution, asymmetric eye rects such as AC Nexus 0,0 / 287,0 1726x1728 in a
2016x1728 swapchain) got the sharp area ~14% of the view off to the side, towards the bottom for corner-anchored rects.

VK_LAYER_FRAMEPORT_fdm_centre (native/foveation/centre.h), a second layer in libVkLayer_fdm_darken.so inserted right
below Valve's layer when FDM_DEBUG has "enable" (not for The Climb 2; FRAMEPORT_FDM_CENTRE=0 turns it off), rewrites
the per-eye density-map offsets at the end of each pass: Fixed puts the sharp area on the eye's optical centre (it adds
the offsets and the offset image flag Valve leaves out with disable_offsets), Eye-tracked re-bases Valve's gaze offset
on the eye's rect. FrameBridge reports the views (fdm_views.c: swapchain size, layer, imageRect, optical centre).

FrameBridge snapshot=N now also reads Vulkan eye images back (both eyes, half size, rect + FOV logged), and
FRAMEPORT_FOVEATION_TEST=2 paints 1/fragment area. Headless on the dev Frame (AC Nexus, Fixed, darkening test):
sharp-area centre vs optical centre +203,+43 px -> +26,+11 at 1x, +276,+65 -> +12,+17 at 1.5x, +407,+87 -> +47,+31
at 2x. The size still snaps to Turnip's GMEM bins (density is chosen per bin), so Small equals Large at 1x and the
shape changes between render scales; that part is the driver's.

Docs: DEVICE_NOTES "Foveation: sharp area centre and size", FRAME_RUNTIME, PLAYBOOK row, native/README; triage
dynamic-resolution-foveation is quiet once the centring layer ran. Host harness tests/test_fdm_centre.py.
2026-10-24 10:28:42 -04:00
spoopyghosty0 3dc7d823e4 Docs: Ghost Giant (#439) checked headless: the black screen after the logo was the intro video (no NDK media); with dcbcce0f/bccd916f both videos play and the main menu renders 2026-10-24 10:18:33 -04:00
spoopyghosty0 33f076e66c VrApi bridges: OVP_HEADLESS_TEST submits images, so headless snapshots show what a VrApi game draws (#439)
Without a worn headset the session stays SYNCHRONIZED: the VrApi bridge ended every frame empty and the a32 bridge dropped every projection with an untracked default pose, so FrameBridge's snapshot=N had nothing to read. Under OVP_HEADLESS_TEST (tests only) the VrApi bridge submits anyway and keeps GetTrackingTransform(3)'s floor 1.6 m below the eye origin (the runtime's headless STAGE sat 0.865 m below it, and Ghost Giant hid everything behind "Return to play area"), and vrapi.c keeps the game's pose. Harness: headless submit keeps the layer. Checked on the Frame: Ghost Giant's intro videos and main menu in the snapshots.
2026-10-24 10:18:30 -04:00
spoopyghosty0 aff56927ec FrameBridge: flipped Vulkan quads are shown as upside-down atlas copies made every frame instead of flipping the app's image in place (AC Nexus' late-drawn notices stayed upside down, re-flips and GPU waits; likely the white start flash)
The in-place flip raced Unity, which finishes some panels after xrEndFrame without acquiring them again, and its
blits/readbacks waited for the GPU inside xrEndFrame. swapchain_pool.c now owns flips (also without swapchain_pool):
a flagged pooled panel's atlas copy is a blit with reversed rows, a flagged runtime swapchain's quad gets a per-frame
atlas area with an upside-down blit of its released image. The app's images are only read; no CPU waits. flip_dump
reads back what the runtime is given (async); layer_debug logs copies and waits per 5 s. The late-drawing
fingerprints, scratch image and in-place flip are gone. Headless: every intro panel upright as submitted, 72 fps.
2026-10-24 00:28:10 -04:00
spoopyghosty0 8a89f821e0 Locales: template with the new patch summary (frame.ovr_org_scoped_id), which failed CI's i18n check 2026-10-24 00:06:41 -04:00
spoopyghosty0 02eb17dd91 FrameBridge: back to the sparse late-drawing check (revert fdaba13f): the every-pixel async version brought AC Nexus' white start flash back without fixing its notice panel (owner, headset 2026-10-23); the 595d12a0 state was headset-verified 2026-10-23 23:53:31 -04:00
spoopyghosty0 2c9a1add30 Agent: battery percent on Steam's scale (Steam shows the fuel gauge rescaled, ~/0.9: the app showed 77 % where the headset showed 85 %, #414); the gauge's own value stays as gauge_percent 2026-10-23 23:44:42 -04:00
spoopyghosty0 33a29a51d5 Triage: meta-org-scoped-id-wait matches Eleven's real log (platform start, then Request failed; the stack names no game code) 2026-10-23 22:33:00 -04:00
spoopyghosty0 9e15706068 Platform: answer Meta's org-scoped user id request (frame.ovr_org_scoped_id, GitHub #452)
OVRPort's platform loader exports ovr_User_GetOrgScopedID, ovr_Message_GetOrgScopedID and ovr_OrgScopedID_GetID as
`mov x0, xzr; ret` (runtimes 3.4.3-23204ea and -aa54c3f): request id 0, no message ever, so Meta's C# wrapper logs
"An unknown error occurred. Request failed." and the callback never runs (Eleven Table Tennis waits in
<BuildIdentity>b__0; Cortopia's Escaping Wonderland #360 / TMNT #422 too).

libfp_langpack.so (native/langpack) now answers it when its @FPORGID@ marker is set (or FRAMEPORT_ORG_SCOPED_ID=1):
a fresh request id and a successful ovrMessage_User_GetOrgScopedID (0x18F0B01B) whose ovr_OrgScopedID_GetID is an
ovrID hashed from the (already stable, frame.ovr_stable_user) user id: FNV-1a 64, top bit cleared, never 0. A new
@FPLANGS@ marker lets the library be linked for that alone with the language-pack calls passed through to the loader
(FRAMEPORT_LANGPACK_SERVE overrides); builds with frame.langpacks/asset_files behave as before.
ovr_User_GetUserProof (Eleven's next request) is answered by OVRPort itself (queued message with a nonce), so it is
left alone.

New patch frame.ovr_org_scoped_id (order 35, default on, suggested for games known to wait: Cortopia's analysis flag,
Eleven Table Tennis, TMNT), triage signature meta-org-scoped-id-wait, PLAYBOOK row, host tests against the stand-in
loader. frame.cortopia_org_id stays until the generic answer is headset-verified.
2026-10-23 22:31:42 -04:00
spoopyghosty0 379bd161cb Scan: Unreal's chunk expansion files next to an APK (patch.pakchunk<N>-Android_ASTC.<package>.obb) are sent too, and installs pick up files an older scan skipped (Asgard's Wrath 2 got only main + patch.0 and hung at start-up, #471) 2026-10-23 22:16:44 -04:00
spoopyghosty0 398081b22f Agent: diagnostics include the three newest XRService logs, SteamVR's vrcompositor/vrserver logs, Steam's previous console log and steam.service's journal (a session that took Steam down kept no host-side logs, #441) 2026-10-23 22:14:02 -04:00
spoopyghosty0 fdaba13f51 FrameBridge: late-drawing check compares every pixel of rarely acquired panels (a sparse sample missed AC Nexus' text-only notice), read back asynchronously so frames never wait on it 2026-10-23 19:14:22 -04:00
spoopyghosty0 7fd9e20e21 Tests: lint fixes (f-string in the shared-folder launcher test, long CryEngine log line) that failed CI's ruff step 2026-10-23 19:14:19 -04:00
spoopyghosty0 595d12a038 FrameBridge: a flipped panel the app finishes drawing after xrEndFrame (no new acquire) is flipped again once its content settles (AC Nexus' calibrate-arms screen stayed upside down) 2026-10-23 17:56:31 -04:00
spoopyghosty0 9793e6dbae FrameBridge flip_dump: a quad still empty whenever it was flipped is saved ~1 s later as shown ("late") 2026-10-23 17:34:28 -04:00
spoopyghosty0 94783f564e Catalog: AC Nexus without device.text_input_window (its Android window took the controllers' input in the headset) 2026-10-23 17:31:05 -04:00
spoopyghosty0 4ab6b670d2 FrameBridge: flips and alpha inversion use the last released image (the one a layer shows), not the last acquired one; layer_debug logs quad swapchains/rects and each swapchain's first flips, flip_dump adds the image as shown ~3 s later 2026-10-23 17:22:43 -04:00
spoopyghosty0 e3e8fc4388 FrameBridge: a flip blit still running after 100 ms counts as done (it was flipped again next frame, so AC Nexus' panels stayed upside down at random); the shared command buffer waits for it before reuse 2026-10-23 17:00:21 -04:00
spoopyghosty0 e0638d6b6d Catalog: a newer remote entry this app can't use (unknown patch, setting, field or min_app) keeps the last usable one instead of falling back to the bundled entry; fields that stand for a patch are checked too 2026-10-23 16:41:34 -04:00
spoopyghosty0 09a329d54a Catalog: AC Nexus keeps the Quest 2 identity until the release with the Vulkan panel pool reaches users, with swapchain_pool on (also eases the panel limit behind the tutorial freeze, #424) 2026-10-23 16:29:40 -04:00
spoopyghosty0 4eff40ca64 swapchain_pool (Vulkan): pool chained and mipmapped panels, log every decline (#424)
The first device run (AC Nexus, Quest 3) pooled nothing and said nothing
about why. The pool declined any chained create info and any mipCount
other than 1; on Vulkan it now accepts a XrSwapchainCreateInfoFoveationFB
(irrelevant to a private image) and honours XrVulkanSwapchainCreateInfoMETA's
extra create flags and usage, and keeps the app's mip levels (barriers
cover every level, level 0 goes into the atlas). GLES keeps its rules.

Every decline is logged once per reason ("swapchain_pool: not pooled:
..."): session mismatch (also from the proactive check), array/faces,
samples, mips, usage, flags, size, format, chained struct type, Vulkan
device, GL context, slots, atlas refused, image allocation, atlas full;
plus one line when the 8-swapchain trigger starts pooling. The
xrCreateSwapchain log gains mips= and the first chained struct type.

Harness: the device sequence (1728 eye set, 2x2 and 1024x1024 usage 0x39,
2016 eye set, twelve 0x39 panels with foveation/META chains and a 4-mip
panel, flip-tracked runtime creates) pools every panel and the 2592x2256
set then fits under a 15-swapchain cap; decline reasons are checked.
2026-10-23 16:22:39 -04:00
spoopyghosty0 7a194ccaa0 Fix #424: Vulkan panel pool for swapchain_pool, AC Nexus back to Quest 3
swapchain_pool now also covers Vulkan sessions (XR_KHR_vulkan_enable/2):
from eight live app swapchains, single-layer format-43 colour panels get
private device-local VkImages (app usage + transfer, returned as
XrSwapchainImageVulkanKHR, UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL at the
first acquire) packed into up to two 4096x4096 sRGB runtime atlases.
xrEndFrame records one command buffer per frame on the binding's queue
(3-deep fence ring, submits under flip_lock): vkCmdCopyImage from each
referenced panel into the waited atlas image, which returns to
COLOR_ATTACHMENT_OPTIMAL before its release. Image ownership, crops and
layer ordering follow the GLES pool; the whole layer rewrite holds the
pool lock so a destroy cannot free an image with recorded copies.
Pooled Vulkan panels stay tracked by flip_vk.c (in-place flips keep
working). Other formats and arraySize-2 eye images keep runtime
swapchains. GLES behaviour is unchanged.

AC Nexus: Quest 3 identity again with swapchain_pool=1 (min_app 1.3.1),
frame.adapter revision 3 for it only. Settings text, triage diagnosis,
PLAYBOOK, DEVICE_NOTES, native README, PATCHES.md and the i18n template
updated. Host harness gains a recording Vulkan double (layouts, copy
regions, ring, failures, cleanup, AC Nexus swapchain count: 12 live with
the new eye set). Not verified on the device.
2026-10-23 16:11:59 -04:00
spoopyghosty0 697b774248 Tests: plain summary for device.shared_folder, outlined icon on the game page, Climb 2's adapter revision in the audio-geometry test 2026-10-23 15:14:39 -04:00
spoopyghosty0 c01257847b Hardware-video launchers log who holds the Iris decoder at start (Steam's web helper blocked 8K cutscenes, #437); room tests run from paths with spaces 2026-10-23 15:08:50 -04:00
spoopyghosty0 cb954b6fd0 device.shared_folder: a folder of /sdcard shared with another game (JKXR's companion app and /sdcard/JKXR, #440) 2026-10-23 14:59:45 -04:00
spoopyghosty0 e4ffc4eb8a Share invitation also for catalog recipes still marked unknown or with issues once the game was played or passed a launch test (#310/#329) 2026-10-23 14:26:29 -04:00
spoopyghosty0 bccd916fab a32 bridge: export libmediandk's AMEDIAFORMAT_KEY_* data symbols, which Unity's video player also looks up (#439)
On the device Unity got past AMediaFormat_new and stopped at AMEDIAFORMAT_KEY_AAC_PROFILE, falling back to its JNI path again. The guest runtime now defines the 25 keys libunity.so references (AOSP's values; the host's libmediandk compares key names by content) and exports them; the harness checks each one via dlsym and uses them as format names. Ghost Giant: package revision 3.
2026-10-23 14:19:17 -04:00
spoopyghosty0 e76366728c cortopia_org_id: TMNT by its package instead of an ANALYSIS_VERSION bump (no library-wide re-analysis for one game) 2026-10-23 14:16:10 -04:00
spoopyghosty0 fffe6c088c frame.cortopia_org_id: also TMNT: Empire City's Login (no .Meta namespace), Cpp2IL nested-type method lookup (#422)
TMNT: Empire City awaits Users.GetOrgScopedID in Cortopia.Scripts.Platform.OculusPlatform.<Login>d__17 (after the
licence check and GetLoggedInUser, behind the same internetReachability == LAN check as Escaping Wonderland), which
OVRPort's platform library never answers. The patch now also looks there (parse_methods: "<Login>d__.MoveNext" =
that nested type's MoveNext; a plain MoveNext would be FetchEntitlements'), the analysis flag also covers
OculusPlatform directly in Cortopia.Scripts.Platform (ANALYSIS_VERSION 26), the triage signature matches the
<Login>d__ stack. The entitlement request is untouched.
2026-10-23 14:14:17 -04:00
spoopyghosty0 dcbcce0f66 a32 bridge: NDK media (AMediaFormat/AMediaCodec/AMediaExtractor) for Unity's video player, codec buffers mirrored in guest memory (#439)
Unity 2017.4 (Ghost Giant) looks up 43 libmediandk functions and fell back to its JNI path when AMediaFormat_new was missing; that path reads MediaCodec ByteBuffers above 4 GiB (GetDirectBufferAddress returned 0), so the intro video never played. Format strings/buffers get guest copies freed with the format; input buffers are mirrored and copied to the codec at queueInputBuffer, output buffers copied in at getOutputBuffer (the range dequeueOutputBuffer reported). Harness: fake libmediandk with buffers above 4 GiB + guest test library. Triage a32-video-ndk; Ghost Giant gets Update on Frame.
2026-10-23 14:09:29 -04:00
spoopyghosty0 0578954826 artifacts: SHA256SUMS for codec revision 11 2026-10-23 14:09:26 -04:00
spoopyghosty0 69c61ac914 Diagnostics: the USB cable link's state on both sides (Frame usb0/UDC/gadget/services, PC addresses and adapters) and a logged cable wait (#398) 2026-10-23 14:08:17 -04:00
spoopyghosty0 0c4493af44 Game page and CLI warn about an .obb named for another package than the APK (a renamed build's data, #129) 2026-10-23 14:04:41 -04:00
spoopyghosty0 9612812609 GAZZLERS: take the Meta Quest platform path instead of stopping with "Current Platform is not supported" (#404)
The game picks Meta/PICO from SystemInfo.deviceModel and throws for Lepton's
Valve Lepton. frame.gazzlers_quest_platform (catalog recipe) makes
PlatformDeterminer.GetAndroidPlatform return Platform.Meta (Cpp2IL lookup);
triage signature, PLAYBOOK row, catalog entry, test.
2026-10-23 13:58:23 -04:00
spoopyghosty0 b1ba609e79 Lepton games get the Frame's time zone: a readlink shim on the launcher's PATH resolves SteamOS' relative /etc/localtime for Lepton (#429) 2026-10-23 13:58:04 -04:00
spoopyghosty0 9e2fce433f Video decoder: videos up to 640x480 decode in software so they never hold Iris (codec revision 11); notes on 8K (#437)
Iris takes an 8K session only while no other is open. Checked in Batman's container on the dev Frame (SteamOS 0.5.6):
the small video now stays off Iris, but DRM2.mp4 (8192x4096 HEVC) is still refused because Steam's web helper keeps
the Iris decoder open, so Batman's 8K cutscenes stay in software. hold_probe.cpp holds a decoder for such tests.
2026-10-23 13:44:54 -04:00
spoopyghosty0 ae2846f852 FramePort on the Frame: game data on the same drive is hardlinked into the install instead of copied, so games don't take twice the space (#433) 2026-10-23 13:32:47 -04:00
spoopyghosty0 913d06afa9 Type on Frame: Copy from Frame puts the Frame's clipboard (Desktop Mode's Plasma, else gamescope's X displays) on this PC's (#413) 2026-10-23 13:30:18 -04:00
spoopyghosty0 fee75576cf Files: Backspace goes to the folder above, and going back up returns to where that folder's list was scrolled (#411) 2026-10-23 13:26:44 -04:00
spoopyghosty0 2cca7d6012 Type on Frame: the agent releases a held key the PC stopped refreshing, so a lost key release can't repeat on the Frame without end (#411) 2026-10-23 13:25:37 -04:00
spoopyghosty0 12ed206a85 frame.launcher: a launcher on an <activity-alias> alone gets moved onto its target activity, which Lepton can start (HOTD2 VR, #400/#469) 2026-10-23 13:19:40 -04:00
spoopyghosty0 4fd46ba023 QuestCraft: frame.pojlib_connection counts the Frame's network as online, so it downloads its Java runtime (#468)
pojlib's API.hasConnection() only counts Wi-Fi; Lepton's Android reports Ethernet, so the JRE download was skipped
("libjvm.so not found", GitHub #18). hasConnection() returns true (in-place classes.dex edit). Catalog recipe +
QuestCraft's package (no ANALYSIS_VERSION bump for one game family; new scans record pojlib_connection), triage
questcraft-no-java-runtime, PLAYBOOK row. Checked on the dev Frame: the installed APK carries the edit and starts
(72 fps headless); the download itself runs only after Play in QuestCraft's menu, which needs the headset.
2026-10-23 13:13:52 -04:00
spoopyghosty0 a6a28aaf91 Scan: other expansion-file kinds named for the APK's package (Crisis Brigade 2's office.<ver>.<pkg>.obb) are sent too (#415) 2026-10-23 12:52:44 -04:00
spoopyghosty0 8fedb37860 Rescan: another version of a game whose files are gone is offered in a dialog with Use this version, instead of a summary line (#427) 2026-10-23 12:50:53 -04:00
spoopyghosty0 2ecaa56ead Steam library: Later is the default when FramePort runs on the Frame itself, and the waiting step says how to add the games now (#425) 2026-10-23 12:46:50 -04:00
spoopyghosty0 890b2bc615 Linux apps: launchers put an unpacked app's own library folders on LD_LIBRARY_PATH, as the install's library check already assumed (#473) 2026-10-23 12:42:53 -04:00
spoopyghosty0 a8e01c01dc The Climb 1/2 start again: the dormant foveation diagnostic stays out of CryEngine's renderer (#432, #449)
1.3.0 linked libVkLayer_fdm_darken.so into every arm64 game's engine library; in libCryRenderVulkan.so CrySystem
initialization then fails right after the renderer lists its Vulkan device extensions, and the shutdown crashes
(SIGSEGV in CSystem::ShutDown). Bisected headless on the dev Frame by swapping libraries between the September
known-good APK and a current build: only the modified renderer breaks it. Climb 2's private VrApi bridge still
loads the layer itself (72 fps headless with this change). frame.adapter package revision 3 for both games;
triage cryengine-init-failed.
2026-10-23 12:41:02 -04:00
spoopyghosty0 a08d46a1b7 Embedded OpenXR loaders: the game's loader skips implicit API layers, so Valve's layer isn't stacked twice (crash at Play, #254) 2026-10-23 12:19:04 -04:00
spoopyghosty0 2fefb1e6d1 Catalog: AC Nexus keeps the Quest 2 headset identity (#424)
With Quest 3 the game switches to a 2592x2256 eye buffer after the intro; by then its UI panels have used up the
runtime's ~15 swapchains per session, so the new eye buffer is refused (XR_ERROR_LIMIT_REACHED) and it stops
drawing. Headless on the dev Frame, same build: Quest 3 frames stop, Quest 2 holds 72 fps.
2026-10-23 12:13:26 -04:00
spoopyghosty0 043955983f Catalog: PrimedGun v2 without the embedded-loader patch until its loader recursion is fixed (crash at Play, #254) 2026-10-23 12:02:54 -04:00
spoopyghosty0 ffe57c5c89 Diagnostics: read the bundled agent and bootstrap.sh as UTF-8; an ASCII default encoding made every diagnostics zip fail (#349) 2026-10-23 12:01:53 -04:00
spoopyghosty0 dd9f20049e Catalog: PianoVision unsupported (needs camera hand tracking and USB MIDI) (#297) 2026-10-23 11:56:41 -04:00
spoopyghosty0 26975686f9 Catalog: 15 community recipes (Drums Rock, Darksword, GoldenEye VR, Barbaria, Little Nightmares VR, Movie Deck for Plex, JKXR, SpaceControl, Solero, Orcs Must Die, Epic Roller Coasters, Simpsons Hit and Run VR, Deisim, Astro VR Host, Umurangi Generation VR)
From issues #409 #410 #412 #418 #421 #435 #441 #447 #448 #453 #456 #461 #462 #464 #472 via
scripts/catalog_from_issue.py. GoldenEye VR (no sound), JKXR (stutters after minutes) and Umurangi Generation
(freezes when saving a photo) are "issues"; Simpsons and Astro VR Host setup steps point to the Files tab, the
long instructions moved to details.
2026-10-23 11:54:10 -04:00
spoopyghosty0 459c62ba2d Room tab: the not-connected screen sits under the heading like the other tabs (the heading's expand, meant for its row with the buttons, took half the window's height when it stood alone) 2026-10-20 08:24:32 -04:00
spoopyghosty0 0df0bd16b5 hevc: tone map HDR (PQ/HLG) Main 10 to SDR BT.709 instead of flat colours
The software Main 10 path narrowed HDR10 pictures to 8 bits as they were, so
PQ shown as SDR looked grey and BT.2020 colours dull. hdr_tonemap.h maps
brightness with BT.2390's EETF (203 cd/m2 reference white = SDR white,
highlights rolled off up to MaxCLL / the mastering peak / 1000 cd/m2) and
converts colour per chroma sample through linear light into BT.709, moving
out-of-gamut colours toward grey of the same luminance. The component then
prefers its bitstream colour aspects, so surfaces and its RGBA conversion see
BT.709. Bands run in the colour helper threads (about 10 ms per 1080p picture
on one big core). Decoder revision 10; artifacts rebuilt with build.py.
2026-10-19 12:41:20 -04:00
Veticia Misumena 7128432e39 hevc: decode Main 10 in software instead of hanging on Iris
Iris on the Frame's kernel (6.18) offers HEVC Main 10 only into its
compressed Q10C capture format. The component always asks for NV12, and a
Main 10 stream in such a session returned no pictures: playback stayed at
0:00, the flush on leaving timed out (ACodec -110) and the next video hit
MediaCodec::reclaim, so every later decoder start in the app failed until it
restarted (seen in Bigscreen Beta with local files over DLNA).

- hevc_profile.h reads general_profile_idc from the parameter sets
  (CODECCONFIG or the first access unit, Annex B or hvcC); streams beyond
  Main never open Iris and decode in FFmpeg's software HEVC decoder, which
  the component already contains.
- Its 10-bit planar pictures are rounded to 8-bit planar before the existing
  outputs (no HDR tone mapping).
- The HEVC component lists Main 10 (level 5.1), so format-aware players
  select it instead of reporting NoSupport and using it anyway.
- Decoder revision 9; artifacts rebuilt with native/hevc/build.py (the same
  toolchain rebuilds revision 8 byte for byte).

Tested on a Steam Frame in Bigscreen Beta: 1080p and 4K Main 10 clips and a
real 1080p Main 10 episode play; 8-bit HEVC and H.264 afterwards play too.
FFmpeg's software HEVC decoder on the Frame's CPU, 4 threads as the
component uses: 1080p Main 10 episode 232 fps, synthetic 4K Main 10 72 fps.
2026-10-19 12:22:36 -04:00
spoopyghosty0 3268c3c412 Site: a Room tab in the clickable app (turnable 3D view of the showcase's made-up bedroom, pretend scan, raw scan vs clean-up, labels with the door suggestion); room data from scripts/showcase/site_room.py 2026-10-19 11:12:48 -04:00
spoopyghosty0 11dd195688 Site: release data refreshed (1.3.0) 2026-10-19 01:12:55 -04:00
spoopyghosty0 5b86843430 FramePort 1.3.0 2026-10-19 00:59:27 -04:00
spoopyghosty0 3e5044ce4a Site: contributor data and games list refreshed (1.3.0) 2026-10-19 00:58:53 -04:00
spoopyghosty0 5345434ba7 Lint: wrap long lines, raise ... from None in the room-scan lock, zip(strict=True) in the scene tests (CI's ruff check failed on the MR merge) 2026-10-19 00:57:08 -04:00
spoopyghosty0 0ca7bc45f0 Room tab: the right column sizes to its content (the Test Quest MR line was clipped when Delete room wrapped or the furniture chips took two rows); the top row stays level by measuring both sides (a short column's last card grows, a tall one makes the 3D view taller); box sizes under 10 cm show two decimals (a 3 cm rug was 0.0 m); room shots re-rendered 2026-10-19 00:23:58 -04:00
spoopyghosty0 a4702d2a13 Docs screenshots: re-rendered with the Room tab in the sidebar 2026-10-19 00:23:57 -04:00
spoopyghosty0 455bc987b2 Docs: the Room tab (experimental) in the README features, INSTALL.md and the site's app tour; showcase shots room + room-editing from a made-up bedroom (bed under a wall TV, desk with two monitors under a window, closet, door, lamp, plant; noisy scan mesh, clean-up report and labels to match); steps open_room / room_editing 2026-10-19 00:23:57 -04:00
spoopyghosty0 4b0b0daa6d Room tab layout: the top row ends level (legend on the 3D view, the right column as tall as it), Test Quest MR as one line in In this room, equal cards and gaps, full-width sliders and segmented tracks, one slider per row in the box editor, dropdown and Delete the same height, even suggestion buttons, aligned Labels columns and counts; clean-up report follows the scanner's scan.json keys (walked_skipped as a note, truncated as a warning) 2026-10-19 00:23:57 -04:00
spoopyghosty0 91f73fbd03 ui_smoke: Room tab editing steps (clean-up, more settings, box selected, doors, a suggestion taken, applying, applied); the pretend Frame cleans up and saves rooms; docs 2026-10-19 00:23:56 -04:00
spoopyghosty0 77b527f129 Room tab: Clean-up card (Recommended or your settings, the key ones in sight, More settings, Apply as a job, the last clean-up's counts), Labels card (rule decisions, Add as door / Add as closet), Furniture & screens editor (select in the list or by clicking the 3D view, type/move/size/turn, add/delete, doors and windows on a wall, Save) 2026-10-19 00:23:23 -04:00
spoopyghosty0 6ab6c11f06 Rooms: REFINE_DEFAULTS (the owner's clean-up defaults + slider metadata), rooms.refine / put_room, doors and windows on a wall and suggestion helpers in mr/room, view3d furniture overlay + picking, CLI frameport frame room refine [--set key=value] [--reset] 2026-10-19 00:23:23 -04:00
spoopyghosty0 92e84a1a4b Agent v107: room scan clean-up settings (rooms/refine.json, passed to every build), room_refine (fp_roomscan --refine-only on a copy of the room folder), raw files + scan.json kept with the room, room_status returns refine/report/labels/suggestions, edited rooms keep their boxes over a new clean-up 2026-10-19 00:23:22 -04:00
spoopyghosty0 a0b71fdfb7 Docs: room refinement (scan.md options + passes + parity, ROOM_FORMAT raw files and scan.json, CLAUDE.md MR line) 2026-10-19 00:23:22 -04:00
spoopyghosty0 3e8f0ce369 Tests: room refinement (floating pole + walked-through column removed, panels wind inward, --refine-only reproduces, --refine 0 = raw output, label rules on an older room folder) 2026-10-19 00:23:22 -04:00
spoopyghosty0 b65abb4b95 Room scanner: refinement + label rules after the mesh (raw files, scan.json, --refine-only)
The owner's tuned room-scan cleanup (2026-10-18) ported to C, pass for pass: plane offsets re-estimated from the
scan, one-sided structural bands, flat wall/floor/ceiling panels (or snap), near clearing, erase spheres, the walked
volume from the recording's head path, furniture tops, clipping with the unseen-edge allowance, islands, thin
floating pieces, Taubin smoothing; label rules on the scanner's volumes (merged/nested/outside boxes removed, shape
relabelling, SCREEN flatness from the raw mesh, door/closet suggestions in scan.json).

room.txt + room-mesh.bin are now refined (ceiling re-estimated); the unrefined output stays as room-raw.txt +
room-mesh-raw.bin with the same UUIDs; scan.json holds heads, settings, report, labels, suggestions. The scan path
refines its raw files as read back, so --refine-only on them reproduces the scan byte for byte; --refine 0 writes
the old output. The fusion grid is freed before the refinement (peak memory unchanged).
2026-10-19 00:23:22 -04:00
spoopyghosty0 0478588886 Tests: map the floor plan back with forward (-Z) at the top, as preview_svg now draws it (4f871b20) 2026-10-19 00:23:21 -04:00
spoopyghosty0 1a5892ee40 RoomCanvas: a room full of furniture draws only its outlines while the view moves (smaller patches) 2026-10-19 00:23:21 -04:00
spoopyghosty0 e3788c0b2b Room tab: fit the view to the scan without its stray far-off bits (2nd-98th percentile), rounded icons, US spelling 2026-10-19 00:23:20 -04:00
spoopyghosty0 feda5f4a03 Docs: the Room tab (INSTALL.md, CLAUDE.md UI notes) 2026-10-19 00:23:20 -04:00
spoopyghosty0 6d9fb0b1e6 ui_smoke: Room tab steps; the pretend Frame has a made-up scanned room with a mesh, a scan that steps forward and can be cancelled 2026-10-19 00:23:20 -04:00
spoopyghosty0 b78160ca6f Room tab: scan in the headset with progress and Cancel, play area, delete, the room in 3D (window + full browser view), what's in it, an experimental pill and a Test Quest MR tip; the room cache moves to ui/room_state.py (mesh cached per Frame in rooms-cache), the Frame page keeps a short room card with Open Room 2026-10-19 00:23:20 -04:00
spoopyghosty0 20c36b112e RoomCanvas: the room in 3D inside the window (Flet canvas, one redraw worker at <=18 fps through a LoopUpdater, fewer mesh edges while moving; drag turns, scroll/pinch zooms, right-drag moves, double-click fits) 2026-10-19 00:23:19 -04:00
spoopyghosty0 fcfba77f31 Room 3D models: mr/view3d (walls, furniture boxes, mesh reduced to a few thousand edges, orbit camera, dollhouse projection) and a token-protected 127.0.0.1 server for a self-contained WebGL room page (FPRM parsed with DataView) 2026-10-19 00:23:19 -04:00
spoopyghosty0 8870afe18a Room scans can be cancelled: agent room_capture_stop (agent 106) stops the scan job and marks it cancelled; rooms.cancel_scan, rooms.scan raises ScanCancelled 2026-10-19 00:23:19 -04:00
spoopyghosty0 4be04b8a34 Room floor plan: seen from above with forward (-Z) at the top; it had +Z at the top with +X still on the right, i.e. the room mirrored 2026-10-19 00:23:18 -04:00
spoopyghosty0 e231c5a6fe scene: drop PR #246's per-call semantic-label log line (it logged every call; mr-scene logs each entity's labels once), as in the PR's merge 2026-10-19 00:23:18 -04:00
spoopyghosty0 7585acd0a8 Tests: the quest_buttons harness declares scene_app_mesh (mr-scene's xrCreateInstance sets it; the native test didn't compile) 2026-10-19 00:23:18 -04:00
spoopyghosty0 b9fb5791b0 Regenerated docs/PATCHES.md, site patches.json and the locale template for the two new patches 2026-10-19 00:23:17 -04:00
spoopyghosty0 a5199495fd Artifacts: FrameBridge (arm64-v8a + armeabi-v7a) rebuilt from the merged source (PR #246's layer limit and quad filter on mr-scene's scene emulation); xrshim rebuilt, unchanged bytes; SHA256SUMS regenerated (now also lists the roomscan finish_*.png prompts, which it had missed). None of PR #246's binaries are kept. 2026-10-19 00:23:17 -04:00
spoopyghosty0 28a5795323 Docs: PLAYBOOK rows for depth occlusion, the player-in-room check and the layer limit; DEVICE_NOTES note on what PR #246 brought into mr-scene 2026-10-19 00:23:16 -04:00
spoopyghosty0 d6cf9a3503 Tests: restore the scan test's APK inside a PC program folder (PR #246 had made it a .dll, which no longer tests anything); ruff fixes in the PR's test 2026-10-19 00:23:16 -04:00
spoopyghosty0 2a769dddba Catalog (PR #246): min_app 1.2.2 on the MR recipes (they need this branch's layer limit and room emulation); drop the com.mrf.* copies of games the catalog already has (com.kluge.SynthRiders, com.PotamWorks.SmashDrums, jp.co.hit_point.vneko: same titles, other package ids, they listed every game twice); LEGO Bricktales back to 'use VR mode' (MR not verified, its recipe turns no MR setting on); honest notes where no tested version was recorded 2026-10-19 00:23:15 -04:00
spoopyghosty0 7a65e86cdc FrameBridge layer limit: FrameBridge's own fade quad is always kept with the projection layers, the app's other layers fill the rest in submission order; one log line per trim (at most 5), trimmed layers no longer counted as unusable 2026-10-19 00:23:15 -04:00
spoopyghosty0 2be8873fec frame.meta_depth_occlusion: offered but not turned on by detection, only for 64-bit IL2CPP Unity games; asset files are streamed and only those with the keywords rewritten (max 512 MiB); Laser Dance's asset fixes only for the build whose original values all match; revision 1
- detect: many Meta XR SDK games carry the Depth API without using it; until a headset check shows more games
  with the symptom (or OVRPort is found advertising XR_META_environment_depth, which a FrameBridge hide setting
  would fix generally), the patch comes from Laser Dance's catalog recipe or the user's choice.
- ApkWorkspace.size/contains: entries are searched in 4 MiB chunks instead of read whole.
- Laser Dance: the fixes' original values at all seven places together identify the build (no versionName was
  recorded with them); another build gets none of them.
- tests: lz4 is skipped when missing, the known/unknown Laser Dance build, chunked search.
2026-10-19 00:23:14 -04:00
spoopyghosty0 7d5ed42d18 frame.unity_scene_active_rooms: never suggested (catalog recipe or the user's choice, Laser Dance), shown only for Unity scene games; plain summaries for both new Unity patches, stray blank lines removed
The PR turned it on for every Unity game with USE_SCENE or MRUK's library: a game-logic change keyed to one
game's symptom (MRUK games mostly don't use OVRSceneManager at all). A scanned room around the player usually
passes IsUserInRoom by itself.
2026-10-19 00:23:14 -04:00
spoopyghosty0 90bf8bcd67 adapter: scene_emul needs the xrshim through XRSHIM_SETTINGS already (mr-scene); drop PR #246's duplicate 2026-10-19 00:23:14 -04:00
spoopyghosty0 d028390da5 Library: drop PR #246's meta_spatial_permissions and meta_depth_occlusion migrations and the re-analysis hook that forced frame.meta_depth_occlusion into user recipes (mr-scene's scene_permissions covers the room games; non-user recipes follow detection and the catalog after the analysis bump; user recipes stay as edited) 2026-10-19 00:23:14 -04:00
spoopyghosty0 0a542d849e xrshim: emulated functions again only for a real instance (OpenXR: XR_NULL_HANDLE serves only the pre-instance functions; with mr-scene the shim would otherwise hand out the routed xrPollEvent/xrLocateSpace) 2026-10-19 00:23:13 -04:00
alicecatpaw 09358fb65e Address review comments on meta_depth_occlusion
- Limit _patch_shader_proximity_fade to known builds (Laser Dance) and known shader signatures/keywords to avoid modifying unrelated shaders
- Rename HARD_OCCLUSION and SOFT_OCCLUSION keywords in .assets files only, leaving global-metadata.dat intact so managed code cannot enable renamed occlusion variants
- Defer meta_depth_occlusion library migration for entries analysed before the field existed until re-analysis, and update user recipes on re-analysis
- Bump ANALYSIS_VERSION to 23 so older library entries are re-analysed for meta_depth_occlusion
2026-10-19 00:23:13 -04:00
alicecatpaw ae49d886da Address review: bump ANALYSIS_VERSION to 14, restore hand-tracking heuristic, and fix library migration 2026-10-19 00:23:13 -04:00
alicecatpaw 7afaa2629b Add catalog recipes for Neko Atsume, Punch Fit, Smash Drums, and Hitstream 2026-10-19 00:23:12 -04:00
alicecatpaw 5e27333f74 Add catalog recipes for Laser Dance and Synth Riders MR modes 2026-10-19 00:23:12 -04:00
alicecatpaw 68f278a744 Add Meta depth occlusion and active room patches for Unity MR games
- Implement frame.meta_depth_occlusion to zero out Meta EnvironmentDepthManager methods in libil2cpp.so and neutralize close-proximity depth shader occlusion in Unity assets

- Implement frame.unity_scene_active_rooms to bypass Meta OVRSceneManager active room position evaluations in libil2cpp.so

- Recommend frame.meta_permissions when spatial data or scene permissions are declared

- Remove redundant hand-tracking heuristic forcing controller_fix=0

- Add unit tests for depth occlusion, active room bypass, and manifest heuristics
2026-10-19 00:23:12 -04:00
alicecatpaw a0c26c9646 Emulate Meta spatial entity discovery and enforce runtime layer limits
- Emulate XR_META_spatial_entity_discovery (xrDiscoverSpacesMETA, xrRetrieveSpaceDiscoveryResultsMETA) and XR_META_boundary_visibility
- Add system properties for space discovery and boundary visibility
- Fix semantic labels length and null termination
- Allow xrGetInstanceProcAddr with null handle for emulated procs in xrshim
- Trim composition layers exceeding runtime maxLayerCount in xrEndFrame and validate quad extents
- Hook xrshim when scene_emul is enabled in adapter settings
- Update prebuilt native artifacts and checksums
2026-10-19 00:23:12 -04:00
spoopyghosty0 45900ef294 Installing a room-emulation game syncs the room scanner and its headset prompts to the Frame (in-game scan requests used whatever copy a PC-started scan had left there, e.g. none on a fresh Frame or without the new "Almost done" prompts) 2026-10-19 00:23:11 -04:00
spoopyghosty0 95eed63460 MR scan: once every direction, the ceiling and the floor are covered before the minimum scan time, the prompt says "Almost done" with the time left instead of a ring stuck at 12/12 (owner turned past 360 degrees waiting) 2026-10-19 00:23:11 -04:00
spoopyghosty0 04d03b8f87 MR scan preview: one calm colour (FramePort's secondary blue, opacity by floor/furniture/wall), filled 10 cm squares instead of 3x3 blotches, fainter, sort order below the scan prompts (owner: colours and layers clashed) 2026-10-19 00:23:11 -04:00
spoopyghosty0 6617941d47 MR scan preview (agent 104): a world-locked floor map overlay shows what the headset scan has covered (10 cm cells: floor grey, furniture orange, walls blue), redrawn at most once a second; also in game-requested scans; --no-preview / preview:false; disables itself on overlay errors or slow uploads 2026-10-19 00:23:10 -04:00
spoopyghosty0 05344906ef MR diagnostics: log room-entity locates (base space, flags; every one without both valid bits): MRUK keeps an anchor pending forever otherwise (Pinball FX's load never succeeds) 2026-10-19 00:23:10 -04:00
spoopyghosty0 94ece1a232 MR scan on request (FrameBridge): a capture request asks FramePort to scan (request/ack/result files), holds the completion, reloads the scanned room on ok, fails with XR_ERROR_RUNTIME_FAILURE otherwise, falls back to the stored room without a scanner (setting scene_scan_request, default on) 2026-10-19 00:23:10 -04:00
spoopyghosty0 38bd178aa3 MR scan on request (Frame side, agent 103): launch.sh watcher _scan_watch runs the headset room scan when FrameBridge requests one (request/ack/result files in the game's external files dir), saves it as the current room and copies it into the game folder 2026-10-19 00:23:09 -04:00
spoopyghosty0 56c821cce3 Triage: no scene-missing / mr-discovery-unsupported warning when FrameBridge serves the room (they matched OVRPort's extension list and the shim's own routing line; TestQuestMR saw the full room) 2026-10-19 00:23:09 -04:00
spoopyghosty0 3298c5f64d MR: scene capture completes after 1.5 s like a real scan (Pinball FX re-asked at once); log each room query per entity and the labels an app gets (with its support info) 2026-10-19 00:19:18 -04:00
spoopyghosty0 087ad75f47 MR: shim-routed generic calls handle only fake room spaces and room events; real ones go to OVRPort's dispatcher (its headset identity, events and controller spaces were skipped for every scene_emul game: Vermillion's controllers, NOPE) 2026-10-19 00:19:18 -04:00
spoopyghosty0 460c503e43 MR diagnostics: log the head against the floor outline when a game looks for the room (MRUK's current room; Pinball FX asks for a scan again and again) 2026-10-19 00:19:17 -04:00
spoopyghosty0 3687a6eb0d MR: Meta scene/anchor permissions with every scene_emul recipe (migration scene_permissions; NOPE/Pinball never asked for the room), emulate XR_META_boundary_visibility, log the app's passthrough calls 2026-10-19 00:19:17 -04:00
spoopyghosty0 e07441fb09 MR: hiding the STAGE bounds becomes per-game setting scene_hide_bounds (Demeter on; NOPE stalled on a black screen without a play area) 2026-10-19 00:19:16 -04:00
spoopyghosty0 212801ead2 Cpp2IL: run with invariant globalization (.NET aborts without libicu on fresh WSL/Linux); don't cache .NET start failures as unreadable games, retry old cached ones; CLAUDE.md/PLAYBOOK: STAGE bounds note 2026-10-19 00:19:16 -04:00
spoopyghosty0 7971354675 MR: hide the STAGE bounds from scene-emulation apps (OVRPlugin can't outline the Frame's 1x1 m rect: Demeter's guardian check threw), box walls in loop order 2026-10-19 00:19:15 -04:00
spoopyghosty0 c3144f65dd MR: room entities offer SHARABLE like Meta's runtime; log refused scene components (Demeter rejected the room) 2026-10-19 00:19:15 -04:00
spoopyghosty0 210d6e80c5 MR: rooms older Meta SDKs accept (labels as Meta's runtime maps them, GLOBAL_MESH only with the mesh extension), rectangular rooms from perpendicular walls, ceilings found after a short look up, 60 s minimum scan 2026-10-19 00:19:15 -04:00
spoopyghosty0 f8ee87145f MR scan: record only while passthrough streams meshes (a leftover block started a scan), pause + prompt when it stops, refuse scans under 30 frames 2026-10-19 00:19:14 -04:00
spoopyghosty0 52df211266 MR scan prompts: starts by itself (no passthrough wait), ceiling then 'look back down', floor step, finish early once everything was seen 2026-10-19 00:19:14 -04:00
spoopyghosty0 976260ed14 MR: agent and PC room parsers accept the optional wall label (scanner output was refused) 2026-10-19 00:19:13 -04:00
spoopyghosty0 893db92985 MR: scene emulation always brings the xrshim (OVRPort's dispatcher refuses scene calls; Pinball FX VR) 2026-10-19 00:19:11 -04:00
spoopyghosty0 a690d0ee3f Ship robust room scanner and document capture performance 2026-10-19 00:18:59 -04:00
spoopyghosty0 d48dcaba4e Fit stable room surfaces from smoothed depth fans 2026-10-19 00:18:58 -04:00
spoopyghosty0 f68c7f4232 Skip unusable tracking frames and reject inpainted depth 2026-10-19 00:18:58 -04:00
spoopyghosty0 fc5933bb2a Ship deterministic room scanner artifact and device validation notes 2026-10-19 00:18:58 -04:00
spoopyghosty0 0e41e1fcca Validate room scanning geometry and harden bounded reconstruction 2026-10-19 00:18:56 -04:00
spoopyghosty0 bbb05cfc0b Add offline room reconstruction and synthetic depth renderer 2026-10-19 00:18:44 -04:00
spoopyghosty0 71a427ac0f CLAUDE.md: mixed-reality room scanning notes 2026-10-19 00:18:44 -04:00
spoopyghosty0 e8eea8548c MR: scan the room in the headset - RoomView 3D capture with headset prompts, wall labels, agent 92
The agent records Valve's passthrough depth mesh (IVRBlockQueue + IVRPaths, Background/Overlay OpenVR app), converts
poses with the final raw->standing transform, shows pre-rendered prompts as a SteamVR overlay, then builds the room
with fp_roomscan (room_capture / room_capture_status). PC: rooms.scan, Frame page progress, frameport frame room scan.
FrameBridge reads the optional wall label (INVISIBLE_WALL_FACE). ROOM_FORMAT: outline orientation stated exactly.
2026-10-19 00:18:42 -04:00
spoopyghosty0 ab4bb5b68d Finish room launcher integration and document device validation 2026-10-19 00:18:40 -04:00
spoopyghosty0 ee902e4c40 Diagnose missing MR rooms and unsupported scene discovery 2026-10-19 00:18:16 -04:00
spoopyghosty0 e1fd4fd244 Enable scene emulation for scene and spatial anchor games 2026-10-19 00:18:15 -04:00
spoopyghosty0 a5172c1e2f Show room readiness and floor plans in the Frame UI 2026-10-19 00:18:12 -04:00
spoopyghosty0 5c9d2e5c62 Add room CLI and reuse host helper synchronization 2026-10-19 00:18:11 -04:00
spoopyghosty0 79c5a210f8 Store rooms on the Frame and synchronize Quest launchers 2026-10-19 00:18:10 -04:00
spoopyghosty0 4864703e11 Add portable room format validation and floor plan previews 2026-10-19 00:17:51 -04:00
spoopyghosty0 b3e5b2401e Document scene implementation validation and exact device handoff 2026-10-19 00:17:51 -04:00
spoopyghosty0 301f734dbf Rebuild FrameBridge scene emulation artifacts deterministically 2026-10-19 00:17:49 -04:00
spoopyghosty0 577b72969a Verify shim routing and protect erased or stale scene handles 2026-10-19 00:17:34 -04:00
spoopyghosty0 11ccdb7fac Test room geometry discovery persistence and malformed data on the host 2026-10-19 00:17:33 -04:00
spoopyghosty0 7fe604dbec Report scanned room or guardian box on scene capture requests 2026-10-19 00:17:33 -04:00
spoopyghosty0 2306b2e788 Route all emulated scene APIs and fake space consumers through the shim 2026-10-19 00:17:33 -04:00
spoopyghosty0 65b39a51ca Persist random UUID application anchors across sessions 2026-10-19 00:17:32 -04:00
spoopyghosty0 8473fe429e Add META discovery and persistence entry points and events 2026-10-19 00:17:32 -04:00
spoopyghosty0 3586d520d3 Expose room polygons volume bounds and triangle meshes 2026-10-19 00:17:32 -04:00
spoopyghosty0 79f60057fa Load scanned STAGE room files and bounded mesh sidecars 2026-10-19 00:17:31 -04:00
spoopyghosty0 77b01cbadb MR: optional wall label in room.txt; in-headset scan prompts (render_prompts.py) 2026-10-19 00:17:31 -04:00
spoopyghosty0 b9cb73a6c7 MR: Phase 0 findings - Valve's RoomView 3D mesh is readable through IVRBlockQueue/IVRPaths 2026-10-19 00:17:31 -04:00
spoopyghosty0 11a677ed1c MR: room file contract (room.txt, room-mesh.bin, scan dumps) 2026-10-19 00:17:30 -04:00
spoopyghosty0 d3a0846775 Release prep: the #406, #254 and #387 fixes together on main
Adapter rebuilt from the combined source (fixed_resolution + swapchain_pool), libfp_xrruntime.so back in SHA256SUMS, ANALYSIS_VERSION 24 for static OpenXR loaders (23 is frame.main_process), agent v108 for the static-loader launcher line (above the MR branches' 104-107 so a Frame with one of those still updates), patch docs and translations template regenerated, Ruff line length.
2026-10-19 00:10:31 -04:00
Codex 25db57f468 Fix #387: pool GLES panel swapchains before the runtime count limit
Add opt-in swapchain_pool with private GLES images and up to two packed
runtime atlases. Start at eight live app runtime swapchains to reserve
headroom before the session cap. Preserve image ownership, GL state,
source fences, crops and the existing cylinder/equirect layer ordering.

Enable for 4XVR, add count-limit triage without unknown suggestions for
older apps, and document the pending headset menu check. Leave default
recipes and adapter revisions unchanged. Rebuild arm64/arm32 artifacts.

Validation: 132 targeted tests passed (2 skipped), including the native
runtime/GL harness; Ruff and generated docs pass. Full host suite:
2095 passed, 137 skipped, 12 failures and 16 setup errors, all denied
socket creation in this sandbox. No headset validation or push.
2026-10-19 00:04:16 -04:00
Codex bd2a742356 Route embedded Khronos OpenXR loaders through FrameBridge
Detect and redirect static loader manifests and Android brokers, ship a runtime negotiation shim and the inner loader chain, and maintain per-game manifests on install and launch. Add the PrimedGun recipe, triage and host coverage.
2026-10-19 00:03:49 -04:00
spoopyghosty0 d0a2d89c92 Keep opt-in OpenXR layer recommendations at full swapchain resolution (#406)
Route OVRPlugin recommendations through the existing extension shim, retain native loader hooks, and log projection rect changes once per second per eye. Enable the fix for Batman, document verification, and rebuild both adapter architectures.
2026-10-19 00:03:20 -04:00
387 changed files with 36005 additions and 2252 deletions

No files matched your search

+58 -12
View File
@@ -59,8 +59,22 @@ 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)); 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
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
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
@@ -130,10 +144,19 @@ 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). 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`/`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
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;
@@ -218,6 +241,11 @@ 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`).
@@ -308,7 +336,11 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
reinstall of the release's `.whl`); `prepare()` → `<data>/updates/<ver>/` (SHA256SUMS.txt required + checked,
layout checked, Windows: the new FramePort.exe must have the running exe's Authenticode signer when that one is
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,
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; nothing touched while a program file
is in use, old-only files of app/Lib/DLLs/site-packages/data moved to `previous`, a failed copy deletes what it
added (#476: the old rollback kept new modules → old version crashed at start); bundles carry
`frameport/_bundle_files.txt` (package.py) → `core/bundle_files.check` at GUI start removes/ignores leftovers and
reports a mixed install; 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
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
@@ -455,7 +487,9 @@ 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).
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m). OVRPlugin treats that rect as a configured
boundary but can't outline it ("ovrpBoundary_Outer is not supported"): Demeter's guardian check indexed an empty
array → with `scene_emul` the app's STAGE `xrGetReferenceSpaceBoundsRect` returns XR_SPACE_BOUNDS_UNAVAILABLE.
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
give GL_INVALID_OPERATION. Some GLES games hit `zink: DEVICE LOST` (Unity MSAA RTT; Sniper Elite VR even without).
@@ -568,20 +602,21 @@ 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
**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
**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
**User reports #4-#10:** shortcuts go to the signed-in account (agent `library_users`), `launch` errors `NOT_IN_LIBRARY`; shared Cpp2IL run (`unity_text_input.Il2cppReturnPatch`) for `frame.unity_runtime_msaa_off` and `frame.unity_multipass`; VR4 → catalog `use_alt`. **Catalog changes reach existing games**: recipes store `catalog_rev`, `library._follow_catalog` re-derives non-user recipes. → docs/DEVICE_NOTES.md#user-reports-2026-10-04-issues-4-10
**Round 2 of reports / headset rounds 2-3 (2026-10-04):** vkshim `vk_shader_fix` (VR4); `Il2cppReturnPatch.field_loads` (I Am Cat); builds record `recipe_fp` (changed recipe/revised patch → "Update on Frame"); `Frame.relocate`; adapter `profile_remap` (Touch Plus/Pro); `sync_guard` (Myst); `focus_hold` tuning; ovrpshim for Unity 2017 (Accounting+); Steam library to every account, `shortcuts_lost` / `add_devkit_entry`; no clipboard service → `frame.sdl_clipboard`, `frame.godot_clipboard`; 2D apps keep non-VR patches (`needs_vr = False`); `frame/local.py` (FramePort on the Frame); after every app update `library._follow_catalog` re-derives non-user recipes once (`recipes.app_version`, `library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (re-analysis at GUI start + `pipeline.refresh_analyses`; `analysis_failed`). Roblox and BONELAB crash (unsupported). → docs/DEVICE_NOTES.md#round-2-of-reports-headset-rounds-2-3-2026-10-04
**Round 4:** XR_KHR_android_surface_swapchain is listed but unsupported → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`); save folders without u/g+rwx → launch.sh `fix_perms`; Lucky's Tale OOM (no fix); `perf` works as steamos (gdb blocked); QuestCraft JRE, WiiCompiled import by hand (Lepton has no document picker). → docs/DEVICE_NOTES.md#round-4-2026-10-04-surface-swapchains-save-folder-permissions
**Steam library failures (GitHub #21/#30/#41/#42):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (Play → AppError_9) → fallback: register through Steam's devkit interface (`devkit-1 … create-shortcut`, `~/devkit-game/<id>/`; `devkit_appid`, `devkit_appid_from_log`, `devkit_unregister`, `copy_grid_art`; ids: letter first, letters/digits/_ only); `collect_diag` adds `steam_library`. Cause still unknown. → docs/DEVICE_NOTES.md#steam-library-failures-and-the-devkit-fallback-github-21304142
**Exit game (GitHub #36):** `Apps.TerminateApp` (Steam CEF devtools on 127.0.0.1:8080) closes games; launch.sh ends the game when its parent reaper is gone (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#exit-game-github-36
**SteamVR dashboard at game start:** launch.sh's `_dashboard_worker` hides the dashboard via `SteamClient.OpenVR.VROverlay` (agent `steam_js`) from the first FrameBridge `new layer:` line (120 s, ≤10 times, stops after `toggle_dashboard_action`); log `<base>/dashboard.log`, opt out `FRAMEPORT_KEEP_DASHBOARD=1`. → docs/DEVICE_NOTES.md#steamvr-dashboard-at-game-start
**Space warp / ITR2:** OVRPort's dispatcher offers XR_FB_space_warp itself (`patch_disable_space_warp` doesn't reach UE5) → FrameBridge `hide_space_warp` (per game, off; suggested for UE5 + OVRPlugin). `equirect_emul` switches itself off on Vulkan. → docs/DEVICE_NOTES.md#space-warp--itr2
**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
**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 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.
**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
@@ -590,9 +625,11 @@ 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
@@ -601,6 +638,8 @@ 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), other kinds too (#415: Crisis Brigade 2's `office.222.<pkg>.obb`, kind spelling kept, never an "another app" warning); 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
@@ -704,7 +743,8 @@ 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.
"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).
- *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
@@ -778,3 +818,9 @@ asks before ending a running game, and closes local FramePort/Desktop Mode. Purg
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).
Agent v124: a waiting `now` worker holds the shortcut lock (`shortcut_lock`) for up to 12 h, so nothing an SSH command
reaches blocks on it (an install's `library_mode` hung until the 600 s agent timeout): `library_mode` tries once and
skips the hook cleanup; `cmd_shortcuts` journals into the waiting worker (`pending_lock`, a short separate lock;
the worker writes "running" under it before merging the journal after stop_steam, one restart for all; the PC
shows the same "waiting" reason); `queue_library` waits ≤30 s, else journal only; runs drop what they applied
(`consume_pending`), never later entries.
+28 -30
View File
@@ -2,12 +2,17 @@
Thanks for helping. The quickest contributions:
- **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.
- **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).
## Development
```
uv sync --extra dev # Python 3.11+, uv (https://docs.astral.sh/uv/)
uv run frameport-gui # the app
@@ -15,39 +20,32 @@ 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).
## 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`.
- 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).
## 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:
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.
The app's texts can be translated, no programming needed. The command line, logs and diagnostics stay English.
Wording rules for English (and a guide for tone) are in `docs/STYLE.md`.
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.
## 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).
+47 -50
View File
@@ -8,78 +8,73 @@
![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.
Frame, patches each game to run there, uploads the game and adds the game 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)
▶ [Watch the tour](docs/media/frameport-tour.mp4) · [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.
> [SideQuest](https://sidequestvr.com/). FramePort downloads published open-source tools ([Built on](#built-on))
> and adds its own patches.
>
> 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.
> Not every game runs on the Frame. Some 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 and test that it starts.
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
plain words.
- **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.
- **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).
- **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).
- **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) 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) 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:
```
curl -fsSL https://frameport.app/s | bash
```
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.
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.
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
[FAQ](docs/FAQ.md).
Full guide: [Install and first steps](docs/INSTALL.md). Game folders: [FAQ](docs/FAQ.md).
## 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).
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).
## Compared with other tools
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
FrameDrop and Valve's own tools install an app as it is. FramePort also:
- **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.
- 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.
<details>
<summary>All differences</summary>
@@ -88,12 +83,12 @@ FrameDrop and Valve's own tools install an app as it is. FramePort differs in fo
|---|---|---|---|
| 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) |
| 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) |
| 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 |
| Knows which patches a game needs | Tested recipes for hundreds of 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 |
| 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 |
| 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 |
@@ -101,10 +96,10 @@ FrameDrop and Valve's own tools install an app as it is. FramePort differs in fo
</details>
Other tools as described on their own pages, checked 2026-10-09:
Based on each tool's 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).
Out of date? [Report the problem](https://github.com/spoopyghosty0/frameport/issues/new).
## Built on
@@ -119,15 +114,17 @@ What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
| | |
|---|---|
| [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 |
| [Controller buttons](docs/CONTROLLERS.md) | Quest Touch buttons on the Frame: SteamVR default, Mirror and Quest pair |
| [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 |
| [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 |
| [Contributing](CONTRIBUTING.md) | Code, recipes, translations |
## Development
+3 -1
View File
@@ -1,6 +1,6 @@
# Third-party notices
FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the following third-party work.
FramePort is GPL-3.0-only (see `LICENSE`). FramePort includes or downloads the following third-party work.
## Included in this repository / the release bundles
| Component | Where | License |
@@ -25,6 +25,8 @@ 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.
+2573 -90
View File
File diff suppressed because it is too large. Load diff
+11 -9
View File
@@ -1,16 +1,18 @@
# Announcements
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit it on `main`: the app reads it
from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone without a release.
`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.
## Who sees it
- **Only people who already used FramePort before the announcement's `date`.** A new install never shows one, and
nor does an announcement published before FramePort was installed.
- **Once.** Closing it in any way (the X, a click outside it, Escape, or its button) dismisses it for good. The app
remembers dismissals in its settings (`announce.dismissed`).
- **A new announcement = a new `id`.** Fixing a typo with the same `id` doesn't show it again to anyone who closed it.
A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier one or not.
- **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.
## The file
@@ -31,7 +33,7 @@ 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 (e.g. 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 (for example 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
+46 -12
View File
@@ -1,32 +1,66 @@
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
222727ddabf7eaee08c92e86c64f02edc6639667e9041ab2629032b885c9ae3a ./arm64-v8a/liba32bridge.so
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
dfeee15b52a530aef0fc90f79140249522adf888d1c88fd57935dd8ce5257fa5 ./arm64-v8a/libVkLayer_fdm_darken.so
86974202436e9209e260a690ae3eb0082d7d0f88e17c621dd77c0788ea66bc6d ./arm64-v8a/libVkLayer_fp_shaderfix.so
e63d93e086df3b7b29501188b80fb113879e2fd325d7659f68a31ac5bc87b561 ./arm64-v8a/liba32bridge.so
81b073b0cdf11fdb09d22dff682884c5046fe13801f18db9aed232e86f3bf173 ./arm64-v8a/liba32rt.so
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
845905e8c2da617dddcb9625f4ed38e06f1d85f9c729b55dacb2c59488074c3e ./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
e32f9b3222bfe2e58c193db809ac2cf54086df36fd2ec6651aa2e58308f6b39d ./arm64-v8a/libfp_vk.so
0055308856070aa7e09d80bcf66ea52dc0a495829b9da64383e38f4350706226 ./arm64-v8a/libfp_vk.so
3c548b567c6984c91bf3f4a2b0bae1336f569f3e9fa9c3204872fd9876f88284 ./arm64-v8a/libfp_xrruntime.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
4a13a33e112c9e4e3c5ff4337ed6e988a9e5b3602f48d654df148ef5fafbf426 ./arm64-v8a/libfpglmv.so
36400eae4ba3807bcfcd54463daa217347032b07218792faa448d8cbbd086a0e ./arm64-v8a/libframe_xrshim.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
f0894d9cc08aed4c0f6468134e76909d583a208c3f5e528bc3ee795f51b19fcb ./arm64-v8a/libopenxr_loader_generic.so
be863bb0001bc60e9bbd691753f5c5968664ae7917b29258dd15b7a9dd1c3ade ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
4e03a8389981ed5a27b4c159cc83168c4f93d0d75479a445b02e5669aa26a71b ./armeabi-v7a/libopenxr_loader_generic.so
c7a14d34e4ddf20ec943641f6431525867d6f030cd01160df1b24afd441af39f ./arm64-v8a/libvrapi.so
c7a14d34e4ddf20ec943641f6431525867d6f030cd01160df1b24afd441af39f ./arm64-v8a/libvrapi_foveation.so
2f978a24bc78a33a4162f5d35ec13d722a5a965a67772bd6128cbd6f8b0b4b17 ./armeabi-v7a/libopenxr_loader_generic.so
6fd59e6c6e533c0a17204e4f12adaf992ffa6cf58d6280aa9b37ca7ba20299d4 ./dex/browser-handoff.dex
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
55aae57d292e9536701f2f8a9dbaf1edcfdd766c5748d07a34da2f5ef197f212 ./hevc/libstagefrighthw.so
389352bf10c03ab54e784a43c9b217451dd814cacec1d7178777e337c9d6f7de ./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
2cc16b90abcd3d359f1658c581172bd650017bf2725e24268915f50904c000ec ./linux-arm64-bin/fp_roomscan
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
00c2dead0fd7497929833467f0e55699d57d26be1b85dce35402993852f7b111 ./roomscan/ceiling.png
c1962de31ed2810d31c760cf9ee63316ac2b8c9528ccbcd9299ebf5ba39b2995 ./roomscan/done.png
0dfaea4c68979b0a45a9fef06fdf1a92468ffc8f46f80a3a014fce1d805972d5 ./roomscan/failed.png
f2bae84f1d1512f87b25e688acdddb29b3f360f3f0d0cd4fdeeb741a79e7b19a ./roomscan/finish_00.png
9be7720c45f162e99813cb9a7a03e026fed53b41f06637b30ded309eeac91759 ./roomscan/finish_01.png
220d699f879b3a8669cfaf4dc714496e8c1db7e7878e7cd12b1a41aec9b62faa ./roomscan/finish_02.png
42871b440b77449d4fe41be1c809a930148a874caa8bc92b13b5d25bb6effa83 ./roomscan/finish_03.png
a470f62624c94ed6791cc7ee03066e1ffb0a676d520658a0a8b02a6af1605b3b ./roomscan/finish_04.png
195ff1c649fd9b42bfa6eea29c43a8b67116fd6ffe9b0fe53dcbdb1074bd34fa ./roomscan/finish_05.png
a45accab86b02d7b78327a17b84a6fea543ecc549282055dd3182c686fc2b1b8 ./roomscan/finish_06.png
b88d6c590ea839a9d11b3a4de8c3effb39752f7114318966fddae09995e0fd37 ./roomscan/finish_07.png
4a3615db26cf765b855a997be3e067aed58464894dab4a6700fdec5c2b854501 ./roomscan/finish_08.png
f532a83044e707c66dbc74787ce7b844890bc05829d3e9c8f7e33dae9db246a5 ./roomscan/finish_09.png
ffce61a9f13bbb250fad3582396a5bec82a1bad1d585b7ef9b8f65d343806b26 ./roomscan/finish_10.png
4a63772adacb31004749ab04b592076bd36cda61eef52f59037d5abdc9e527db ./roomscan/finish_11.png
f373e7021cfce0d1078227f473425a10035ee426102b78f13e0fea4833b736d5 ./roomscan/finish_12.png
1147391822be3f1aa5351374b8fd9ec85f8b5ce40e3cb9f3146d778e6fbc652a ./roomscan/floor.png
eb3c8b55a9dbafa030797ca9f06a22c3ee3bbef96cb7adea26d433ebad43d43f ./roomscan/look_00.png
6ba965ff6d22a469c558f2a68229bd2ff48fc28badb95889ca245310d1dd3e96 ./roomscan/look_01.png
0a11cec25ebc76fe11d505d1f2ec162c9b4a6754393065800e73b1f81e2d94c8 ./roomscan/look_02.png
fa5a4c94d20af56797b9fcc111148767847a6633ade9217cab373de232efad90 ./roomscan/look_03.png
e80fa493e380fba39084be2ee62859adcff4e39aa66566abee10a4d6339c52e9 ./roomscan/look_04.png
133617f0d8d1e69c37408aac80033f71856b592b62e3b780cc12b446bd974680 ./roomscan/look_05.png
d5dd296ff23641c6973c57ac139147e99c7b783316ab60537adb2155dd196880 ./roomscan/look_06.png
c08570aa78f966ae937b2e21d0bad887c5352fbca56aa579a2a7ef8541fb96ad ./roomscan/look_07.png
3767e7db5fb6babc872fa62c42604f749c65936717d332101745b201cd450cd5 ./roomscan/look_08.png
2924dc65e5c497545340209edc16060e12e1834d11af6871d1c1baa50b7b2562 ./roomscan/look_09.png
cd0150dfc10b2aea39403c74eff72fd05fb0111178ef39b4c98657a6d16d105e ./roomscan/look_10.png
011355e412f73ade3896e9037490e607c4365d0cf8ceb807d236bf68b414d3ed ./roomscan/look_11.png
1b8b47ffb47568d540921f065b5958eeb44a6489498d58e0f33f5d1f535154e2 ./roomscan/look_12.png
926c7bc6a103adee5b9bf938f5d4e39095ab77fd6270b5301be3b0428edd9ae6 ./roomscan/start.png
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.
+2 -2
View File
@@ -1,8 +1,8 @@
{
"revision": 8,
"revision": 11,
"runtime_sha256": "456e912c75cd389abcf6a63bc80e2a53bdc334371d00b200c93680388ae955e2",
"files": {
"libstagefrighthw.so": "141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c",
"libstagefrighthw.so": "55aae57d292e9536701f2f8a9dbaf1edcfdd766c5748d07a34da2f5ef197f212",
"podman.py": "529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca",
"media_codecs_frameport.xml": "46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405",
"COPYING.FFmpeg": "b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe"
Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 26 KiB

@@ -8,19 +8,21 @@ 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).'
(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.'
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: '2026-10-10'
updated: '2026-10-18'
min_app: 0.12.1
source_hint: 4XVR Video Player
@@ -0,0 +1,16 @@
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
@@ -0,0 +1,29 @@
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
@@ -0,0 +1,23 @@
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
@@ -0,0 +1,26 @@
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
@@ -0,0 +1,20 @@
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
@@ -0,0 +1,19 @@
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
@@ -0,0 +1,23 @@
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
+2 -1
View File
@@ -12,6 +12,7 @@ overport_extra:
- patch_force_passthrough
adapter:
scene_emul: 1
scene_hide_bounds: 1
device:
- device.text_input_window
verified:
@@ -22,4 +23,4 @@ verified:
frame:
- frame.meta_permissions
- frame.unity_text_input
updated: '2026-10-15'
updated: '2026-10-17'
@@ -0,0 +1,20 @@
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
@@ -0,0 +1,19 @@
package: com.Oculus.FirstContact
title: First Contact
status: works
notes: '32-bit only, runs through FramePort''s 32-bit bridge (experimental). Played in the headset
(GitHub #489); the headless launch test ends early, which is expected for the bridge.'
tested_version: '1.12'
engine: Unreal
xr: VrApi
frame:
- frame.a32_bridge
verified:
date: '2026-10-25'
known_good_sha256: 7b971d70af24ec554994e59f65b2568c5b86a94df04e962699051f267d6358b7
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 109
issue: 489
source_hint: com.Oculus.FirstContact
+4 -1
View File
@@ -6,7 +6,10 @@ 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).
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.'
overport_extra:
- patch_disable_space_warp
alt_overport:
@@ -0,0 +1,24 @@
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
+12 -6
View File
@@ -5,16 +5,20 @@ 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 and device.text_input_window added from detection (not headset-verified).
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).
Runs as a Quest 3 with the Vulkan panel pool (swapchain_pool): as a Quest 3 it switches to larger eye images after
the intro, which the Frame''s swapchain limit refused before the pool (GitHub #424; checked headless 2026-10-23,
FramePort 1.4.0).'
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
- patch_ac_nexus_no_appsw_90
frame:
- frame.unity_text_input
device:
frame_remove:
- device.text_input_window
verified:
date: '2026-09-28'
@@ -23,5 +27,7 @@ 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: '2026-10-15'
min_app: 1.2.0
updated: '2026-10-25'
min_app: 1.4.0
adapter:
swapchain_pool: 1
+23
View File
@@ -0,0 +1,23 @@
package: com.XrealGames.Zc15
title: Zero Caliber 2
status: works
tested_version: 2.0.1173-S-80237
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
- frame.unreal_noreserve
adapter:
haptic_fix: 1
fixed_resolution: 1
verified:
date: '2026-10-25'
known_good_sha256: 48a6fc11f64aba9a9ee95863cb601d64ad8b54eba9034d5b05097f5d3ee00b57
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 109
issue: 492
source_hint: Zero Caliber 2
@@ -0,0 +1,11 @@
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
@@ -0,0 +1,22 @@
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
+24
View File
@@ -0,0 +1,24 @@
package: com.baobab.invasion
title: Invasion
status: works
tested_version: 1.0.250
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: '2026-10-25'
known_good_sha256: 06c8f94556eb8d8d6679e089d2429e70b45148aba7ad0d47c42bd1de932cbdc1
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 109
issue: 490
source_hint: com.baobab.invasion
+3 -2
View File
@@ -16,6 +16,7 @@ frame:
- frame.hw_video_decode
- frame.unity_text_input
adapter:
fixed_resolution: 1
sync_guard: 1
surface_native: 1
fade_quad: 1
@@ -26,6 +27,6 @@ verified:
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-15'
min_app: 1.1.0
updated: '2026-10-18'
min_app: 1.2.2
source_hint: Batman- Arkham Shadow
@@ -0,0 +1,26 @@
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
+19
View File
@@ -0,0 +1,19 @@
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
@@ -0,0 +1,23 @@
package: com.drbeef.questzdoom
title: QuestZDoom
status: works
notes: 'Needs a WAD: put it into QuestZDoom/wads in the game''s storage (Files tab) and create QuestZDoom/qzdoom.ini
with the lines "[IWADSearch.Directories]" and "Path=/sdcard/QuestZDoom/wads" (commandline.txt alone is not
enough). Smooth past 15 minutes in the headset with gl_error_clear (issue 237).'
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: '2026-10-25'
issue: 237
updated: '2026-10-25'
source_hint: questzdoom-1.6.2
@@ -0,0 +1,24 @@
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
@@ -0,0 +1,36 @@
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
@@ -0,0 +1,24 @@
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
@@ -0,0 +1,16 @@
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
+4 -2
View File
@@ -5,8 +5,10 @@ source_hint: NOPE CHALLENGE
engine: Unreal
xr: OpenXR
status: works
notes: Meta XR Audio telemetry patch + nodebug. MR "Reality Breach" mode unavailable.
details: The MR 'Reality Breach' mode needs passthrough; standard VR mode used.
notes: "Meta XR Audio telemetry patch + nodebug. MR mode: needs a scanned room."
details: The MR 'Reality Breach' mode needs passthrough and a room; standard VR mode was verified.
adapter:
scene_emul: 1
alt_overport:
- patch_remove_unreal_force_quit
frame:
@@ -0,0 +1,26 @@
package: com.mrf.kluge.SynthRiders
title: SynthRiders
status: works
tested_version: 3.6.7a2
engine: Unity
xr: OpenXR
frame:
- frame.meta_permissions
- frame.bhaptics_permission
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-25'
known_good_sha256: ef1792f577697c5fa355a61adfc02e9d8a50fe4ddfec0357398bd5867df42f17
app: 1.3.1.dev703
overport_cli: 1.2.5
frame_build: '20261022.6153909'
agent: 125
issue: 494
source_hint: com.mrf.kluge.SynthRiders
@@ -0,0 +1,19 @@
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
@@ -0,0 +1,25 @@
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
+2 -1
View File
@@ -18,11 +18,12 @@ 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: '2026-10-05'
updated: '2026-10-23'
source_hint: QuestCraft
@@ -0,0 +1,27 @@
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
@@ -0,0 +1,22 @@
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
@@ -0,0 +1,23 @@
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
+2 -1
View File
@@ -1,13 +1,14 @@
package: com.zenstudios.PFXVRQuest
title: Pinball FX VR
status: issues
notes: Plays; mixed reality mode not working yet. Space warp off (fewer stutters).
notes: "Plays; space warp off (fewer stutters). MR mode: needs a scanned room."
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:
+24
View File
@@ -0,0 +1,24 @@
package: dev.melee.game
title: Xelee
status: unknown
notes: 'The app opens a flat launcher (MeleeActivity) that starts the VR part (MeleeXrActivity): "Show the app''s
Android window" is on so that launcher can be seen in the headset; without it Lepton runs the app headless, the
launcher waits invisibly and OpenXR never starts. Keep the Vulkan library rename disabled: the engine (Aurora/Dawn
WebGPU) builds the name libvulkan.so from two pieces, so the rename made it ask for "libfp_vkn.so" (GitHub #475).
The VR part is not yet checked on the Frame.'
details: 'Vulkan (Dawn) loads and precompiles all 6080 pipelines in about 34 s with the rename off; the launch then
stays in the 2D launcher, so no OpenXR call is made (GitHub #475).'
tested_version: 0.1.0-beta
engine: Other
xr: OpenXR
frame:
- frame.meta_permissions
- frame.sdl_clipboard
frame_remove:
- frame.vk_sanitize
device:
- device.text_input_window
adapter:
scene_emul: 1
updated: '2026-10-24'
source_hint: Xelee-Quest-arm64
@@ -0,0 +1,26 @@
package: games.b4t.epicrollercoasters.oculus
title: Epic Roller Coasters
status: works
notes: You may need to restart the game for the camera to be placed in front of the menu.
tested_version: 8.36.04
engine: Unity
xr: OpenXR
overport_extra:
- patch_disable_space_warp
frame:
- frame.bhaptics_permission
- frame.vivox_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-21'
known_good_sha256: 5760a135be2e2df634c78eae4f9d177b2a95a9da26a4739fdd6e1f5159ed9320
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 109
issue: 456
source_hint: Epic Roller Coasters
@@ -0,0 +1,16 @@
package: io.port0r.houseofthedead
title: 'Port0r: House of the Dead VR'
status: works
tested_version: 0.1.1
engine: Other
xr: OpenXR
as_is: true
verified:
date: '2026-10-25'
known_good_sha256: 699a25d696df8af8669feee11037a2c1c56f15a8f9359b1f8d17897aa841b197
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261020.6124238'
agent: 109
issue: 496
source_hint: Port0r-HouseOfTheDeadVR-v0.1.1-quest3
+16
View File
@@ -0,0 +1,16 @@
package: io.port0r.segarally
title: 'Port0r: Rally VR'
status: works
tested_version: 0.2.6
engine: Other
xr: OpenXR
as_is: true
verified:
date: '2026-10-25'
known_good_sha256: 186018b96550c3881e4659293d07a2fbe6bb7a962798de1dbf6bcba3a99b9025
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261020.6124238'
agent: 109
issue: 498
source_hint: Port0r-RallyVR-v0.2.6-quest3
+20
View File
@@ -0,0 +1,20 @@
package: io.port0r.timecrisis
title: 'Port0r: Time Crisis VR'
status: issues
notes: Immersive mode shows a black screen (only the arm and gun); the flat and 3D screen modes work
(game menu, setup button).
tested_version: 0.2.2
engine: Other
xr: OpenXR
adapter:
refresh_rate: 90.0
as_is: true
verified:
date: '2026-10-25'
known_good_sha256: 4208f5bf16ecc2cfcf3fbb6cb5abf2d632eeffdc3a74115c0b03e861c1bdee43
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261020.6124238'
agent: 109
issue: 497
source_hint: Port0r-TimeCrisisVR-v0.2.2-quest3
+18
View File
@@ -0,0 +1,18 @@
package: io.port0r.timecrisis2
title: 'Port0r: Time Crisis II VR'
status: issues
notes: Gameplay runs well; cut scenes and the title and game-selection screens after inserting coins
don't display properly.
tested_version: 0.1.0
engine: Other
xr: OpenXR
as_is: true
verified:
date: '2026-10-25'
known_good_sha256: 3277d77f81fc6ec7e686d2bd74050234dbfb4c90bf3009a1feb027147372aecb
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261020.6124238'
agent: 109
issue: 495
source_hint: Port0r-TimeCrisisIIVR-v0.1.0-quest3
+16
View File
@@ -0,0 +1,16 @@
package: io.port0r.virtuacop
title: 'Port0r: Cop VR'
status: works
tested_version: 0.2.2
engine: Other
xr: OpenXR
as_is: true
verified:
date: '2026-10-25'
known_good_sha256: 67e0e5676054b8c7a05d9e835d312d29716437e2166c2ce558b6b9b1782286bf
app: 1.3.0
overport_cli: 1.2.5
frame_build: '20261020.6124238'
agent: 109
issue: 493
source_hint: Port0r-CopVR-v0.2.1-quest3
+21
View File
@@ -0,0 +1,21 @@
package: jp.strippers.punchfit
title: Punch Fit
status: works
tested_version: 1.7.2
engine: Unity
xr: OpenXR
frame:
- frame.meta_permissions
- frame.unity_text_input
adapter:
haptic_fix: 1
pose_time_fix: 1
scene_emul: 1
passthrough_emul: 1
notes: Mixed reality workout arena; composition layer trimming prevents 21+ layer overflow.
verified:
date: '2026-10-12'
known_good_sha256: 1a0050272526360542d62e7e6d1fc2daecb765c34378a6fe4ad51568ec550c0d
source_hint: Punch Fit
min_app: 1.2.2
updated: '2026-10-18'
+20
View File
@@ -0,0 +1,20 @@
package: org.outrun.quest.vr
title: OutRun Quest VR
status: unknown
notes: Needs colour-space support and FrameBridge's space warp (it quits at start without them). Not yet checked on
the Frame with both (GitHub #336).
details: Own engine with OpenGL ES and its own OpenXR loader. It requires XR_FB_color_space (Rec.709; quit with "Rec.709
color space unavailable") and Meta's Application SpaceWarp (quit with "AppSW recommended buffers unavailable"); the
Frame's runtime offers neither in a usable form. fb_color_space offers the colour-space extension; space_warp_emul
offers XR_FB_space_warp with a motion-vector size, serves the motion-vector and depth images as GL textures and
removes the space warp info from every frame. Turning space warp off can't help, the game refuses to start without it.
tested_version: 0.4.25-music-indicators
engine: Other
xr: OpenXR
adapter:
fb_color_space: 1
space_warp_emul: 1
verified:
issue: 336
updated: '2026-10-24'
source_hint: OutRunQuest-VR-v0.4.25-music-indicators-arm64
+7 -5
View File
@@ -1,9 +1,10 @@
package: org.primedgun.v2
title: PrimedGun v2
status: unknown
notes: 'Without the Vulkan library rename: the game builds the library name from two pieces, so the renamed name didn''t
exist ("libfp_vkn.so"), its renderer fell back to OpenGL and VR couldn''t start (GitHub #254). Not yet confirmed in
the headset.'
status: issues
notes: 'Vulkan via a statically linked Khronos OpenXR loader, which bypasses FrameBridge (the picture jumps).
The embedded-loader patch is off for now: with it, the game''s loader and the one FramePort adds call each other
until the game crashes at Play (GitHub #254). Keep the Vulkan library rename disabled: this game assembles its
library name from two pieces, so renaming it prevented Vulkan from loading and VR could not start.'
tested_version: 2.0.0-alpha.4
engine: Other
xr: OpenXR
@@ -11,5 +12,6 @@ frame:
- frame.sdl_clipboard
frame_remove:
- frame.vk_sanitize
updated: '2026-10-18'
- frame.static_openxr_loader
updated: '2026-10-23'
source_hint: PrimedGun v2 Quest APK (github.com/iChris4/MetroidPrimePortVR)
+149 -4
View File
@@ -3,9 +3,67 @@
# "apply and rebuild"; an entry `adapter.<key>=<value>` sets that value (else 1). `severity`: fatal (the game can't
# run) | error | warning | info. `question`: a symptom only the player sees (play sessions, GUI "Last session"): its
# fix is offered as that question, never applied on its own. `report: true` = the useful next step is a problem report
# with diagnostics. Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
# with diagnostics. `unless_patch: <patch id>` = not when that patch is in the game's build (a log line that stays
# the same with the fix in place). Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
# Sources: every failure we hit porting 34 games to the Steam Frame (see docs/PLAYBOOK.md).
# Installed apps fetch this file from GitHub main (every 6 h, like catalog/games) and use each remote signature in
# place of their bundled one with the same id, unless it names a patch/adapter setting or a field the app doesn't know,
# or `min_app` (per signature, or top-level for the whole file) is above its version. Optional `updated: 'YYYY-MM-DD'`
# lets a bundled copy that was changed later win over an older remote one.
signatures:
- id: mr-no-room
pattern: 'FrameBridge[^\r\n]*scene: (?:capture requested -> (?:guardian box|using guardian room)|room from guardian|room [^\r\n]*(?:from guardian|configured/default size|box))'
severity: info
diagnosis: 'The game is using a simple fallback room. Scan your room for mixed reality, or use Frame > Room > Use my play area for walls without furniture. A recorded scan can be imported until headset capture is available.'
suggest: []
- id: mr-discovery-unsupported
pattern: '(?:Unknown proc addr:\s*xrDiscoverSpacesMETA|(?:MRUK[^\r\n]*)?NoRoomsFound)'
# discovery reached FrameBridge and found the room (OVRPort's "Unknown proc addr" comes before the shim takes over)
unless: 'FrameBridge[^\r\n]*scene: discovery request=\d+ results=[1-9]'
severity: warning
diagnosis: 'The game cannot discover a Meta room. Enable room layout (adapter.scene_emul), rebuild and reinstall for the updated extension shim, then save a room under Frame > Room.'
suggest: [adapter.scene_emul]
- id: dynamic-resolution-foveation
pattern: 'projection view [01](?: rect change)?:[^\r\n]*rect=(?:[1-9]\d*,\d+|0,[1-9]\d*) '
# a rebuilt APK's foveation centring layer re-centres Valve's density map on the submitted rect (#394)
unless: 'fixed_resolution: recommended|fdm_centre: pass'
severity: info
diagnosis: The game submits an offset projection viewport. With Valve foveation, dynamic resolution can move the sharp centre or expose a white edge. A rebuilt APK (Update on Frame) puts the sharp area back on each eye; keeping full resolution may also help for the white edge, increases GPU load and needs the updated adapter and OVRPlugin shim in a rebuilt APK.
question: With foveated rendering enabled, was the sharp centre misplaced or was there a white line at the picture edge?
suggest: [adapter.fixed_resolution]
- id: static-openxr-loader-bypass
pattern: 'RuntimeManifestFile::FindManifestFiles - using global runtime file /[^\r\n]*etc/openxr/1/active_runtime(?:\.[A-Za-z0-9_-]+)?\.json'
unless: 'FrameBridge[: ]|fp_xrruntime[: ]'
severity: warning
diagnosis: A Khronos loader loaded the system runtime without FrameBridge. A statically linked loader may bypass the bundled loader chain; analyze again, enable the embedded OpenXR loader patch when detected, then rebuild and reinstall to write its per-game manifest.
suggest: [frame.static_openxr_loader]
- id: cryengine-init-failed
pattern: 'Cry\s*:[^\r\n]*Engine initialization failed![^\r\n]*CrySystem initialization failed'
severity: fatal
diagnosis: CryEngine's start-up failed (CrySystem initialization), and the crash that follows comes from its shutdown. FramePort 1.3.0 builds of The Climb 1/2 failed like this because a dormant diagnostic layer was linked into CryEngine's renderer; a newer FramePort leaves it out, so update FramePort and press Update on Frame. Otherwise attach the diagnostics zip to a report.
report: true
suggest: []
- id: vrapi-bridge-no-loader
pattern: 'OVRPortVrApi: xrInitializeLoaderKHR failed: OpenXR result -7'
severity: fatal
diagnosis: The VrApi bridge found no OpenXR loader because FrameBridge didn't load (a library it needs is missing from the APK). Dev builds of FramePort before this was fixed left that library out of The Climb 1; update FramePort and press Update on Frame. Otherwise attach the diagnostics zip to a report.
report: true
suggest: []
- id: questcraft-no-java-runtime
pattern: 'libjvm\.so[^\r\n]*(?:not found|No such file)'
severity: fatal
diagnosis: QuestCraft's Java runtime isn't there. QuestCraft downloads it only on Wi-Fi, and the Frame's Android reports its network as Ethernet, so the download was skipped. Rebuild with the pojlib connection fix (frame.pojlib_connection), or unpack QuestCraft's JRE.zip into the game's files/runtimes/JRE with the Files tab.
suggest: [frame.pojlib_connection]
- id: video-decoder-held-by-steam
pattern: 'FramePort: hardware video decoder \S+ in use by:[^\r\n]*steamwebhelper'
severity: warning
diagnosis: Steam's own interface had the Frame's hardware video decoder open when the game started. Large videos (8K cutscenes, e.g. Batman) then decode in software and play choppy. Restarting Steam, or the Frame, before playing frees it.
suggest: []
- id: swapchain-limit-reached
pattern: 'FrameBridge:\s+xrCreateSwapchain [^\r\n]*\bresult=-10\b'
severity: error
diagnosis: The Frame runtime reached its swapchain count limit (about 15 live swapchains per session), not necessarily a memory limit. Extra menus or video panels may close or stay gray. A game may also stop drawing when a new set of eye images is refused (e.g. AC Nexus with the Quest 3 identity). Updated FramePort builds provide Share panel images (swapchain limit), for GLES and Vulkan apps (panels share one or two runtime images, leaving room for the rest).
suggest: []
- id: quest2-headset-identity
pattern: 'venderId[^\r\n]*systemName Oculus Quest2'
severity: info
@@ -75,7 +133,7 @@ signatures:
- id: no-launcher
pattern: 'APP_ACTIVITY is empty'
severity: fatal
diagnosis: 'Nothing starts: Lepton found no entry point in the app (an activity with category LAUNCHER).'
diagnosis: 'Nothing starts: Lepton found no entry point in the app (an activity with category LAUNCHER; one on an activity-alias alone does not count). Rebuild with the launcher fix (frame.launcher) and reinstall.'
suggest: [frame.launcher]
- id: linux-x86-no-fex
pattern: '(cannot execute binary file: Exec format error|exec format error)'
@@ -87,6 +145,13 @@ signatures:
severity: fatal
diagnosis: 32-bit-only APK (e.g. a Gear VR or Oculus Go game). The Steam Frame has no 32-bit ARM support; FramePort's 32-bit bridge translates the game (experimental).
suggest: [frame.a32_bridge]
- id: missing-split
pattern: 'INSTALL_FAILED_MISSING_SPLIT'
severity: fatal
diagnosis: Only the base APK of a split app was installed (the base requires its split APKs). Add the whole app
bundle (.xapk, .apks, .apkm or .apkx) or the folder with all its split APKs instead; FramePort merges them into
one APK. Then install the game again.
suggest: []
- id: a32-jit-overflow
pattern: 'a32: block at 0x[0-9a-f]+ overflowed the code buffer'
severity: fatal
@@ -94,11 +159,40 @@ signatures:
interpreter, for example OpenSSL's ARMv8 SHA-1 code in Pinball FX2 VR. Fixed in newer FramePort versions;
update FramePort and rebuild the game ("Update on Frame").
suggest: [frame.a32_bridge]
- id: a32-video-ndk
pattern: 'AndroidMediaNDK could not load symbol AMedia\w+|GetDirectBufferAddress: buffer at 0x[0-9a-f]+ is outside the guest''s reach'
severity: error
diagnosis: A 32-bit game on the bridge can't play its videos through Unity's video player (Ghost Giant's intro
stays black). Older bridges lacked the NDK media functions (libmediandk), and Unity's Java fallback hands the 32-bit
code decoder buffers it can't reach. Fixed in newer FramePort versions; update FramePort and rebuild the game
("Update on Frame").
suggest: [frame.a32_bridge]
- id: android-too-new
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
severity: fatal
diagnosis: The game needs a newer Android than the Frame has, so it can't run yet. It calls Android 12/13+ classes (android.window.*, VarHandle fences) that the Frame's Android 11 (API 30) container lacks (for example minSdk 34 apps); nothing to patch until Valve updates Lepton's Android.
suggest: []
- id: system-library-missing
# GitHub #484 (YouTube VR): OVRPort's patch_remove_uses_library also drops <uses-library> entries for libraries
# Lepton has; the classes of patches/frame/system_libraries.LEPTON_LIBRARIES then can't be found
pattern: '(ClassNotFoundException|NoClassDefFoundError)\b.*\bL?(org[./]apache[./]http[./]|android[./]test[./]|javax[./]obex[./]|com[./]android[./](location[./]provider|mediadrm[./]signer|media[./]remotedisplay|future[./]usb)[./]|android[./]net[./]ipsec[./]ike[./])'
severity: fatal
diagnosis: The app closed at start because it can't find classes from one of Android's optional libraries (for example org.apache.http.legacy in YouTube VR). The Frame's Android has the library, but OVRPort removed the app's request for it from the manifest; "Keep Android's shared libraries the app uses" puts it back. Turn it on and rebuild the game ("Update on Frame").
suggest: [frame.keep_system_libraries]
- id: refresh-rate-refused
# GitHub #336 (OutRun): the game quits when its xrRequestDisplayRefreshRateFB is refused; FrameBridge now answers
# success, so the game's own error line only shows in older builds
pattern: 'request display Hz: -1000101000'
severity: error
diagnosis: The game asked for a refresh rate the Frame's runtime refuses and may quit on that error. A newer FramePort keeps the current rate instead; press Update on Frame. Setting Game settings → Refresh rate to 90 Hz also avoids the error.
suggest: [adapter.refresh_rate=90]
- id: hybrid-feature-missing
# GitHub #484 (YouTube VR): a Horizon OS hybrid app checks for the system feature oculus.software.vr.app.hybrid
# before it leaves its 2D panel for VR
pattern: 'Missing hybrid app system feature'
severity: warning
diagnosis: 'The app stays in its 2D panel because it can''t find a Quest system feature it checks before switching into VR (360° videos, full screen). "Hybrid app: allow the switch into VR" declares that feature for the app. Turn it on and press Update on Frame; whether the VR part then works depends on the app.'
suggest: [device.hybrid_app]
- id: web-wrapper
pattern: '(Creating TwaLauncher for com\.oculus\.browser|NameNotFoundException:? com\.oculus\.browser)'
severity: fatal
@@ -202,6 +296,16 @@ signatures:
GraphicsEnv functions it uses were not found or behaved differently, for example after a Lepton update), so the game's
OpenGL ES shader fixes (zink_shader_fix) don't apply.
suggest: []
- id: shader-fix-unmatched
# vkshim (vk_shader_fix) / the shader-fix layer (zink_shader_fix), once per session, 5 minutes after the first shader
pattern: '(?:vk shim|shader fix layer): \d+ shader fix\(es\) configured, none matched'
severity: info
diagnosis: This game's recipe has a shader fix (for a GPU hang at one effect or scene), but none of the shaders it
fixes showed up in the first minutes of play. If you haven't reached that part of the game yet, that's expected.
Otherwise a game update may have changed the shader, so the fix no longer applies and the old hang can come back.
If the game freezes or closes there, please send a problem report with diagnostics so the fix can be updated.
suggest: []
report: true
- id: zink-device-lost
pattern: 'zink.*DEVICE[_ ]LOST|VK_ERROR_DEVICE_LOST'
severity: fatal
@@ -313,6 +417,16 @@ signatures:
diagnosis: The game needs Meta's colour-space extension, which the Frame's runtime doesn't offer, and quits before
it starts VR (for example OutRun Quest VR). FrameBridge can offer it.
suggest: [adapter.fb_color_space]
- id: appsw-required
# GitHub #336: OutRun Quest VR requires Application SpaceWarp: without a motion-vector size (the Frame's runtime
# reports none) or without XR_FB_space_warp it logs this line and quits before its first frame
pattern: 'AppSW recommended buffers unavailable'
unless: 'per-game: space_warp_emul=1'
severity: fatal
diagnosis: The game requires Meta's space warp (Application SpaceWarp) and quits because the Frame reports no
buffer size for it (for example OutRun Quest VR). Turning space warp off can't help; FrameBridge can provide
space warp itself (the game renders every frame normally, its motion vectors are not used).
suggest: [adapter.space_warp_emul]
- id: vulkan-pipeline-refused
# GitHub #349: with Lepton's Fossilize layer loaded every Transformers pipeline failed with -1; without it a few
# multiview vertex shaders still fail in Turnip. Unreal ends at the first one.
@@ -387,6 +501,8 @@ signatures:
# "Name=XR_FB_scene SpecVersion=1", OVRPort's "overportOXR: - XR_FB_scene 1", Unity's 'Meta XR Feature: ...
# Extensions="..."' (GitHub #404); XR_FB_scene_capture alone doesn't count either
pattern: '(?m)^(?!.*(?:Unavailable OpenXR extension: |Name=|overportOXR: - |Extensions=")).*XR_FB_scene\b|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
# FrameBridge serves the room (OVRPort still lists XR_FB_scene and the shim names xrQuerySpacesFB): no finding
unless: 'FrameBridge[^\r\n]*scene: emulation active'
severity: warning
diagnosis: The game wants Meta's room data (scene API), which the Frame lacks. The adapter can emulate a room from the guardian bounds.
suggest: [adapter.scene_emul]
@@ -438,11 +554,27 @@ signatures:
supersedes: [native-crash]
- id: cortopia-org-id-wait
# Meta's C# wrapper logs this when the native call returned request id 0 (no callback ever follows); Cortopia's
# start-up awaits it forever (GitHub #360)
pattern: 'An unknown error occurred\. Request failed\.[\s\S]{0,600}?Cortopia\.Scripts\.Platform\.Meta'
# start-up awaits it forever (GitHub #360: Meta.<Initialize>d__13; #422 TMNT: Empire City: <Login>d__17)
pattern: 'An unknown error occurred\. Request failed\.[\s\S]{0,600}?Cortopia\.Scripts\.Platform\.(?:Meta|<Login>d__)'
severity: error
diagnosis: The game waits forever on its loading screen for an answer from Meta's platform (an org-scoped user id, used as its analytics id) that OVRPort's platform library doesn't give. The patch makes the game skip that one request, as it does without Wi-Fi.
suggest: [frame.cortopia_org_id]
- id: meta-org-scoped-id-wait
# OVRPort's ovr_User_GetOrgScopedID returns request id 0 and Meta's wrapper logs "Request failed." with a stack
# that names no game code. Eleven Table Tennis (GitHub #452) logs its platform start just before: its
# <BuildIdentity>b__0 asks for the id ~0.3 s after "[META.FUN] in meta platform HandlePlatformInitialization"
pattern: 'meta platform HandlePlatformInitialization[\s\S]{0,3000}?An unknown error occurred\. Request failed\.'
severity: error
diagnosis: The game waits on its loading screen for Meta's org-scoped user id, which OVRPort's platform library
never answers. The patch answers that request with a fixed id derived from the game's user id.
suggest: [frame.ovr_org_scoped_id]
supersedes: [meta-request-failed]
- id: gazzlers-platform-unsupported
# GAZZLERS (GitHub #404): picks Meta/PICO from SystemInfo.deviceModel and throws for Lepton's "Valve Lepton"
pattern: 'Exception: Current Platform is not supported[\s\S]{0,300}?PlatformDeterminer\.GetAndroidPlatform'
severity: fatal
diagnosis: The game decides whether it runs on a Meta Quest or a PICO headset from Android's device name and stops for any other name; the Frame's Android calls itself Valve Lepton. The patch makes the game take its Meta Quest path.
suggest: [frame.gazzlers_quest_platform]
- id: ovr-microphone-crash
pattern: 'ovr_Microphone_GetOutputBufferMaxSize\+'
severity: fatal
@@ -507,6 +639,13 @@ signatures:
severity: error
diagnosis: Epic Online Services can't save its login keychain and retries without end (a start that never finishes, 100 % CPU). The usual cause is missing internal storage (see lepton-data-link-failed); the patch stops the loop, and EOS then reports the failure to the game once.
suggest: [frame.eos_keychain_loop]
- id: justdance-local-save-off
# Just Dance VR's own log line at start (Ubisoft's JdLog): its offline save opens, but this build never writes it
pattern: '\|LocalSave +\|OfflineSave_Init succeeded'
unless_patch: frame.justdance_local_save # the line is the same with the fix in the build
severity: info
diagnosis: Just Dance VR (0.5.4 and later) opens its local save at every start but never writes it (the save request method is empty in this build; on a Quest the progress is kept by Ubisoft's online backend after a Meta sign-in, which the Frame doesn't have), so progress, unlocks and the finished tutorial are lost at every restart. The patch makes the game write its local save; nothing online is touched.
suggest: [frame.justdance_local_save]
- id: pthread-keys-exhausted
pattern: 'cannot create thread specific key'
severity: fatal
@@ -535,6 +674,12 @@ signatures:
diagnosis: The game crashed while leaving VR, inside Valve's foveation layer when it destroys a swapchain (for example Lambda1VR). This can happen after manually quitting; it is not a startup crash and does not explain distorted geometry seen before quitting.
suggest: []
supersedes: [native-crash]
- id: valve-fdm-render-crash
pattern: '(?s)\A(?=.*(?:Fatal signal 11|SIGSEGV))(?=.*vulkan\.freedreno\.so)(?=.*fdm_injection_CmdBeginRendering)'
severity: error
diagnosis: The game crashed in the graphics driver while Valve's foveation layer started a render pass. Valve's Fixed foveation path crashed AC Nexus like this (#394); builds with FramePort's foveation centring run Fixed on Valve's eye-tracked path instead, so rebuild the game (Update on Frame), or switch Foveated rendering to Eye-tracked or Off.
suggest: []
supersedes: [native-crash]
- id: batman-audio-geometry-allocation
pattern: '(?s)\A(?=.*com\.camouflaj\.manta)(?=.*Trying to allocate: [1-9][0-9]{10,}B)(?=.*MetaXRAudioUnityMemoryAllocator\.cpp)'
severity: fatal
+46 -23
View File
@@ -3,7 +3,9 @@
![FramePort's modules: the desktop app and the CLI drive pipeline.py (add, suggest, build, install, launch test), which uses sources/, analysis/, recommend/, build.py, targets/ and validate/; builds use patches/ and tools/; targets reach the agent on the Steam Frame through frame/ and install/ over SSH](images/architecture.svg)
## Data flow for one game
1. **Source** (`sources/quest_dump.py`): folder with an APK and optional `<package>/` or `obb/` data.
1. **Source** (`sources/quest_dump.py`): folder with an APK and optional `<package>/` or `obb/` data; SideQuest
backups and AXRB downloads are recognised, app bundles (`.xapk`/`.apks`/`.apkm`/`.apkx`, split APKs) are merged
into one APK first (`sources/bundles.py`).
2. **Analysis** (`analysis/detect.py`): package/label/version (pyaxmlparser), ABIs, engine, XR API, graphics API,
direct-VrApi, GLAD/eglGetProcAddress, Unity MSAA levels, Meta permissions, telemetry references.
3. **Recipe** (`recommend/engine.py`): every patch's `detect()` suggests itself with a reason; a catalog entry (exact
@@ -16,37 +18,50 @@
deployment.json, artwork) → `shortcuts` (detached systemd unit stops Steam, writes shortcuts.vdf + grid art,
restarts Steam).
6. **Test** (`validate/device.py`): agent `launch_test` (systemd-run launch.sh, wait, stop) → fetch launch.log →
`triage.py` (milestones + signatures → suggested patches) → UI offers "apply suggestions and rebuild".
`triage.py` (milestones + signatures → suggested patches) → UI offers "apply suggestions and rebuild". Real play
sessions are triaged the same way afterwards (`validate/session.py`, game page "Last session").
## Extending
- **New patch**: `patches/frame/<name>.py` with a `Patch` subclass (`detect`, `apply`, optional `validate`), plus a
signature in `catalog/triage.yaml` and a PLAYBOOK row. Stages: `overport` | `apk` | `install`.
- **Upstream fixed a bug we work around**: register an `UpstreamFix` (`patches/upstream.py`) in the workaround's
- **Upstream fixed a bug FramePort works around**: register an `UpstreamFix` (`patches/upstream.py`) in the workaround's
module: a probe that finds the fix in OVRPort's output (True / False / None = can't tell). Each build runs the probes
on the converted APK and leaves out the workarounds whose fix is there (log "not needed: …", `build.superseded`,
left out of settings.conf at install; game page and `frameport show` say so). The recipe keeps asking for the fix,
so builds made with an older runtime keep the workaround. `FRAMEPORT_KEEP_WORKAROUNDS=1` turns it off.
- **New heuristic**: put it in the patch's `detect()` (and `applies()` for visibility), with the evidence in the
so builds made with an older runtime keep the workaround. `FRAMEPORT_KEEP_WORKAROUNDS=1` turns the probes off.
- **New heuristic**: put the rule in the patch's `detect()` (and `applies()` for visibility), with the evidence in the
reason text; check `scripts/eval_heuristics.py` still reproduces the catalog and add a test in
`tests/test_heuristics.py`.
- **New game recipe**: `catalog/games/<package>.yaml` (or "Save as known-good" in the GUI, which writes to the user
catalog). Publish recipes by serving a folder with `index.json` and pointing `FRAMEPORT_CATALOG_URL` at it.
catalog). Installed apps fetch `catalog/games/` from GitHub `main` every 6 hours (`recommend/catalog.refresh_remote`),
so a merged recipe reaches users without a release; `catalog/triage.yaml` follows the same way. `FRAMEPORT_CATALOG_URL` points the apps at another folder that
serves `index.json` + `<package>.yaml` instead.
- **New target**: implement `targets/base.Target`; the pipeline and UI only use that interface.
## Oculus Rift (PC VR) games
`sources/rift_dump` finds Windows game folders; `analysis/rift` (own PE reader) detects exe, bitness, engine, LibOVR vs
OpenXR, D3D version and Oculus Platform SDK use; ids are `rift.<slug>`. Their only patches are the `pcvr` category
(`patches/pcvr.py`: Revive, OpenVR backend, crash reporter, Oculus detection, OpenXR layer, Proton
log/version/env); `base.for_game` keeps Quest and PC VR patches
apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable tool (`tools/revive.py` unpacks
`ReviveInstaller.exe` in pure Python: NSIS header + deflate blocks). Targets:
- `targets/pc_revive.PcReviveTarget`: Windows/WSL (`core/winhost.py`), non-Steam shortcut running
`ReviveInjector.exe /openxr <exe>` via the agent's VDF code, grid art, local records in `<user data>/pc/`.
## PC VR (Oculus Rift and SteamVR) games
`sources/rift_dump` finds Windows game folders (one game per folder); `analysis/rift` (own PE reader) ranks the
programs, detects bitness, engine, the VR APIs (LibOVR, OpenVR, OpenXR), D3D version and Oculus Platform SDK use; ids
are `rift.<slug>`. Their only patches are the `pcvr` category (`patches/pcvr.py`: Revive, OpenVR backend, crash
reporter, Oculus detection, OpenXR layer, launch arguments, Proton version/env); `base.for_game` keeps Quest and PC
VR patches apart. Repacks are usually pre-patched, so a game is installed unchanged and its program started
directly; Revive is only suggested for games with LibOVR code, and those run only on the PC (Revive's hooks don't
work under Proton on ARM64). "Build" = `pipeline.prepare_rift` (checks, plus Revive when the recipe has it). Revive
is a portable tool (`tools/revive.py` unpacks `ReviveInstaller.exe` in pure Python: NSIS header + deflate blocks).
Targets:
- `targets/pc_revive.PcReviveTarget`: Windows/WSL (`core/winhost.py`), non-Steam shortcut (the game's program, or
`ReviveInjector.exe [/openxr] <exe>`; Revive's OpenVR backend by default) via the agent's VDF code, grid art, local
records in `<user data>/pc/`.
- `FrameLeptonTarget.install_pcvr` → `installer.install_pcvr` → agent `prepare_pcvr`/`finalize_pcvr`: upload
`game/` + `revive/` (+ `xrlayer/` for `pcvr.xr_timefix`, `helpers/` for `pcvr.oculus_unreal`; size-manifest dedupe,
`game/` (+ `revive/`, `xrlayer/` for `pcvr.xr_timefix`, `helpers/` for `pcvr.oculus_unreal`; size-manifest dedupe,
stale files removed), `launch.sh` running the ARM64 Proton chain (built from toolmanifest.vdf; with
`pcvr.oculus_unreal` the injector runs through `helpers/fp_oculushmd.exe`, which provides Unreal's
`pcvr.oculus_unreal` the program runs through `helpers/fp_oculushmd.exe`, which provides Unreal's
`OculusHMDConnected` event); `proton_status`/`install_proton` manage Proton from Valve's ARM64 compat list.
## Linux apps and Windows programs
`pipeline.add_linux_app` (AppImage, archive or folder; library kind `linux`) and `pipeline.add_windows_exe` add
programs that are installed unchanged. The agent's `finalize_linux` unpacks them, writes the launcher (arm64 builds
directly, x86_64 builds through Valve's FEX), a Desktop Mode menu entry and, for SteamVR overlay apps, their
`.vrmanifest` registration; Windows programs run through Proton like PC VR games.
- **Native binaries** (`artifacts/`): edit `native/…`, run `python native/build.py`, commit the new artifacts + SHA256SUMS,
run `frameport parity` to see which games change.
@@ -61,18 +76,26 @@ apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable
- `prepare()` (bundle): `<data>/updates/<ver>/`: download → SHA256SUMS.txt check → extract to `staged/` (ditto on
macOS) → layout check → on Windows the same Authenticode signer as the running exe → `ready.json`.
- `apply()`: writes `<data>/updates/apply.{ps1,sh}` and starts it detached; FramePort quits. The script waits for the
pid. Windows: backs up the files it replaces (`updates/<ver>/previous`) and copies over the folder (the zip has no
folder of its own). macOS/Linux: `mv` target → `.old`, staged → target, rollback on failure, clears the quarantine.
Then it relaunches FramePort. Log: `<data>/logs/update.log`.
pid. Windows: changes nothing while FramePort or a program file (.exe/.dll/.pyd) is still in use (waits 60 s), backs
up the files it replaces (`updates/<ver>/previous`), moves the old version's files the new one doesn't have out of
the bundle's own folders (app, Lib, DLLs, site-packages, data) into `previous` too, and copies over the folder (the
zip has no folder of its own); a failure deletes the files the update added and restores the rest (GitHub #476: a
rollback that kept the new version's added modules made the old version crash at start). Bundles carry
`frameport/_bundle_files.txt` (written by `scripts/package.py`, `core/bundle_files.py`): at start the app deletes
(or at least never imports) package files the list doesn't have and tells the user to reinstall when compiled
modules don't match it — updates made by an older version's script still copy over without cleaning.
macOS/Linux: `mv` target → `.old`, staged → target, rollback on failure, clears the quarantine.
Then the script relaunches FramePort. Log: `<data>/logs/update.log`.
GUI: background check 10 s after start + every 6 h → sidebar card + Library bar → dialog with notes → job
`app-update` (waits for other jobs) → restart. "Install updates automatically": prepare in the background, apply in
`main()` before the window opens. CLI: once-a-day hint from the cached result (a daemon thread refreshes it), `frameport
update [--check] [--yes]`. CI runs `scripts/update_smoke.py` on every OS with the archive it just built.
## Dynamic data (fetched live, cached, bundled fallback)
overport CLI release (Android-XR-Bridge/OVRPort, fallback ovrport/app) + patch list + titles, Temurin JRE (Adoptium API), apksigner (Google repository index),
store artwork/titles (overport image API), catalog (optional remote), Lepton location/appid (Frame appmanifests),
Steam user (Frame userdata).
overport CLI release (Android-XR-Bridge/OVRPort, fallback ovrport/app) + patch list + titles, Temurin JRE (Adoptium
API), apksigner (Google repository index), Cpp2IL and APKEditor (GitHub releases, on first use), store artwork,
titles and details (overport image API, OculusDB, Steam), catalog recipes and triage signatures (GitHub `main`),
announcements, Lepton location/appid (Frame appmanifests), Steam user (Frame userdata).
## Built on
Loaded 100 of 387 files, more files were not shown because too many files have changed in this diff. Show more