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spoopyghosty0 4fd95635d6 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 23:35:53 -04:00
spoopyghosty0 8d2cb30da8 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 23:35:52 -04:00
spoopyghosty0 d16ff4e53f 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 23:35:52 -04:00
spoopyghosty0 c5014bf249 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 The FAQ's 32-bit answer was outdated: the 32-bit bridge is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 23:35:51 -04:00
spoopyghosty0 ce155af69d 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 23:35:51 -04:00
spoopyghosty0 173137ed33 Docs: architecture: triage signatures now update from GitHub main too 2026-10-24 23:35:50 -04:00
spoopyghosty0 370d3ae247 Docs: third-party notices list Cpp2IL and APKEditor, which FramePort downloads on first use 2026-10-24 23:35:50 -04:00
spoopyghosty0 e8b746ec9a 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 23:35:50 -04:00
spoopyghosty0 2f617d708a 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 23:35:49 -04:00
spoopyghosty0 cf9da9a6d0 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 23:35:49 -04:00
spoopyghosty0 fdd3df2714 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 23:35:48 -04:00
spoopyghosty0 9ef2c952b0 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 23:35:48 -04:00
spoopyghosty0 404beb7786 Docs: README and compatibility pages: current game count, full docs index, Linux apps; regenerate the tested-games list 2026-10-24 23:35:48 -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
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@@ -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`).
@@ -455,7 +483,9 @@ 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 +598,21 @@ 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 +621,11 @@ 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 +634,8 @@ 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); 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 +739,8 @@ 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
+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
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@@ -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
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@@ -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.
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@@ -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
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@@ -1,32 +1,66 @@
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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
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@@ -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"
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@@ -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
+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
+13 -6
View File
@@ -5,16 +5,21 @@ 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).
Keeps the Quest 2 headset identity for now: as a Quest 3 it switches to larger eye images after the intro, which
the Frame''s swapchain limit refused (GitHub #424). With the Vulkan panel pool (swapchain_pool) it runs as a Quest
3 (checked headless 2026-10-23); the Quest 3 identity comes back with the FramePort release that has it.'
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.headset_model
- device.text_input_window
verified:
date: '2026-09-28'
@@ -23,5 +28,7 @@ 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: '2026-10-23'
min_app: 1.3.0
adapter:
swapchain_pool: 1
@@ -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
+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: issues
notes: 'Needs a WAD: put it into QuestZDoom/wads in the game''s storage (Files tab) and set QuestZDoom/commandline.txt
to "qzdoom -iwad /sdcard/QuestZDoom/wads/<name>.wad". Slowed to a crawl after 5-10 minutes before
gl_error_clear (issue 237); not yet confirmed in the headset with it.'
details: GZDoom on OpenGL ES with Team Beef's OpenXR code. The game leaves GL_INVALID_ENUM pending every frame; the
runtime's GL check failed on it at the first swapchain and its GL interop then created about 100 GPU objects a
second that were never freed (8,000 after 75 s headless). Frames slowed down over the minutes, and in a player's
session the GPU driver crashed after 6 minutes and the Frame restarted. gl_error_clear clears the errors before
FrameBridge calls the runtime; GPU objects then stay flat (headless, 2026-10-24).
tested_version: 1.6.2
engine: Other
xr: OpenXR
frame:
- frame.tbxr_vendor
adapter:
gl_error_clear: 1
verified:
date: '2026-10-24'
issue: 237
updated: '2026-10-24'
source_hint: questzdoom-1.6.2
@@ -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 +1,19 @@
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
+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)
+128 -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
@@ -94,6 +159,14 @@ 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
@@ -202,6 +275,16 @@ 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 +396,16 @@ 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 +480,8 @@ 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 +533,27 @@ 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 +618,13 @@ 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 +653,12 @@ 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
+38 -22
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.
@@ -60,19 +75,20 @@ apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable
release's wheel).
- `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
- `apply()`: writes `<data>/updates/apply.{ps1,sh}` and starts the script 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`.
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
+10 -9
View File
@@ -1,8 +1,8 @@
# Compatibility
FramePort's catalog has a tested recipe (the patches and settings that work) for many games, each marked as working,
working with issues or not running: see the [list of tested games](GAMES.md). Other games get suggested patches,
each with its reason. Every patch can be switched on or off under **Customize** on the game's page.
FramePort has tested recipes (the patches and settings that work) for hundreds of games, each marked as working,
working with issues or not running: see the [tested games](GAMES.md). Other games get suggested patches, each with
its reason. **Customize** on a game's page turns any patch on or off.
Got a game working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-problem).
@@ -10,13 +10,14 @@ Got a game working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-pro
| Kind of game | On the Steam Frame |
|---|---|
| Quest games | Converted to OpenXR (the VR standard the Frame uses) by OVRPort and patched; they run in Lepton, Valve's Android runtime |
| 32-bit Gear VR, Oculus Go and early Quest games | Run through FramePort's 32-bit bridge (experimental): it translates the game's 32-bit code inside the app; the Frame's right controller acts as the Gear VR / Go controller |
| Other Android VR apps using OpenXR (for example Pico builds) | Converted the same way; the other headset's own features and store services aren't available |
| Android apps without VR | Installed unchanged and shown as a window in the headset |
| PC VR games | On the Frame through Proton (experimental), or on your PC and streamed to the Frame: see [PC VR games](INSTALL.md#pc-vr-games) |
| Quest games | Converted to OpenXR (the Frame's VR standard) by OVRPort, patched, and run in Lepton, Valve's Android runtime |
| 32-bit Gear VR, Oculus Go and early Quest games | Run through FramePort's 32-bit bridge (experimental). The right controller acts as the Gear VR or Go controller |
| Other Android VR apps using OpenXR (for example Pico builds) | Converted the same way, without the other headset's own features and store services |
| Android apps without VR | Installed unchanged and shown as a window |
| PC VR games | On the Frame through Proton (experimental), or on your PC and streamed: see [PC VR games](INSTALL.md#pc-vr-games) |
| Linux apps | Installed unchanged. x86_64 builds run through FEX, slower than arm64 builds: see [Linux apps](INSTALL.md#linux-apps) |
| Can't run | x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
Automatic launch tests show that a game starts; only the headset shows whether it looks right.
Launch tests show that a game starts. Only the headset shows whether the game looks right.
![Steam Frame](images/frame.png)
+35 -48
View File
@@ -1,25 +1,24 @@
# Controller buttons
> **Experimental.** The Frame's runtime accepts these bindings, but the modes haven't been tried in the headset on
> many games yet. If buttons stop working in a game, set it back to **SteamVR default** (Game settings →
> Controllers) and report it.
> **Experimental.** The Frame's runtime accepts these bindings, but few games have been tried in the headset. If
> buttons stop working in a game, set the game back to **SteamVR default** (Game settings → Controllers) and report the problem.
Quest games usually bind Quest Touch controllers. Steam Frame has a d-pad and View button on the left controller,
and an A/B/X/Y diamond and Menu button on the right. Without a game's own Frame bindings, SteamVR maps Touch X/A
to the bottom button and Touch Y/B to all three top buttons. View sends Touch Menu. The right X and Y therefore
send Touch B, rather than the left-hand X and Y of a Quest controller.
Quest games expect Quest Touch controllers. The Frame's left controller has a d-pad and a View button; the right one
has an A/B/X/Y diamond and a Menu button. Without a game's own Frame bindings, SteamVR sends Touch X/A from the bottom
button and Touch Y/B from all three top buttons, so the right X and Y both send Touch B. View sends Touch Menu.
**Controller buttons** chooses an alternative for Quest games running through FrameBridge:
**Controller buttons** offers other mappings for Quest games:
- **SteamVR default (0)** leaves SteamVR's Touch remapping in place. This is the initial default.
- **Mirror (1)** uses every face button. On each controller, bottom and outer send X/A; top and inner send Y/B, as on Quest controllers, whose second button sits up and toward the other hand.
- **Quest pair (2)** uses two face buttons per controller, placed like Touch's: left X = d-pad down, Y = d-pad
right; right A = A, B = X. The other face buttons send no Touch input.
- **SteamVR default (0):** SteamVR's mapping above. The initial default.
- **Mirror (1):** uses every face button. Bottom and outer send X/A; top and inner send Y/B, as on a Quest
controller, whose second button sits up and toward the other hand.
- **Quest pair (2):** two buttons per controller, placed like Touch's: left X = d-pad down, Y = d-pad right; right
A = A, B = X. The other face buttons send nothing.
![Quest Touch reference and the three Steam Frame button mappings](images/controllers/quest-buttons.svg)
The small label identifies the physical button; the larger label is the Touch input the game receives. Blue is
X/A, orange is Y/B or Menu, and a dash means no Touch input. Left and right refer to the hand holding the controller.
The small label names the physical button, the large one the Touch input the game gets. Blue is X/A, orange is Y/B
or Menu, a dash is no input.
<!-- quest-buttons-table:start -->
| Frame input | SteamVR default (0) | Mirror (1) | Quest pair (2) |
@@ -38,32 +37,25 @@ X/A, orange is Y/B or Menu, and a dash means no Touch input. Left and right refe
| Right bumper | — | — | — |
<!-- quest-buttons-table:end -->
The table describes button clicks and face-button touches. View sends Menu click only. Triggers, grip pressure,
thumbsticks, tracked poses and vibration keep their corresponding Touch bindings.
Triggers, grips, thumbsticks, tracking and vibration keep their Touch bindings. View sends Menu click only.
## Choose a mode
For one game, open its **Game settings → Controllers → Controller buttons**. Choose **Use global default** to
follow Settings, or select a specific mode to keep an override for that game. An explicit **SteamVR default**
keeps mode 0 even when the global choice is Mirror or Quest pair.
- **One game:** **Game settings → Controllers → Controller buttons**. **Use global default** follows Settings; any
other choice stays for that game, including an explicit **SteamVR default**.
- **All games:** **Settings → Controllers**. New installs and updates use the default for games without their own
choice.
**Apply to installed games now** sends the default to installed Quest games that follow it.
For the library default, open **Settings → Controllers**. The diagram follows the selected mode. New installs
and configuration updates use this default for games without an override. With a Frame connected, choose
**Apply to installed games now** to send it to installed Quest games that follow the global default. Overrides
are kept. Changing the default does not mark every game as needing an update.
Changes apply at the **next launch**. Games installed before this feature need **Update on Frame** once.
Changes take effect at the **next launch**. Close and relaunch a running game.
Games installed before this feature need **Update on Frame** once for the mode to work.
The CLI can change an installed game's runtime setting:
Command line, for an installed game (writes the Frame's settings only):
```sh
frameport settings <pkg> quest_buttons=2
```
Use `0` for SteamVR default or `1` for Mirror. This command writes the installed settings directly; it does not
save a per-game recipe override. To keep the value through later installs and global applies, also save it in
the recipe, or use Game settings:
To keep the value through later installs, also save the value in the recipe (or use Game settings):
```sh
frameport recipe <pkg> --set quest_buttons=2
@@ -71,23 +63,18 @@ frameport recipe <pkg> --set quest_buttons=2
## Limits
- SteamVR's binding UI can still override these suggested bindings. Check custom bindings if the result differs
from the diagram.
- The d-pad has a single touch sensor: a thumb resting on it touches X and Y together. The right controller's
face buttons sense touch one by one.
- Bumpers have no Touch counterpart and are unbound. Thumbrest touch is dropped; the Frame profile has no
corresponding input. System buttons keep their runtime role.
- Mirror and Quest pair require the Frame runtime's `XR_VALVE_frame_controller_interaction` extension. If it is
absent, FrameBridge logs that fact and leaves SteamVR's remap in place.
- Games suggesting their own Frame Controller bindings keep those bindings and continue seeing the Frame
Controller profile, even if they also suggest Touch bindings. These modes do not replace the game's own mapping.
- Touch suggestions using bare pose, trigger, squeeze or button paths are translated too; explicit components
such as `/pose`, `/value`, `/click` and `/touch` are also supported where the mapping provides them.
- Finger proximity emulation (`proximity_emul`) continues to work with Mirror and Quest pair. Dropping the
unsupported thumbrest path does not disable proximity emulation from the other touch inputs.
- The setting applies to Quest VR games, including 32-bit games through the bridge. It does not change PC VR or
flat Android Steam Input layouts.
- Custom bindings in SteamVR's binding UI override these. Check them if the result differs from the diagram.
- The d-pad has one touch sensor: a thumb resting on the d-pad touches X and Y together. The right face buttons sense touch
one by one.
- Bumpers and thumbrest touch have no Touch counterpart and do nothing. System buttons keep their role.
- Mirror and Quest pair need the runtime's `XR_VALVE_frame_controller_interaction` extension. Without the extension,
FrameBridge logs the fact and keeps SteamVR's mapping.
- Games with their own Frame Controller bindings keep them; these modes don't replace a game's own mapping.
- Touch bindings on bare pose, trigger, squeeze or button paths are translated too, as are `/pose`, `/value`,
`/click` and `/touch` where the mapping has them.
- Finger proximity emulation (`proximity_emul`) keeps working with Mirror and Quest pair.
- Applies to Quest VR games, including 32-bit games on the bridge. PC VR games and flat Android apps aren't changed.
The mapping follows [Valve's Frame Controller input reference](https://partner.steamgames.com/doc/steamhardware/steamframe/input)
and the [shared mapping data](input/quest_buttons.json). To regenerate the diagram, app illustrations and table,
run `uv run python scripts/controller_diagram.py`; add `--check` to verify them without writing files.
and the [shared mapping data](input/quest_buttons.json). `uv run python scripts/controller_diagram.py` regenerates
the diagram, app illustrations and table (`--check` verifies them).
+643 -2
View File
@@ -59,6 +59,25 @@ tested), translator speed. Profiled on the Frame
main thread). Now lock-free lookups, ltab refill, per-thread flags, per-page block lists: Gunjack's dispatcher
23.6 % -> 1.6 %, CPU in the same phase about -55 %, still 72 fps.
**Ghost Giant (GitHub #439, Unity 2017.4 il2cpp + OVRPlugin 1.29 on VrApi 1.16, headless 2026-10-24):** the logo,
then black forever was its intro videos (Thunderful/Zoink logos, Unity VideoPlayer): without libmediandk in the
bridge Unity took its JNI path, `GetDirectBufferAddress` of the codec's ByteBuffers (host heap, above 4 GiB) gave 0
→ `AndroidVideoMedia: Error while getting codec input buffers`, and the Splash scene waits for the video for ever
(never reaches `Scene SplashApp`). With the NDK media functions + `AMEDIAFORMAT_KEY_*` symbols (dcbcce0f, bccd916f)
both videos play (decoded by `OMX.google.h264.decoder` into a SurfaceTexture), then SplashApp → PersistentObjects →
Loading → MainMenu, which renders (left-eye snapshots every 3 s: before = pure black from +9 s, mean 0.0; after = the
two videos, then the island menu from +46 s). Still seen: `VideoPlayback audio buffer overflow. N sample frames
discarded` during the intros (the videos' sound may crackle; unchecked in the headset). The game hides everything
behind "Return to play area" when the head is outside `PlayAreaManager`'s height limits (`PlayAreaSettings.heightData`
min/max above the floor from GetTrackingTransform(3)).
**Headless snapshots of VrApi games** (`device.lepton_env` / launch.sh `LEPTON_ENV_OVP_HEADLESS_TEST=1` + adapter
`snapshot=N`): without a worn headset the session stays SYNCHRONIZED (`shouldRender` false), the VrApi bridge ended
every frame empty (`pacing 2s: … ends=145 (empty 145 …)`) and the a32 bridge dropped every projection with an
untracked default pose (`a32 submit anomaly … dropped=1`), so there was nothing to snapshot. Under OVP_HEADLESS_TEST
the VrApi bridge now submits the images anyway, puts the floor (GetTrackingTransform(3)) 1.6 m below the eye origin
instead of the runtime's headless STAGE (0.865 m: Ghost Giant then showed only "Return to play area"), and the a32
bridge keeps the game's pose. Never set outside tests.
## Upload speed
**Upload speed (measured 2026-09-29):** via the home router (PC Wi-Fi → router → Frame wlan0) only 15-18 MB/s, the
@@ -146,11 +165,34 @@ pose (images drawn only after head turns, or ahead from xrWaitFrame and sometime
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
folder (`app_media_dirs`), `frameport frame send --app <pkg>`, GUI game page "Add videos" (players) / "Add videos &
files…". A 4XVR webm stereo swapchain was refused with XR_ERROR_LIMIT_REACHED (-10) → right eye grey; our projection
swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame data snapshot
swapchain was originally halved (1536/eye) while investigating memory. Issue #387 below confirms a swapchain
count cap; reducing image sizes does not avoid it. Frame data snapshot
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
Not yet verified in the headset.
**Issue #387 (2026-10-18, host-tested only):** 4XVR's extra sub-panels hit the session cap at roughly 15–16 live
swapchains: the same 256×128 create succeeds then fails in the same millisecond, so shrinking images is not a fix.
Default-off GLES `swapchain_pool` (catalog enabled for 4XVR) starts at eight live app runtime swapchains, reserving runtime
headroom for up to two 4096² SRGB atlases. Single-face/layer/sample/mip colour images use private app-context textures;
submitted panels are blitted into packed atlas rectangles after cylinder strips and rect_clamp. Destroy frees rectangles.
Vulkan is untouched. No adapter revision bump: this opt-in fix should not mark every installed game for update.
The new catalog key already makes older apps reject the recipe via `unusable_reason`; triage suggests no unknown setting.
Headset check: repeatedly open/close all 4XVR submenus while playing stereo and 360 video, verify both eyes, panel crops,
curved strips, alpha and frame pacing; confirm no new -10 errors or menu closures and reuse after closing panels.
**Issue #424 (2026-10-23, host-tested only): Vulkan panel pool.** AC Nexus (Unity, Vulkan) creates ~12 single-layer
format-43 panels (1200x1020, 768x153, 1459x1228, 855x1500, 1875x1500, 2457x1152, 512x512, 460x102, 691x153, 360x360,
…) plus a 3-swapchain eye set (arraySize 2: colour 43, 384x384 formats 97/129). With the Quest 3 identity it creates a
2592x2256 eye set while the old one lives: the runtime refuses it (-10) and the game stops drawing (the catalog kept
the Quest 2 identity until now). `swapchain_pool` now also covers Vulkan sessions: from eight live app swapchains,
format-43 panels get private VkImages copied into one or two 4096² atlases at xrEndFrame (no CPU wait on this frame's
GPU work; a 3-deep fence ring). Host harness: 8 app runtime swapchains + 1 atlas + the new eye set = 12 live, 7 panels
pooled. Catalog: AC Nexus back to Quest 3 with `swapchain_pool: 1` (`min_app` 1.3.1). Device check (headless first):
the 2592x2256 create succeeds, `pacing` continues, no `atlas update failed`; then the headset: panels upright, crisp and
in place, menus, frame time.
## Companion apps / intents (Stremio + 4XVR)
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
@@ -162,6 +204,36 @@ scheme, explicit component or not, no property to disable): it writes `steam://o
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
folder (two break `get_apk_path`).
## Browser stand-in for sign-ins (Plex, GitHub #466)
**Browser hand-off (2026-10-24, GitHub #466 Plex):** Lepton's hand-off is in services.jar
`com.android.server.wm.ActivityStarter.execute()`, before anything is resolved: when the request's intent action is
`android.intent.action.VIEW` it logs `ActivityTaskManager: Intercepted VIEW: <data>`, appends
`steam://openurl/<data>\n` to `/lepton/steam.pipe` (mounted rw from the host's `~/.steam/steam.pipe`, a 0600 FIFO;
Steam's console_log.txt then shows `ExecCommandLine: "steam://openurl/…"`) and returns START_SUCCESS (0) — also for a
VIEW without data (nothing written) and for an explicit component. Other actions start normally. Apps that check for a
browser first (Plex: `<queries>` for VIEW + BROWSABLE http/https, then "no browser installed") never get there: the
container has no browser package. Patch `frame.browser_handoff` (opt-in; offered for 2D apps and suggested-off when
the manifest's `<queries>` ask for a browser or a Custom Tabs service, analysis `browser_query`) adds
`org.frameport.handoff.BrowserHandoff` to the app's own manifest (exported, Theme.NoDisplay, excludeFromRecents,
VIEW + DEFAULT + BROWSABLE, schemes http/https without a host, so the app's own host-specific deep links are
unchanged; missing android: attribute names are inserted into the resource-mapped part of the string pool,
`axml._attr_name`) and its class as the next `classesN.dex` (`native/java-handoff`, `dex/browser-handoff.dex`). The
app's query now finds its own stand-in; its startActivity(VIEW) is still taken by Lepton before resolution, so the stand-in
normally never runs. If it is started directly (another action, explicit component), it writes the same pipe line on a
background thread and finishes. No second package (see Companion apps above). A 2D app turns from "installed
unchanged" into a FramePort build signed with FramePort's key once an APK patch is on (`engine.flat_as_is` in
`pipeline.set_recipe`; before, a hand-enabled APK patch on a 2D app stayed `as_is` and was never applied, e.g.
Plex's `frame.sdl_clipboard`). Whether the app then notices the finished sign-in depends on its flow (PIN/code polling
works from any browser; a redirect back into the app through a link can't, since Lepton sends every VIEW to Steam).
Verified headless on the dev Frame (2026-10-24) with a scratch 2D test app (targetSdk 33, Plex's `<queries>`,
`queryIntentActivities`/`resolveActivity` with MATCH_DEFAULT_ONLY, then startActivity): unpatched `query: 0`,
`resolve: null`; with the patch `query: 1 … org.frameport.handoff.BrowserHandoff`, the VIEW start returned normally
and Steam's console_log had `ExecCommandLine: "steam://openurl/https://example.com/?…=view"`; an explicit start of the
stand-in wrote `…=explicit` itself (logcat `FramePort: browser hand-off: page sent to Steam`): the app uid can open
`/lepton/steam.pipe` for writing. aapt2 reads the edited manifest of 70 real APKs with the original tree unchanged.
Plex's own sign-in flow is unverified.
## Text input (Stremio VR)
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
@@ -376,7 +448,11 @@ bar) that never advances; the async loader thread sleeps and OBB reads stop (~16
## Vader's leak solved / AC Nexus flips
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs). 2026-10-23: panels that stayed upside down at random were blits that took longer than the 100 ms wait while the GPU was loading; they were counted as failed and flipped again next frame, so both blits ran. A submitted blit now counts as done (log `flip: blit … still running after 100 ms`), and the shared command buffer waits for it before reuse (`vk_cmd_idle`, also fade_quad/cube_standin). Equirect2 layers (type 1000091000, `flip_tag=1 usable=0`) are dropped, not shown upside down. Same day, headset dumps (`flip_dump`, now also a `shown`/`late` image later): the "calibrate arms" panel was finished by the game after xrEndFrame (raw dump half drawn) and never acquired again, so its drawing landed upside down after the flip. Each flipped image is now sampled (16x16 texels) for ~2 s; a settled change without a new acquire flips it again (log `drawn after its flip`). Flips also use the last released image (release tracking). AC Nexus' recipe lost `device.text_input_window`: its Android window took the controllers' input.
**Flips as atlas copies (2026-10-24, replaces the in-place flip):** every in-place variant raced the game: Unity draws some panels after xrEndFrame (or on the GPU after FrameBridge's blit) without acquiring them again, so a one-shot flip of the app's own image either ran before the drawing (content upside down for good) or, when "repaired" by fingerprints, was applied again to an animated panel (AC Nexus' pooled "Loading" panel was re-flipped over and over). The blits also waited for the GPU inside xrEndFrame (up to 100 ms per flip, 1 s per dump), so the compositor missed frames: the likely source of the white start flash, which came and went with the diagnostics' extra waits/readbacks (owner: gone with heavy diagnostics off, back with fdaba13f's readbacks). GLES never had a flip path; what made the GLES pool robust is that it never touches the app's texture and copies it into the atlas every frame. Vulkan now does the same: `swapchain_pool.c` owns flips (also when `swapchain_pool` is off: the Vulkan session gets the atlas machinery, nothing is pooled). A flagged pooled panel's per-frame atlas copy becomes a vkCmdBlitImage with reversed rows (same cost); a flagged runtime swapchain's quad gets an atlas area for that frame (re-packed every frame around the pooled rectangles, shared by both eye quads) with an upside-down blit of its last released image. The app's images are only read, so late drawing shows upright one frame later and no flip can be applied twice; one command buffer per frame on the binding's queue after the app's submits, a 3-deep fence ring, no CPU waits (headless: 0.06 ms avg, 0.2 ms max in xrEndFrame). `flip_dump=N` now reads back the atlas region the runtime is given (async, written when the fence of that frame has signalled, a file per content change: `fb_flip_<n>.ppm`); each file is written on the render thread (45-60 ms hitches while panels change), so leave it off for play. `layer_debug` logs copies/frame and every wait (`swapchain_pool: … copies/frame`). Headless (two runs): "WARNING BEFORE PLAYING", "Please carefully read…", the "work of fiction" notice (pooled), "The game saves automatically…" (animated icon) and both "Loading" panels upright as submitted, through their fades; 72.2 fps after the game's own ~14 s loading stall (same as with flips off). Not reachable headless: the calibrate-arms screen; the headset check is that screen, the start (no white flash) and the menus.
**QuestZDoom slowdown, same leak (GitHub #237, 2026-10-24):** a player's session slowed over ~6 minutes (vrcompositor `WaitForPendingPresent` failures more and more often), then the kernel oopsed in `drm_gpuvm_validate_deferred_collect` (`msm_ioctl_gem_submit` from the game's `AppThreadFunction`, a write past an array at index 0x1600) and the Frame restarted. `xrclient_com.drbeef.questzdoom.txt` had `SXR_GL_CHECK: error:0x500 ... glGenTextures`: the game leaves GL_INVALID_ENUM pending every frame. Headless with freedoom2.wad, `/sys/kernel/debug/dri/0/gem` (readable as steamos; `gemstat`, objects per `vm=`) showed the game's VM gaining ~105 GPU objects a second (8,027 after 75 s), freed when it quit; with `gl_error_clear=1` the total stayed at ~1,915 for two minutes and no SXR_GL_CHECK was logged. Now suggested for every Team Beef port (Lambda1VR's log on the dev Frame has no SXR_GL_CHECK, so not all of them hit it; JKXR #441 has the same compositor stalls, unconfirmed). That debugfs listing is a quick leak check for any game.
## Unreal's self-restart
@@ -680,6 +756,51 @@ per game; add_from_link clears the offer and keeps a name the user gave). CLI `f
OutRun Quest VR (`org.outrun.quest.vr`, its own Khronos loader, no OVRPlugin) logs "Rec.709 color space unavailable" right after xrCreateInstance and quits ~20 s later without a session: the Frame's runtime (and OVRPort's dispatcher) list no XR_FB_color_space. Adapter setting `fb_color_space` (off by default, `native/adapter/color_space.c`) offers the extension when the runtime lacks it, strips it from the runtime's create info, fills XrSystemColorSpacePropertiesFB with Rec.709 and answers xrEnumerateColorSpacesFB / xrSetColorSpaceFB (no conversion: the runtime has no API for it). The functions are reachable through FrameBridge's xrGetInstanceProcAddr and `framebridge_extension_proc` (xrshim); OVRPort's fixed dispatcher table can't forward them, hence off by default. Not yet tried on the device (the build was not downloaded: it ships Sega's game data). Log: `color_space: emulating XR_FB_color_space`.
## XR_FB_space_warp emulation (#336)
**OutRun Quest VR (2026-10-24):** with colour space solved, OutRun logs `E OutRunQuest: AppSW recommended buffers
unavailable` right after its session, reference spaces and view sizes, then quits (ANR). Same line with
XR_FB_space_warp enabled (10-19) and hidden (`hide_space_warp`, 10-24): the game requires Application SpaceWarp, so
hiding can't help. OutRun's binary isn't available (Sega content), so the exact check is unknown; the emulation covers
the two plausible ones: the motion-vector size and the formats.
**What the Frame reports (dev Frame, 2026-10-24):** SteamVR's Android runtime lists XR_FB_space_warp (spec 2) and
answers XrSystemSpaceWarpPropertiesFB with the **full eye size, 1728x1728** (Meta: about a quarter). It accepts
Vulkan motion-vector/depth swapchains (`376x376 format=97` / `format=129`, Pinball FX VR, ITR2); its GLES swapchain
formats are the sRGB colour ones. OVRPlugin/Unreal ignore the reported size and make 376x376 themselves.
**`space_warp_emul` (adapter setting, off by default; `native/adapter/space_warp.c`):** offers XR_FB_space_warp
(passed to the runtime when it has it, else emulated; overrides `hide_space_warp`); reports eye/4 (432x432 on the
Frame) unless the runtime's answer is already below half the eye; adds RGBA16F + D24S8/D24/D32F/D16 (GLES) or 97 +
129/126/125/124 (Vulkan) after the runtime's formats in xrEnumerateSwapchainFormats (exported too: OVRPort's
dispatcher can call core functions by symbol); serves motion-vector swapchains (RGBA16F/RG16F at the reported size
or at most half the eye) and their depth (depth usage at the reported size, or the size of a served motion-vector
swapchain of the session) as FrameBridge-owned GL textures (2D arrays for multiview) / Vulkan images (attachment
layout, META extra usage honoured), three images round robin; wait/release succeed at once (a gipa wrapper sits in
front of whichever wait/release hook the other settings chose); xrEndFrame drops XrCompositionLayerSpaceWarpInfoFB and
depth info showing a served image (`sw_strip_chain` keeps eye depth info: depth infos are copied past a removed node;
the old hide_space_warp strip dropped the whole chain when space warp info wasn't first). The game renders every
frame: SteamVR doesn't halve the frame rate the way Meta's runtime does. No new runtime functions, so OVRPort's
dispatcher table needs nothing (xrshim not involved). Logs: `space warp: runtime motion-vector size`, `space_warp_emul:`.
Triage `appsw-required` suggests it; catalog `org.outrun.quest.vr` = fb_color_space + space_warp_emul. The
reporter's recipe is a user recipe: the setting has to be switched on by hand (Customize → Game settings → Provide
space warp).
**Headless test (Pinball FX VR, Unreal 5 + OVRPlugin, Vulkan, owner's build re-signed with its own key, only
FrameBridge replaced; original APK + settings restored after):** `space_warp_emul=1 force_render=1 layer_debug=1`,
`hide_space_warp=0`: `the app enabled XR_FB_space_warp (the runtime has it too)`, `runtime motion-vector size
1728x1728` → `432x432 reported`, both 376x376 pairs (format 97 + 129, after each eye swapchain) `served by FrameBridge
(Vulkan images, 3 images)`, `space warp images: 600 acquired, 599 waited, 598 released (all by FrameBridge)`, `removed space warp info from the eye images`, `600 frames submitted with their space warp
info removed`, 0 xrEndFrame failures, 72.2 fps steady after the loading phase (the same series as the game's own
recipe: 62/71/56/46/70 then 72.2), RUNNING after 117 s, the same 12 OVRPlugin errors as the baseline (interaction
profiles, perf settings, refresh rate). No GLES space-warp game was available: the GL path is covered by the host
harness (`tests/native/space_warp_harness.c`) only. OutRun itself is unverified.
**Space-warp games that flicker (ITR2, Metro Awakening, Pinball FX, The Boys VR, Lawn Mowing Simulator):** keep
`hide_space_warp`. With the emulation the runtime never sees space warp either (same picture as hidden), but the game
renders motion vectors into images nobody reads; it doesn't make space warp work (no frame synthesis). It is only for
games that refuse to start without the extension.
## Per-game headset identity (#373, 2026-10-17)
Owner decision: all Quest / OVRPort conversions default to Quest 3; Customize → Headset model offers Quest 3,
@@ -741,6 +862,63 @@ can be enabled and persist after restart. Check actual runtime refresh/pacing se
identity alone does not implement refresh-rate support. Rebuild with Quest 2 for the control: original `Oculus Quest2`,
original Quest 2 UUID, type 9 if logged, and previous option visibility. Also smoke-test a Unity OVRPlugin game
with the default Quest 3 choice for regressions. No device access was used during implementation.
## Mixed reality: scanned rooms
Live floor coverage (agent v104) is enabled by default for manual and game-requested scans; the capture
payload accepts `preview: false`, and `frameport frame room scan --no-preview` disables it. A world-locked,
upward-facing 6 m square at floor height follows the current raw-to-STAGE calibration and stays centred on the
scan's first recorded camera position. Every 16th depth vertex contributes to raw-space 10 cm voxels; at most once
per second, newly occupied cells redraw a 256×256 RGBA map in one colour (FramePort's secondary blue), each cell a
filled 10 cm square, only the opacity telling floor (<0.3 m, faint), raised surfaces (0.3–1.5 m) and tall surfaces
(>1.5 m, strongest, the room's outline) apart; unseen transparent. Overlays have no depth (they draw over hands and
passthrough), so the map stays faint; three colours in 3x3 blotches clashed in the owner's first run. It shows
coverage, not a validated room boundary. IVROverlay_028 slots 1/3/20/22/33/43/62 (OpenVR 2.15.6 header)
create/destroy/sort order (1, below the scan prompts' 10)/set width/set absolute STAGE transform/show/upload raw
pixels. Each upload is 256 KiB (at most 256 KiB/s); timing for the first
20 uploads and every tenth thereafter, plus failures, goes to `rooms/scans/scan-*.fprs.log` and the built room’s `scan.log`. Overlay errors or an
upload taking over 50 ms disable the preview while capture continues; headset appearance and upload cost still
need device validation.
When an MR game asks for a room scan, FramePort scans in the headset and FrameBridge loads the new room before
answering the game. If no scanner answers within five seconds, the game gets the stored room. Set
`scene_scan_request=0` to always use the stored room. A scan that starts but fails keeps the old room and reports
a capture failure to the game.
**Mixed reality: scanned rooms (agent v92, 2026-10-16, branch mr-scene; docs/mr/):** Quest MR games read the room
through Meta's scene APIs; the Frame offers none, and Valve's chaperone is no room (2D outline raised to 2.43 m, often
the default 1 m circle -> the Android runtime's STAGE rect falls back to 1x1 m; XRService's plane detection is
horizontal-only, its persistent map sparse ORB, its XRIPC single-client; cameras are XRService's alone,
IVRTrackedCamera gives no frames). **The passthrough's RoomView 3D depth mesh is readable** (docs/mr/PHASE0.md:
IVRBlockQueue_005 `/xrservice/roomview3d/meshData|meshLayout`, metadata through the C++ `IVRPaths_002` on the block
handle, `meshIsUpToDate` on the queue handle; 132x128 fan, ~30/s; raw->standing moves during a session -> convert
with the final one), so FramePort scans rooms itself: agent `room_capture` (Background/Overlay OpenVR app, prompts =
artifacts/roomscan/*.png via IVROverlay_028 slots 1/3/20/22/35/43/44/63, `scripts/mr/render_prompts.py`) -> `.fprs`
dump -> `fp_roomscan` (native/roomscan, freestanding, offline) -> `room.txt` + `room-mesh.bin`
(docs/mr/ROOM_FORMAT.md; outline = positive shoelace in x-z, wall inward normal (-dz, dx)) in
`~/.local/share/frameport/rooms/<universe>/`; launch.sh copies it next to settings.conf (`_room_sync`, games with
`scene_emul`); FrameBridge (`scene_room.c/scene_meta.c/scene_anchors.c`) serves N walls, volumes (BOUNDED_3D),
planes, GLOBAL_MESH (XR_META_spatial_entity_mesh), XR_META discovery/persistence (newer Meta SDKs and MRUK), anchors
saved in `files/framebridge-anchors.txt`; all through xrshim (OVRPort's dispatcher drops unknown META calls).
`scene_emul` is now suggested for every USE_SCENE/USE_ANCHOR_API game (migration `scene_emul_all`; NOPE and Pinball
FX had none). PC: Frame page "Room" card, `frameport frame room scan|status|from-boundary|import|export|build|show`.
Real data (owner's room, 2026-10-16): floor at 0, table surfaces, orthogonal walls found; the ceiling needs "look up".
Scan on request (agent v103): scene-emulation launchers run `_scan_watch` alongside the game. FrameBridge's
`framebridge-scan-request` in the game's external files directory gets an ack, then the existing prompted headset
capture/build flow saves and copies the new room before an `ok` result; errors, cancellation and timeout return
`failed`. Captures share a global lock, stale protocol files are cleared on launch, and the watcher stops with the
launcher. Logs: `<base>/scan-watch.log`. Device validation is still required.
PR #246 (@alicecatpaw, merged into mr-scene 2026-10-18): FrameBridge trims frames to maxLayerCount (Punch Fit sent
21+ layers; projection layers and FrameBridge's fade quad always stay), drops quads with zero size or an empty image
rect, and logs up to 10 quads with pose and swapchain. Two Unity patches, both only from a catalog recipe or the
user's choice: `frame.meta_depth_occlusion` (Depth API occlusion off; Laser Dance's lasers vanished up close) and
`frame.unity_scene_active_rooms` (OVRSceneManager's player-in-room check). The PR's own META discovery and boundary
visibility code was replaced by this branch's (`scene_meta.c`). The PR's recipes were checked on the author's Frame
only; open question: does OVRPort's dispatcher advertise XR_META_environment_depth (then a FrameBridge setting that
hides it would fix depth occlusion for every engine).
## Vulkan pipelines refused: Fossilize and Turnip (Transformers, #349)
Transformers Beyond Reality: Redux (Unreal, Vulkan) ended its first frames with Unreal's "Shader compilation failures
@@ -785,3 +963,466 @@ SteamVR's own Touch remap (`/opt/steamvr/drivers/frame_controller/resources/inpu
layout `oculus_touch`) is the diagram's "SteamVR default": X -> d-pad down, Y -> d-pad left/right/up, A -> A,
B -> B/X/Y, Menu -> View, plus trigger click -> bumper. Games with their own Valve binding file in that folder
(Beat Saber, Batman, Accounting+, In Death, ...) use that file instead.
## Fixed layer resolution / Batman (#406, #394)
Batman: Arkham Shadow (`com.camouflaj.manta`, Unity + OVRPlugin, OpenXR/Vulkan) submits
`2768x2768`, then corner-anchored `rect=0,32 2736x2736`, `rect=0,64 2704x2704` inside the
same swapchain. On SteamOS 0.5.6 Valve's FDM injection covers the full swapchain: shrinking
viewports can move the sharp centre towards the top right and expose a coarse white right edge.
The runtime recommendation driving OVRPlugin's dynamic resolution remains unverified.
`adapter.fixed_resolution=1` (default off, Batman recipe on) overrides
`xrGetRecommendedLayerResolutionMETA`: tracked full swapchain dimensions, `isValid=XR_TRUE`.
The existing rect_clamp size table already records successful xrCreateSwapchain calls and
retires entries at destruction. Projection views must have matching sizes; quads are supported;
unknown swapchains, mixed sizes and other layer types retain the runtime behavior. Submitted
rectangles are never enlarged after rendering. Full resolution may increase GPU load.
The cached OVRPort 3.4.3-aa54c3f dispatcher contains both the extension and function name
(and a runtime-missing diagnostic). Its fixed routing table is not a guarantee that every
version forwards the call unchanged. Enable the existing arm64 xrshim for this setting:
OVRPlugin's loader lookup reaches `framebridge_extension_proc` directly, while native OpenXR
loaders use the adapter's xrGetInstanceProcAddr hook. No extension hiding: keeping the
recommendation API available avoids relying on an unverified OVRPlugin fallback. The adapter
revision stays unchanged because the new setting is opt-in; the catalog requires 1.2.2 so older
remote clients keep their bundled recipe (`recommend.catalog.unusable_reason`). Rebuild and
reinstall Batman to receive the binary and shim routing; this is not a settings-only fix for
an old APK. Device/headset verification is pending.
Headless check: expect `extension shim: xrGetRecommendedLayerResolutionMETA -> FrameBridge`
for OVRPlugin, then up to five `fixed_resolution: recommended WxH -> 2768x2768 (runtime=...)`
lines. Compare the size to the actual eye swapchain creation log; scaling can change it.
`projection view 0 rect change: ... rect=0,0 2768x2768` (and view 1) should remain full size
through gameplay/loading transitions. Rect changes continue to log at most once per second
per eye, comparing against the last logged state so a throttled final change is still shown.
No recommendation logs means this API path was not exercised: do not claim the fix worked.
Headset check: sharp region centred in both eyes, no white right edge, correct menus/loading
fades, and acceptable pacing with full-resolution GPU load.
This is separate from #303's `foveation_storage_fix` (clearing SUBSAMPLED allocation flags;
see PLAYBOOK and FRAME_RUNTIME), which fixes black/coarse storage corruption. It also leaves
#394's `FOVE_LEVEL=lo/med/hi` presets intact (commits 01ad5e6b, d7f0d514): those select the
full-swapchain density pattern, not the game's dynamic viewport.
## Embedded Khronos OpenXR loaders (GitHub #254)
PrimedGun v2 (`org.primedgun.v2`, 2.0.0-alpha.4) embeds the Khronos loader in
`libmetroid_prime_port.so` (no loader DT_NEEDED). Its diagnostics show both Android
broker queries failing, then `/vendor/etc/openxr/1/active_runtime.json`, runtime
`SteamVR/OpenXR`, and no FrameBridge messages. The supplied `openxr_android.cpp`
initializes the loader with the VM and SDL activity. This is Vulkan OpenXR; retain
the catalog's removal of `frame.vk_sanitize` (the game assembles the Vulkan soname).
`frame.static_openxr_loader` is general: analysis v23 detects arm64 game libraries
with Khronos manifest strings and negotiation/manifest markers. Complete manifest
paths (including ABI variants) are replaced in `.rodata`, NUL padded, with
`/sdcard/fp_openxr_runtime.json`. Khronos also builds paths from fragments: the
verified `platform_utils.hpp` layout uses five partition prefixes, `/etc/openxr/`,
the major API version and `/active_runtime[.aarch64].json`. For this complete table,
prefixes become `/sd` and the subdir becomes `card/fp/`; all candidates then resolve
to `/sdcard/fp/1/active_runtime[.aarch64].json`. The undecorated manifest is written;
a missing ABI-specific file falls back to it. No offsets or sizes change. **Pooled
partition strings can also be used by game code**; this cannot be ruled out from
synthetic tests. Only the complete known fragment table is accepted. Other layouts
need analysis/rewrite support before they can be patched.
Both broker authorities become `org.fp_null.openxr.*`, causing provider lookup to
fail and the loader to fall back to files even if a broker is later installed.
Only the game's copy is changed. Agent v108 writes both manifest spellings into
`<base>/lepton-data/external` (the game's private `/sdcard`), records
`static_openxr_loader` in deployment.json, and repairs them before every launch.
Launcher upgrades preserve that repair. A configuration-only finalize also writes
them. The payload is `{"file_format_version":"1.0.0","runtime":{"library_path":"libfp_xrruntime.so","name":"FramePort"}}`.
The shim exports negotiation and initialization, loads FrameBridge by soname,
forwards Android loader initialization through its GIPA, and returns that GIPA to
the outer loader. FrameBridge then loads `libopenxr_loader_original.so`, an
unmodified Khronos loader reused from OVRPort's downloaded generic runtime.
This works for recipes with `overport: False`: the patch supplies the original
loader before `frame.adapter` installs FrameBridge, its settings payload and
foveation support. Settings still use `settings.conf` through the normal launcher.
No Meta dispatcher is needed. The loader's unmodified system paths keep it from
recursing through the game manifest. Android linker namespaces, symbol binding
between the two loaders, runtime handles across the chain, and FrameBridge's
behavior without the OVRPort dispatcher still require a device check.
Source verification: Khronos OpenXR-SDK-Source
[`release-1.0.34/src/common/platform_utils.hpp`](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.34/src/common/platform_utils.hpp)
and the same fragment layout in release-1.1.53;
[`manifest_file.cpp`](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.34/src/loader/manifest_file.cpp)
leaves a bare library filename unchanged for dlopen and tries brokers before files;
[`runtime_interface.cpp`](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.34/src/loader/runtime_interface.cpp)
forwards loader initialization to the runtime export before negotiation (or through
GIPA afterwards). The reporter's diagnostic ELF summary contains no embedded
loader version or raw string table; the exact game's loader revision and binary
rewrite remain unverified. Host tests cover complete and assembled synthetic ELF
layouts, idempotence, unchanged other bytes, APK apply/validate with no OVRPort,
negotiation rejection, Android init forwarding and missing-chain failure. No Frame
connection or device test was performed.
**Crash at Play (GitHub #254, 2026-10-23):** the reporter's 1.3.0 build crashed right after `xrCreateInstance`
(stack overflow in SDLThread: FrameBridge GIPA → `libopenxr_loader_original.so` → the game's library → FrameBridge
…). Lepton mounts Valve's implicit layer manifest at `/vendor/etc/openxr/1/api_layers/implicit.d/`, and the log shows
`XR_APILAYER_VALVE_fdm_injection` loaded by BOTH loaders: one shared layer library stacked into two chains, so the
inner chain's next call landed in the game loader's code. The rewrite now also turns the game loader's implicit-layer
suffix `/api_layers/implicit.d` into `/api_layers/fp_none.d` (Khronos builds `<partition>/etc` + `openxr/1` + suffix),
so only FrameBridge's inner loader loads implicit layers, as in every other FramePort game (patch revision 2). Not
device-verified: headless, PrimedGun stays in its own launcher without the game's disc image, so the catalog keeps
the patch off until a headset check.
Headless acceptance after rebuilding and installing with this development build:
`uv run frameport test org.primedgun.v2`. Expect `fp_xrruntime: chain resolved:
FrameBridge`, `fp_xrruntime: xrInitializeLoaderKHR forwarded to FrameBridge: 0`,
`fp_xrruntime: negotiated runtime interface 1: FrameBridge`, then FrameBridge's
`scale=... loader=...libopenxr_loader_original.so`, `xrCreateInstance` and pacing /
`new layer:` lines. The outer loader should log the private sdcard manifest, the
inner loader the real vendor manifest. Require RUNNING and submitted frames;
headset rendering and controls need separate confirmation.
## Foveation: sharp area centre and size (#394)
Reports: Valve foveation's sharp area sat towards the bottom right in both eyes (In Death: Unchained, The 7th Guest
VR), top right in Batman (dynamic resolution), and its size changed with FramePort's render resolution (RE4,
Asgard's Wrath 2: Large at 1x bigger than at 1.5x/2x; Small "different sizes and shapes").
**Mechanism** (Valve's `libVkLayer_VALVE_fdm_injection.so` disassembled 2026-10-24, Mesa Turnip source, AC Nexus on the
dev Frame): one library is both an implicit OpenXR API layer and a Vulkan layer. Its `xrCreateSwapchain` makes a
density map per eye swapchain (`detected FDM image 63x54[2]` for 2016x1728 array 2: `ceil(w/32) x ceil(h/32)`, one layer
per eye) and fills the `FOVE_LEVEL` preset rectangles in map-normalized coordinates, so every preset is centred at
about (0.51, 0.51) of the **whole swapchain**. Its `xrEndFrame` stores each view's imageRect, but nothing uses it for
the map. Eye-tracked offsets (`calc_offset`) are `foveationCenter NDC x 0.5 x render area`, also from the swapchain
centre; Fixed (`disable_offsets`) passes none and creates images without the density-map-offset flag. Turnip then
picks one density per GMEM **bin**, from the map texel under the bin's centre (`tu_calc_frag_area`); bins have a fixed
pixel size (GMEM / bytes per pixel), roughly 250-300 px for AC Nexus.
**Root causes.** Off-centre: games often submit a rect that isn't the swapchain (AC Nexus rect=0,0 / 287,0 1726x1728
inside 2016x1728 for its asymmetric eyes, then dynamic resolution rect=0,259 1467x1469; Asgard's Wrath 2 0,0 / 347,0
2237x2256 inside 2592x2256), and the eye's optical axis is off the rect centre anyway (FOV left/right -1.03/+0.88 rad,
up/down +0.86/-1.05). The swapchain-centred map then sits ~14% of the view width to one side (and towards the bottom
for corner-anchored dynamic-resolution rects). Size: the sharp area is the set of bins whose centre lies in Valve's
rectangle, so it snaps to whole bins: at 1x the bins are large relative to the eye, at 1.5x/2x smaller. At 1x Small
(hi) and Large (lo) gave the **same** 572x444 px area; at 1.5x they differ (764x444 vs 764x892, also in shape). The
rectangle is also a fraction of the swapchain, not of a smaller dynamic-resolution view.
**Fix (centre):** `VK_LAYER_FRAMEPORT_fdm_centre` (`native/foveation/centre.h`, a second layer in
`libVkLayer_fdm_darken.so`; its constructor inserts it right after Valve's layer in GraphicsEnv's debug-layer list when
`FDM_DEBUG` has `enable`, never for The Climb 2). Below Valve it sees the passes with Valve's map attached (render pass
+ framebuffer, or dynamic rendering) and the offsets at their end, and replaces each eye layer's offset so that Valve's
sharp centre (computed with Turnip's texel size and the preset) lands on the eye's optical centre (Fixed, or
Eye-tracked without a gaze: all-zero offsets) or on the gaze re-based on the eye's rect (Eye-tracked). It never changes
images: for Fixed it drops `disable_offsets` from `FDM_DEBUG` in the process (only once it is in the layer chain, and
before Valve reads the option), so Valve runs exactly as in Eye-tracked (flags its own images, passes offsets) and the
layer replaces Valve's gaze offsets with the optical centre. If Valve read the option first, its maps carry no offset
flag and every pass is left alone (Valve's own Fixed). It writes every offset Turnip reads: Turnip takes one per view
(or per-layer map layer) whatever `fragmentDensityOffsetCount` says, and one-eye passes get their eye's map layer
(the map view's base layer picks the eye). FrameBridge
(`adapter/fdm_views.c`) reports per view: swapchain size, array layer, imageRect and optical centre (GLES: rows from
the bottom, Zink's memory order), through a weak `fp_fdm_set_views`. Double-wide single-layer eyes and passes of other
sizes are left alone. `FRAMEPORT_FDM_CENTRE=0` (as `LEPTON_ENV_`) turns it off. Logs: `FrameBridge: fdm views: …`,
`FoveationDarken: fdm_centre: pass 2016x1728 map 63x54 layer 0+2 (preset 1, Valve centre 1024,880, Fixed): 2
view(s), 2 offset(s) from Valve 0,0 -> -24,-184 (+ more views)`. Not changed: the bin quantization of the size (driver design) and the preset being a fraction of
the swapchain. Ships in the APK (FrameBridge + layer library): a game needs a rebuild (Update on Frame) to get it.
**Headless evidence, first version** (AC Nexus, Fixed, darkening test, `snapshot=2`; its white start flash shows full density white,
coarse grey): FrameBridge now also reads Vulkan eye images back (`snapshot_vk.c`: both eyes, half size, the whole
swapchain layer, rect + FOV in the log). Sharp-area centre minus the left eye's optical centre, before -> after:
| scale | size | swapchain / left-eye rect | before | after | sharp area (of the rect) |
|---|---|---|---|---|---|
| 1.0 | Large (lo) | 2016x1728 / 0,259 1467x1469 | +203,+43 px (+14%,+3%) | +26,+11 (+2%,+1%) | 572x444 (39%x30%) |
| 1.0 | Small (hi) | same | +202,+43 | +26,+11 | 572x444 (same as Large) |
| 1.5 | Large (lo) | 2976x2592 / 0,389 2166x2203 | +276,+65 (+13%,+3%) | +12,+17 (+1%,+1%) | 764x892 (35%x40%) |
| 1.5 | Small (hi) | same | +276,+65 | +13,+17 | 764x444 (35%x20%) |
| 2.0 | Large (lo) | 4032x3456 / 0,519 2933x2937 | +407,+87 (+14%,+3%) | +47,+31 (+2%,+1%) | 1148x892 (39%x30%) |
| 2.0 | Small (hi) | same | (no flash frame caught) | -49,-81 (-2%,-3%) | 956x668 (33%x23%) |
Right eyes match (mirrored rects 244,259 / 360,389 / 488,519). The residual 1-2% is the bin grid. Not checked: GLES/Zink
games (the dynamic-rendering path is implemented, the GL row order is unverified), Eye-tracked with a real gaze
(headless has none), and the picture in the headset. Twice AC Nexus died in a freedreno thread right after a Vulkan
snapshot of its loading frame (not without snapshots): keep `snapshot` for diagnostics.
**Headset round 1 failed (2026-10-24), second version.** The first version (b2be40af, reverted) crashed AC Nexus in
Fixed (SIGSEGV in Turnip's `CmdBeginRendering` called from Valve's `fdm_injection_CmdBeginRendering`, ~33 s) and showed
black in Eye-tracked. Causes, confirmed headless:
- Eye-tracked: Valve declares `fragmentDensityOffsetCount` 1 for a two-view (multiview) pass but computes both eyes'
offsets; Turnip reads one offset per view whatever the count says (`tu_fdm_num_layers`). The first version handed
down an array of `count` entries, so Turnip read the right eye's offset from uninitialised stack memory. Now every
offset Turnip reads is written: the view count comes from the render pass / rendering view mask (else framebuffer
layers), each eye's gaze from Valve's array (the same memory Turnip reads with Valve alone), one-eye passes take the
eye from the map view's base layer.
- Fixed: the first version flagged every 2D render target with the density-map-offset flag, including
external-memory images Valve deliberately leaves alone (`fdm_injection_CreateImage` skips images with
`VkExternalMemoryImageCreateInfo`: Zink/AHardwareBuffer imports such as surface_emul's video). The layer no longer
touches images. Valve's own Fixed path (`disable_offsets`) also crashed AC Nexus without this layer (1 of 2 headless
130 s runs, same `fdm_injection_CmdBeginRendering` -> freedreno stack), so Fixed now runs Valve's offset mode (the
Eye-tracked path, 0 crashes in 6 runs) with the layer replacing the gaze offsets by the optical centre.
Headless, 130 s each, AC Nexus 1x, Large, darkening test, `snapshot=15` (start-flash centre vs optical centre):
| run | result | left eye | right eye |
|---|---|---|---|
| foveation not enabled (`FDM_DEBUG` empty) | runs | whole view sharp | whole view sharp |
| Valve only, Fixed (1) | **crash** after ~20 s, frames stopped | - | - |
| Valve only, Fixed (2) | runs | +14%, +3% | +14%, +2% |
| Valve only, Eye-tracked (headless default gaze) | runs | +25%, -9% | +2%, -8% |
| centring, Fixed (2 runs) | runs, 72 fps | +2%, +1% | +2%, +1% |
| centring, Eye-tracked | runs, 72 fps | +2%, +1% | +2%, +1% |
Later snapshots (dark scene) stay non-black in every surviving run (mean ~20/255 with the darkening test, ~39 without
it): the darkening test dims everything outside the sharp area to 20%, which in AC Nexus' dark start area looks almost
black, so headset checks of the picture should be done with the test off. Headless gaze isn't zero (Valve's
straight-ahead gaze lands on the optical centre, which confirms the NDC re-basing). Not done: Khronos validation, a
GLES game, a real gaze.
## Typing window takes the controllers: SteamVR theater mode (#476, #477, AC Nexus)
**2026-10-24 (SteamOS 0.5.6, gamescope 2.18.2, Lepton 3.0.5).** With `device.text_input_window` (Lepton's
`lepton-show-flatscreen`) some VR games render but ignore the controllers; the owner saw "the Android screen with a
mouse pointer" in AC Nexus (catalog dropped the window, 94783f56), users in PadelVRTraining (#476) and AltspaceVR
(#477); UNDERDOGS (#474) and many others were reported fine with it.
How the window reaches the headset: Lepton then sets `waydroid.wayland_display=wayland-0`, `lepton.headless=false`
(`liblepton/properties.sh`), so Waydroid's window is a client of gamescope. gamescope runs with `--backend openvr
--vr-overlay-show-immediately --virtual-connector-strategy PerAppId --vr-app-overlay-key valve.steam.desktopgame`:
each Steam app's windows become a SteamVR dashboard overlay `valve.steam.desktopgame.<appid>` ("Gamescope", input
method mouse) plus a cursor overlay `gamescope.gamescope-0.cursor.<appid>`. SteamVR's dashboard
(`/opt/steamvr/resources/webinterface/dashboard/chunk~*.js`) does, when that game's frame comes alive:
`!bVRSceneApp && /settings/dashboard/autoShowGameTheater` → `docking.SetInTheater()` + HideDashboard("GameFrame now
alive, auto-theatering"). The Android window always exists before the OpenXR session (Unity: 10-30 s), so the game is
never a scene app at that moment: the Android screen goes in front of the player as a theater screen, the
controllers become a laser mouse (Steam Input switches to app 13830428 at that moment). When the session starts,
SteamVR docks the frame back into the dashboard and opens the dashboard on it (`[ShowDashboardOverlay]
{"overlayKey":"valve.steam.desktopgame.<appid>","sReason":"SetDockLocation"} bOpenDashboard true`): the Android
screen with a pointer again, the session stays VISIBLE (no input) until something closes the dashboard. Steam
sometimes closes it itself ~0.3 s later, FramePort's dashboard worker only after the first VR frame (AC Nexus loads
for seconds after the session starts) and only when `IsDashboardVisible` says so; in one of the owner's three AC
Nexus sessions with the window (2026-10-23 17:23) it stayed open on the Android screen until the owner pressed the
button. The timeline in `vrwebhelper_systemui.txt` was the same for every window session of AC Nexus (16:40, 17:01,
17:23) and for UNDERDOGS headless: overlay created → auto-theatering → session → SetDockLocation; without the
window (17:48 onwards) none of it. So the race between the game's session/first frame and these dashboard steps
decides per game and per start whether the player is left on the Android screen.
Fix (agent 119): the launcher (new line `_theater_hold <pkg> $$`, added to existing launchers by `upgrade_launchers`; log `<base>/theater.log`) and the dashboard worker turn `dashboard.autoShowGameTheater` off through
IVRSettings (ctypes, `SteamVRSettings.bool_setting`) while a game with `device.text_input_window` runs (deployment
recipe has the patch, the marker exists, display mode not "Flat window"), one hold file per launcher pid in
`~/.local/share/frameport/theater-holds/`, and turns it on again after the last such game (a worker killed with its game, e.g. Steam stopped: the next
game's worker or `ensure_host_fixes` puts it back; purge too). Headless with UNDERDOGS: no auto-theatering, no SetDockLocation, the
window overlay never visible, Android's focused window still UnityPlayerActivity. A hold taken only by the worker (with Lepton's start, ~3 s before the window came alive) was too late: the dashboard still auto-theatered (15:01:28), so the hold is taken first thing in the launcher. End-to-end with the agent installed (15:05): theater.log `theater mode off while the game runs` at the launch, no auto-theatering/SetDockLocation, dashboard.log `theater mode back on` at the end; launcher + container killed with -9: the hold stayed, the next `info` (ensure_host_fixes) answered `SteamVR theater mode back on`; SteamVR drops the key from
steamvr.vrsettings again when it's back at the default. 2D apps keep theater mode (it is how they are shown).
Also: SteamOS 0.5.6 logs the dashboard button as `open_dashboard_action`, not `toggle_dashboard_action`; the worker
didn't recognise it and closed each of the owner's presses again (AC Nexus 23:33, ten presses in eight seconds).
Facts for later: `vrcmd --overlays` lists every overlay with visible/not_visible (works headless);
`vrcmd --settings-bool dashboard.autoShowGameTheater` / `--set-settings-bool <section.key> 0|1` (a "true" argument
did nothing); `vrcmd --dock-overlay dashboard|theater|world <overlay key>`. Headless sessions never reach FOCUSED,
so whether the controllers reach the game, and whether Steam's keyboard still opens for a text field with the
window kept in the dashboard, needs the headset.
## Graceful stop: the game is paused before it ends (GitHub #480, agent v120)
Just Dance VR lost all progress on the Frame: its log shows `OfflineSave |WARN |OfflineSaveDico_FromString - NeedLoad:
False` at every start and no save write ever, and its session logs end with the game still running (no
`[OVRManager] OnApplicationPause(true)`). On a Quest an app is always paused before it closes; on the Frame nothing
paused it: launch.sh's `stop()` ran `podman kill`, and Lepton's own teardown (it traps TERM/INT) runs
`podman exec … /system/bin/reboot -p` + `podman stop -t 0` (Lepton 3.0.5, `liblepton.sh kill_container`). `reboot -p`
goes through init, not the activity manager, so no `onPause`/`onStop` either. Games that save in
`OnApplicationPause`/`onPause` (and Unity's own PlayerPrefs flush on pause) never saved.
What works in Lepton's Android 11 (checked 2026-10-24 on the dev Frame, AC Nexus = Unity, headless):
- `input keyevent 3` (HOME) does **nothing** (headless: no focused display); the activity stays RESUMED.
- `am start -a android.intent.action.MAIN -c android.intent.category.HOME` starts Lepton's Launcher3: the game's
activity is PAUSED at once and STOPPED ~0.3 s later; Unity logs `[OVRManager] OnApplicationPause(true)` ~20 ms
after the START and `OnApplicationFocus(false)` right after. Lepton's `LeptonProcessObserver` logs the foreground
change but doesn't react to it.
- `dumpsys activity activities` (~10-30 ms) lists each record as `* Hist #N: ActivityRecord{… <pkg>/<activity> tN}`
followed a few lines later by `state=RESUMED|PAUSED|STOPPING|STOPPED …`.
FramePort (`PAUSE_SCRIPT`, run in the container with `podman exec … sh -c`): if the game's activity is in front, start
the HOME intent, poll its state every 0.1 s until STOPPED (or gone), wait 0.4 s more, give up after 3 s in total. A
game busy loading can't pause sooner (Unity's main thread doesn't answer, the activity sits in STOPPING: `still
state=STOPPING`). A game that isn't in front (it ended itself, or was already sent home) is left alone.
- launch.sh: `pause_game` runs first in `stop()` (before Lepton gets its TERM and before `podman kill`, so before
Lepton's teardown), only while Lepton still runs (a game that ended or crashed adds no delay); output with times in
`<base>/stop-pause.log`. The play log + `_snapshot_close` still follow `podman kill` under the launch lock, so
automatic save snapshots now include what the game saved on pause. `upgrade_launchers` adds it to existing Lepton
launchers (foveation exports and other lines untouched).
- agent `stop` pauses before it stops the launch-test unit (systemd's stop TERMs every process in the unit, Lepton
included, at the same moment) and kills the container; result field `paused`. The Monitor's End game pauses before
Steam's Exit game, whatever Steam then signals.
- Not covered: stopping Steam / restarting the Frame (systemd ends launch.sh and Lepton together and Lepton's
teardown races the pause) and launch tests (their own `systemctl stop` also ends the pause's processes).
**Steam's own Exit game** (the Steam menu's Exit game = `SteamClient.Apps.TerminateApp`; covered since agent v121, see
"Steam's Exit game hook" below). Steam's
`reaper` is only `prctl(PR_SET_CHILD_SUBREAPER)` + fork/exec + wait (no kill logic); Steam itself signals every
process in the game's process tree at once. podman's `conmon` double-forks and is re-parented to the reaper, so the
container's processes (Android init, system_server, the game: `game ← main(zygote) ← init ← conmon ← reaper ←
steam`) are part of that tree, although their cgroup is podman's `libpod-<id>.scope`, not Steam's
`app-steam-app<appid>-<pid>.scope`. Measured: TerminateApp with no pre-pause → launch.sh's `pause_game` starts 0.2 s
later and finds `Can't find service: activity` (system_server already gone), container gone after 0.65-0.8 s; the same
after moving Lepton, `podman run` and conmon out of Steam's scope into another scope (so Steam kills by process tree,
not by cgroup). Lepton itself never logged a TERM (`Exited!` only): `podman run`'s signal proxy killed the container
(journal: `container kill` from Lepton's `podman run`). The other idea, starting Lepton outside Steam's process tree (a `systemd-run --user` service), wasn't taken: it
needs a headset check that SteamVR still attributes the game to its shortcut (bindings, refresh rate, overlay).
FrameBridge can't help: Steam's TERM reaches system_server too.
Timings on the dev Frame (AC Nexus, Unity, headless, 2026-10-24):
| path | OnApplicationPause(true) after the stop request | stop request → container gone |
|---|---|---|
| launch.sh TERM (parent watchdog, Steam stopping only the launcher) | 0.11 s | 1.36 s (pause done after 0.97 s; Lepton's teardown alone ~0.4 s) |
| agent `stop` | 0.31 s (agent start + `podman ps` + exec) | 1.59 s (`stop` returns after 1.47 s) |
| Monitor End game (`monitor_end_game`: pause, then Steam's Exit game) | 0.23 s | 2.06 s |
| a game that doesn't answer (4 of 9 runs: once during its shader warm-up, three times with Unity's main thread already silent before the stop; one Steam run of the same setup had a render-thread crash in Valve's FDM layer with Eye-tracked foveation) | none | capped: pause gives up after 3 s (`still state=STOPPING`), agent `stop` 4.2-4.3 s |
| Steam's own Exit game, before agent v121 | none (see above) | 0.65-0.8 s |
| Steam's own Exit game with the hook (agent v121, Steam launch, `TerminateApp` called in SharedJSContext) | 0.18 s / 0.29 s | 1.50 s / 1.72 s (worker's pause 0.86-0.89 s, `state=STOPPED after 2 polls`) |
| ... a game that doesn't answer (1 of 3 runs, Unity silent before the stop) | none | 3.24 s (pause gave up after 2.56 s, `still state=STOPPING`) |
### Steam's Exit game hook (agent v121)
Every Exit game path in Steam's UI is `SteamClient.Apps.TerminateApp(gameid, false)` in `sp.js`, run in
SharedJSContext: the in-headset frame menu (`valve.steam.gamepadui.frame.menu`, a popup without scripts of its own; it
has its own `SteamClient` object, which Steam's code doesn't use), the exit dialog (`#GameAction_ConfirmExitGameTitle`;
SteamVR itself → `OpenVR.QuitAllVR`), "exit the running game and start this one", CANCEL while waiting for a VR game
window, `ExitRunningGames`. `SteamClient.Apps.TerminateApp` is a writable, configurable property there. SteamVR's own
dashboard (vrwebhelper, `/opt/steamvr/resources/webinterface/dashboard`) has `VRHTML.QuitSceneApp()` ("Exit %1$s")
and a `RequestAppQuit` that goes to Steam's quit dialog; on the Frame the menus are Steam's gamepadui overlays.
Design: launch.sh (Lepton launchers; `upgrade_launchers` adds the line, foveation exports and other lines untouched)
starts `_exit_hook <pkg> "$SteamAppId" $$` (log `<base>/exit-hook.log`, opt out `FRAMEPORT_NO_EXIT_HOOK=1`). The
worker holds one CEF devtools connection (`SteamDevtools`, stdlib websocket), adds a CDP binding of its own
(`Runtime.addBinding fpExitPause<pid>`) and evaluates `EXIT_HOOK_JS` every 2 s: the first run wraps TerminateApp
(`window.__fpExit` = {orig, hook, games, pending, log}), later runs only renew the game's registration (its ids:
`steam_gameid` of the shortcut appid, the devkit entry's, `SteamGameId`; lease 10 s). A reloaded UI or restarted
Steam lost the hook: the next refresh (or reconnect, every 3 s) puts it back. The hook, for a registered id whose
binding exists and whose lease is fresh, calls the binding and holds Steam's call; the worker answers at once (ack),
runs `pause_app` (≤2.7 s) and then lets the hook call Steam's TerminateApp with the original arguments. Never longer
than 3 s (cap), 0.8 s without an ack (worker gone or hung: the binding function outlives its connection, calls then go
nowhere), not at all for other ids (Steam games, other shortcuts: straight through, `__fpExit.log` notes `passed`),
a second press while pending is dropped (one exit follows). If another script wrapped TerminateApp after the hook, the
hook isn't applied again (no loop). The worker removes its registration when its launcher ends. FramePort's own End
game (Monitor) pauses first and then calls `__fpExit.unhooked` (past the hook: no second pause). launch.sh's own
`pause_game` still runs when Steam's TERM arrives; the game is in the background by then (`not in front`).
Checked on the dev Frame (2026-10-24, AC Nexus launched through Steam, headless): `TerminateApp` for the game's id from
SharedJSContext → `exit-hook.log` "Exit game 11660673876089634816: pausing the game first" → logcat `[OVRManager]
OnApplicationPause(true)` 0.18-0.29 s after the call → "paused (state=STOPPED after 2 polls) in 0.86 s; Steam ends it
now" → container gone 1.5-1.7 s after the call (0.65-0.8 s before: ~0.9 s added). Ids of other games (`730`-style,
a made-up one) passed straight through. The End game path went past the hook (no hook entry). Not checked in the
headset: pressing Exit game there (same JS call per Steam's code). Not covered: SteamVR's `QuitSceneApp`, Steam
restarts / power-off.
Diagnostics (agent v122, #480): `collect_diag` returns the last launch's `stop-pause.log`, `exit-hook.log`,
`theater.log`, `dashboard.log` and the anchor's `plays.log`, so a user's zip shows whether the pause ran and how the
game was closed. Open question from #480 (dev build with the pause, progress still lost): whether the pause ran in the
user's session at all, and whether Just Dance VR saves on pause. Its log shows `NetworkApplication.OnApplicationPause`
throwing a NullReferenceException at every pause while it's offline (`ChatApp.SetStatus`, "not connected to front end
server"), so a save hooked to that handler would never run; a Quest's own quit also goes through
XR_SESSION_STATE_EXITING → OVRManager `Application.Quit()` → `OnApplicationQuit`, which FramePort doesn't emulate yet.
### Just Dance VR never writes its local save (`frame.justdance_local_save`)
With the pause in place, Just Dance VR (0.5.4: Unity 2022.3.15f1, IL2CPP) still lost everything. Found statically with
Cpp2IL (diffable-cs + ISIL) and capstone on libil2cpp.so (0.5.4 SHA-256 ff91e080…; file offsets, VA = offset + 0x1000):
- Every system saves through `Neon.Gameplay.LocalSave.LocalSaveEvents.RequestSave(string key, object value)` (14
callers: PlayerProgression.SavePlayerProgression, InventorySaveManager/AvatarSaveManager/GoalsSaveManager.Save,
AchievementSystem, FTUEManager, EmotesAndToysCustomisationManager, SongOfTheWeekManager, PlayerDataTracker,
SocialLocalSavesStore) and loads through `RequestHasSaveData`/`RequestLoad` (PlayerProgression.OnSaveDataReady ->
OnLocalDataLoaded -> RemapProgression, then SyncData with PlayFab). **RequestSave (0x57f99e8) is a single `ret`.**
The only path to `JdOfflineSave.OfflineSave_SetValue` is `LocalSaveManager.OnSaveValueRequested` (subscribed to
`SaveValueRequested`) -> `LocalSaveController.SaveData<T>`, so the OfflineSave dico never gets `NeedSave` and its
write thread (every 1000 ms) and the forced write on focus loss have nothing to write.
- Loading works as written: `RequestLoad` raises `LoadValueRequested` -> `LocalSaveManager.OnLoadValueRequested` ->
`LocalSaveController.LoadData<string>` -> `OfflineSave_GetValue` (refused with error 40/41 only when the file was
marked corrupted) -> the value goes back to the requesting system's callback.
- `OfflineSaveDico_FromString - NeedLoad: False` (a Debug.LogWarning) is printed after every parse that didn't throw,
with a boxed constant `false` after `strh wzr, [dico, #0x48]` (NeedSave = NeedLoad = false): normal, not a
rejection. The version check and `CheckWholeMapHmac` report problems through io_Iret (41 = HMAC mismatch ->
`m_OfflineSaveFileCheckDoneAndFileIsCorrupted`). The HMAC input comes from `GetNativeAccountFields`: two constant
string pairs, no user id. A file is only rewritten when a value changes (NeedSave).
- On a Quest the progress lives in PlayFab: `BackendRequestManager.GetUserPlatformData` (Meta `Users.GetLoggedInUser`)
-> `PlayfabAuthenticate` (`LoginWithCustomID`); `SetPlayerData` -> `PlayFabClientAPI.UpdateUserData`. Without Meta's
platform the game never signs in. FramePort doesn't touch that.
- `PlayerDataTracker.<WaitForAuth>d__41.MoveNext` returns false in its first step (a `yield break`): per-song records
never load either (not changed).
- The patch (per build, nothing hardcoded): Cpp2IL gives RequestSave, SaveSystemReady, the static field offsets of
SaveValueRequested (0x28) / SaveSystemReadyEvent (0) and LocalSaveEventArgs' Key/Value (0/8: a 16-byte struct, so
key and value go in x1/x2). capstone decodes SaveSystemReady: GOT slot of the TypeInfo variable (0.5.4: VA
0x7347c48), the metadata init on it (0x3192e20), static_fields at +0xb8, delegate invoke_impl +0x18 / target +0x40 /
method +0x28. The 24-instruction body goes into a new R+X PT_LOAD (`elf.append_segment`, takes the PT_NOTE header;
0.5.4: VA 0x7a8c000), RequestSave's `ret` becomes `b` there. RequestSave with a body of its own = left alone.
- Device (headless, 2026-10-24, first build of the patch): RUNNING at 72 fps twice; the first launch created
`files/JdNext.OfflineSave/JdOfflineSave_JdLog.OfflineSave.txt` (keys Achievements, OffSaveFormatVersion, UbiHmac),
the second read it. Still to check in the headset: level, unlocks and the finished tutorial after a restart.
## Expansion file names (#450, #481)
The game opens `Android/obb/<package>/main.<versionCode>.<package>.obb` by exact name (Unreal's `OBBData`, Unity's
split binary, CryEngine's versionless `main.<package>.obb`); the Frame's filesystem is case-sensitive. Downloads
sometimes arrive as `main.203.com.Armature.VR4-003.obb` / `patch.203.com.Armature.VR4-001.obb` (#450: VR4 stopped
right after its graphics started). `quest_dump.obb_names` (names only, no disk access) decides per top-level
`main`/`patch` file:
- renamed on the Frame (the PC file keeps its name): a copy suffix after the package (`-NNN`, ` (N)`, ` - Copy`: never
part of a package name) or a different case; the versionCode stays what the file says.
- left alone: exact names, Unreal chunk files (`patch.pakchunk27-Android_ASTC.<pkg>.obb`, #471), split parts
(`main.<pkg>.part0.obb`, Phantom), other data (`Audio_*.obb`, `overflow1.…`, `chunk.N.…`) and files in subfolders.
- warned, sent as they are: another app's name (`main.1716.com.beatgames.beatsaber.lj369vr.obb`, #129), a copy whose
right-named file is there too, two copies for one name, a copy suffix on a versionless name (the number may be the
versionCode).
The installer sends `obb/<Frame name>` and passes the Frame-named manifest as `obb_manifest` (no agent change);
`plan_update` compares `quest_dump.frame_manifest(...)` with the deployment, so a rename doesn't show "Update on Frame"
again. A game installed earlier under the copy name gets its file renamed on the Frame by SFTP (`installer._reuse_renamed`:
moved into `incoming/obb/<new name>`, finalize moves it into place) instead of a second upload. On the Frame itself
(#433) the hardlink keeps the PC's name as its source (`_relink_installed(source=)`). Save backups skip `.obb`
anyway. Loose copy-named OBBs next to an APK are found by name too (`_named_obbs`), the right-named one wins a tie.
Survey of the owner's dumps (2026-10-24, 370 OBBs): no copy suffixes or case differences; the non-standard names were
all the game's own (162 Asgard's Wrath 2 chunks, Phantom's `.partN`, Metro's `chunk.N`, Batman's `Audio_*`, PowerWash's
DLC, Espire 2's `overflowN`). The old #129 check flagged Asgard's Wrath 2's chunks and Phantom's parts as "named for
another app"; they're left alone now.
## App bundles (.xapk / .apks / .apkm / .apkx, discussion #482)
**Formats (2026-10-24):** `.xapk` (APKPure: `manifest.json` with `split_apks` [{file, id}] and `expansions`
[{file, install_location, install_path}], numbers sometimes as strings), `.apks` (bundletool: `toc.pb`,
`splits/<module>-master.apk` + `splits/<module>-<targeting>.apk`, `standalones/`, `universal.apk`, plus `instant/`,
`system/`, `archive/` which FramePort skips; SAI: flat `base.apk` + `split_*.apk` + `meta.sai_v1|2.json`), `.apkm`
(APKMirror: `base.apk` + `split_config.*.apk` + `info.json`; plain zips since 2021-01, older ones are libsodium
secretstream files: not `PK`, byte 1 = pwhash algorithm 1/2, see github.com/souramoo/unapkm; FramePort detects and
explains, never decrypts). **`.apkx` isn't a defined format**: no store or tool documents it, FramePort treats it as a
zip of APKs and reads the contents. **FrameDrop takes no bundles** (closed source; framedropvr.com/about: "one .apk
file. Split packages (.apks, .xapk, .aab) need to be merged into a single APK first"; OBBs only from an `obb` folder
next to the APK), so there is no FrameDrop behaviour to match beyond install-link manifests: a manifest `files` entry
may now be a bundle (`deeplink.classify` → APK kind).
**Design (`sources/bundles.py`):** Lepton installs exactly one APK per app folder and OVRPort converts one APK, so
`pm install-multiple` inside the container is out; the parts are merged into one APK at scan time, into
`<data>/bundles/<package>/<key>/<package>.apk` + `obb/<package>/` (key = sha256 of the zip's member names, CRCs and
sizes: a moved/renamed bundle finds the same copy; `bundle.json` records what was used/left out). Library entries keep
`bundle` (the user's file); `check_source` unpacks again when the copy is gone; `library.remove_game` deletes the
copy; "delete files on this PC" takes the bundle + copy. Base = `universal.apk`, else an arm64 standalone, else the
APK without a `split` manifest attribute. Splits: per module one ABI (arm64-v8a; armeabi-v7a only without any 64-bit
code: then the a32 bridge rules apply; x86 never), one texture format (astc > etc2 > …), all density/language/feature
splits. lib/ + assets/-only splits are merged in Python (base entries keep compression and dates, v1 signature files
dropped; manifest: `isSplitRequired`/`requiredSplitTypes`/`splitTypes` attribute records removed by
`axml.remove_attrs`, `com.android.vending.splits.required` = false, else Android 11 refuses the lone base with
INSTALL_FAILED_MISSING_SPLIT and Play Core's missing-split check stops the app). Splits with resources/code go through
REAndroid's APKEditor (Apache-2.0, `tools/apkeditor.py`, newest release ≥ 1.4.9 downloaded into tools/; 1.4.3-1.4.8
corrupted some merges; `m -i <dir of exactly the chosen APKs>`: it merges every split it is given, drops the split
attributes and every `com.android.vending.*`/`com.android.stamp.*` meta-data). Without Java/network a bundle whose
extra splits are only language/density/texture ones falls back to the Python merge (translations/densities lost, base
defaults stay); feature modules then fail with a clear error. The merged APK is unsigned: builds sign it with the
game's key as usual, `prepare_as_is` signs a copy. `analysis.extra.split_apk` now reads the attributes, not the pool
strings (a merged base keeps the strings). A single-APK `.xapk` is extracted unchanged (signature intact).
**Device check (2026-10-24, headless, dev Frame, isolated FRAMEPORT_HOME):** Escaping Wonderland 1.0.1.1354
(`com.CortopiaStudios.Spectre`, Unity, catalog "works", not installed on the Frame) split into a bundletool-style
base (everything but `lib/`) + `config.arm64_v8a` split (the 22 `lib/arm64-v8a` libraries, synthetic split manifest),
packed as `.xapk` and `.apks`. `frameport scan <xapk>` unpacked and merged it (Python path) in ~30 s incl. analysis;
the merged APK has the same 712 entries with identical CRCs/sizes/compression as the original. Built (catalog recipe,
OVRPort + Frame fixes, signed with a fresh test key), installed, launch test: RUNNING, FrameBridge loaded, OpenXR
instance, submitting frames at 72 fps (pass). Uninstalled afterwards (no saves kept, shortcut removed). APKEditor
1.4.9 downloaded and merged the same base + arm64 split in 4 s (split attributes gone, unsigned output); a real
language/density split merge through APKEditor wasn't tried on the device (no such bundle in the dumps).
+28 -24
View File
@@ -1,19 +1,22 @@
# Diagnostics and problem reports
Two ways users feed results back, both without a GitHub token:
FramePort sends results back in two ways, both without a GitHub account token:
- **Share working recipe…** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
opens a prefilled issue from `.github/ISSUE_TEMPLATE/working-config.yml`. A maintainer checks it and adds the label
`catalog-accepted`. Then `.github/workflows/catalog-from-issue.yml` runs `scripts/catalog_from_issue.py`, which reads
only the YAML block, validates it, and writes `catalog/games/<pkg>.yaml`, and the workflow opens a PR.
- The PR step needs Settings → Actions → "Allow GitHub Actions to create and approve pull requests".
- Create the labels `working-config`, `catalog-accepted` and `bug` once.
- **Report a problem…** / **Collect logs** (game menu, Settings, the failure pop-up, `frameport diag report|collect`): writes
a redacted zip and opens a prefilled `bug-report.yml` issue.
- GitHub has no API for issue attachments, so the user drags the zip in (25 MB max; the bundle stays under 24 MB).
- Prefilled links are capped at about 7.5k characters. Free text is trimmed first; the recipe is never cut.
- **Report a problem…** / **Collect logs** (game menu → Troubleshoot, Settings, the failure pop-up,
`frameport diag report|collect`) writes a zip of logs with personal data removed ([Redaction](#redaction)) and
opens a prefilled issue (`bug-report.yml`). You drag the zip into the issue: GitHub has no API for attachments.
The zip stays under GitHub's 25 MB limit and holds no game files.
- **Share working recipe…** (game menu → Recipe; `frameport share-recipe <pkg>`) saves the recipe as your own catalog
entry and opens a prefilled issue (`working-config.yml`).
Code: `src/frameport/diag/` (`redact.py`, `bundle.py`, `issue.py`), agent command `collect_diag` (agent ≥ 21),
Prefilled links are capped at about 7.5k characters; free text is trimmed first, the recipe never.
**For maintainers:** labelling a recipe issue `catalog-accepted` runs `.github/workflows/catalog-from-issue.yml`:
`scripts/catalog_from_issue.py` reads only the YAML block, validates it, writes `catalog/games/<pkg>.yaml` and the
workflow opens a PR. The workflow needs Settings → Actions → "Allow GitHub Actions to create and approve pull requests" and the
labels `working-config`, `catalog-accepted` and `bug`.
Code: `src/frameport/diag/` (`redact.py`, `bundle.py`, `issue.py`), agent command `collect_diag`,
`Target.collect_diag`, `core/applog.py` (app log + saved job logs).
## Bundle layout (schema 1)
@@ -41,17 +44,19 @@ games/<pkg>/package/ stand-in for the game files (no content):
games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.conf, deployment.json, launch.log,
launch-test.log (PC VR), lepton-steamlaunch-<appid>.log, logcat-{main,crash,system,...}.log,
ReviveInjector.txt / steam-<appid>.log / game-log-N.txt (PC VR), files.json (+ missing)
stop-pause.log, exit-hook.log, theater.log, dashboard.log, plays.log: how the last
session ended (pause before the stop, Steam's Exit game hook; play start/end)
(game-log-N.txt: Unreal Saved/Logs + crash summaries, Unity Player.log / Player-prev.log /
output_log.txt + crash error.log from the Proton prefix, agent v67)
threads.txt (agent v79): saved while a Quest game runs (e.g. hangs), each thread's
output_log.txt + crash error.log from the Proton prefix)
threads.txt: saved while a Quest game runs (for example a hang): each thread's
state, CPU ms over 2 s, kernel wait and syscall, plus its TCP sockets (remote = loopback /
local / internet + port, no addresses); read once from /proc, the game isn't paused
games/<pkg>/target/shaders/ shader dumps (agent v72), when the game wrote any:
games/<pkg>/target/shaders/ shader dumps, when the game wrote any:
fp_vk_shaders/ adapter vk_shader_dump=1 (Vulkan shim): <size>_<sha256>.spv + index.txt
fp_spirv/ adapter zink_shader_dump=1 (OpenGL ES, shader-fix layer under Zink): <size>_<sha256>.spv
```
Each log keeps at most its last 4 MB (2 MB per file from the Frame). Shader dumps, SPIR-V unchanged (compiled game
shaders, not redacted): Vulkan (agent v74) every module the game's newest run (the last `# start` in `index.txt`)
shaders, not redacted): Vulkan: every module the game's newest run (the last `# start` in `index.txt`)
created, last used first, each up to 4 MB and up to 30 MB in all, with that run's index lines, so a module created
well before a GPU hang comes along too (if the zip would pass 24 MB, the least recently used ones are left out
after the logs were cut); OpenGL ES (no index): the newest modules (by time written) up to 4 MB.
@@ -60,11 +65,10 @@ after the logs were cut); OpenGL ES (no index): the newest modules (by time writ
the kernel's `hangcheck detected gpu lockup` line (this-boot-kernel.txt). All modules stay in the game's storage on
the Frame (`Android/data/<pkg>/files/fp_vk_shaders/`, Files tab → the game's storage).
Display queries run only while collecting logs. The Windows event query has a five-second timeout and runs without
a console window; the result distinguishes no matching events from a failed or timed-out query. Window visibility,
focus and completed move/resize events are recorded in `app.log`, with UTC timestamps for comparison with Windows
events. There is no display polling loop or change to display settings. Empty System event results do not rule out
a rendering or monitor-link problem.
Display queries run only while collecting logs (the Windows event query times out after 5 s and says whether the query
found nothing or failed). `app.log` records window visibility, focus and move/resize events with UTC times, to
compare with Windows events. No display polling, no change to display settings. Empty System events don't rule out
a display problem.
## Redaction
`diag/redact.py` runs on every file and on the issue text.
@@ -77,12 +81,12 @@ a rendering or monitor-link problem.
- **Kept:** generic accounts that identify no one: `steamos`, `steamuser` (Proton), `root`, `deck`.
## Debugging from a bundle (no game, no Frame, no GUI)
1. `frameport diag inspect <zip>` (`--json` for everything). It prints the versions and warnings, the last launch
1. `frameport diag inspect <zip>` (`--json` for everything). The command prints the versions and warnings, the last launch
test, and a fresh triage of the newest launch log with the current `catalog/triage.yaml`.
2. Match the findings and log lines against `docs/PLAYBOOK.md` (symptom → cause → fix) and `docs/FRAME_RUNTIME.md`.
3. Check the analysis in `entry.json` (engine, XR API, `extra`: missing ovr symbols, features, Unreal version) and
`package/elf.json` against the heuristics in CLAUDE.md. Compare `recipe.yaml` with catalog games that use the same
`package/elf.json` against the patches' heuristics (each patch's `detect()`; [HEURISTICS_EVAL.md](HEURISTICS_EVAL.md)). Compare `recipe.yaml` with catalog games that use the same
engine and API.
4. Compare `manifest.json → env.frame.build_id` with the build the docs describe: SteamOS updates change the runtime.
5. A new failure signature means adding a patch module, a `triage.yaml` signature, a PLAYBOOK row and a unit test (see
Conventions). Then `diag inspect` on the same zip should report it.
[CONTRIBUTING.md](../CONTRIBUTING.md)). Then `diag inspect` on the same zip should report the new signature.
+135 -138
View File
@@ -2,8 +2,8 @@
## How should I lay out a game that has OBB files?
Some Quest games come as an APK (the app file) plus `.obb` files (the game's data). Give every game its own folder,
put the APK in it and put the data in a folder named after the game's **package name** (for example `com.Armature.VR4`):
Some Quest games come as an APK (the app) plus `.obb` files (the game's data). Give every game its own folder. Put
the APK in the game's folder, and the data in a folder named after the game's **package name** (for example `com.Armature.VR4`):
```tree
Games/ ← scan this folder (Add games → Scan a folder)
@@ -16,38 +16,35 @@ Games/ ← scan this folder (Add games → Scan
└── com.beatgames.beatsaber.apk ← games without OBBs: just the APK
```
- **Data folder name:** the package name (`com.Armature.VR4` above) or `obb`.
- **Everything in that folder is copied** to the Steam Frame, subfolders included, so other data files work too.
- **Data folder name:** the package name or `obb`. Everything in the data folder is copied to the Frame,
subfolders included.
- **One game per folder.** Several APKs in one folder count as one game.
- **Scanning:** pick the folder that contains the game folders (`Games/` above) to add them all, or one game's folder
to add just that game. FramePort looks up to 5 levels deep.
- **A single game:** **Add games → Add an APK…** also finds the data folder next to the APK.
- **Scanning:** pick the folder with the game folders to add them all, or one game's folder for one game.
FramePort looks up to 5 levels deep. **Add games → Add an APK…** also finds the data folder next to the APK.
Not sure of the package name? It's in the OBB file names (`main.<version>.<package name>.obb`), and the game's page
shows it under **Details**.
The package name is in the OBB file names (`main.<version>.<package name>.obb`) and under **Details** on the game's
page.
## I moved my games to another folder or drive. How do I update the library?
Scan the new folder (**Add games → Scan a folder…**, or **Settings → Library folders → Add folder…**). A game whose
files are gone from their old place and that FramePort finds again in the new folder keeps its library entry: only
where its files are changes. Its name, tags, artwork, your own recipe and what's installed on the Frame stay; you don't
have to remove it from the library first. **Rescan folders** in the Library does the same for every library folder.
Scan the new folder (**Add games → Scan a folder…** or **Settings → Library folders → Add folder…**). Games found
there whose old files are gone keep their library entry: name, tags, artwork, your recipe and the install on the
Frame stay. **Rescan folders** in the Library checks every library folder
the same way.
- **Removing a folder:** **Settings → Library folders** lists every folder FramePort scans, with how many library games
come from it and whether it's there now (a folder on an unplugged drive shows as not found). The bin icon stops
scanning a folder; its games stay in the library. `frameport folders [--add DIR] [--remove DIR]` does the same on the
command line, `frameport rescan` rescans.
- **Another version in the new folder** (a different APK or game build): **Scan a folder…** on that folder takes it, as
**Update with a newer APK…** would (name, tags, art and your own recipe stay). **Rescan folders** leaves such games
alone and says so; use the game's **Update with a newer APK…** / **…version…** to switch.
- **Two copies** (the old folder is still there): the library keeps the copy it has. To use the other one, delete or
rename the old copy and rescan.
- PC VR games are recognised by their folder name, or a renamed folder by its program file. Linux apps aren't part of
folder scans: add the moved app again with **Add a Linux app…** (it keeps its name, art and switches).
- **Remove the old folder** in **Settings → Library folders** (bin icon). The folder's games stay in the library.
- **Another version in the new folder:** **Scan a folder…** takes the new version like **Update with a newer
APK…** would.
**Rescan folders** leaves such games alone; use the game's **Update** menu to switch.
- **Both copies still there:** the library keeps the copy it already has. Delete or rename the old
copy and rescan.
- PC VR games are matched by folder name, or by program file if renamed. Linux apps aren't scanned: add the moved app
again with **Add a Linux app…** (the app keeps its name, art and switches).
- Command line: `frameport folders [--add DIR] [--remove DIR]`, `frameport rescan`.
## Can I scan SideQuest backups or AXRB downloads directly?
Yes. Scan the folder as it is; FramePort finds the APK and its OBB files in both layouts:
Yes. Scan the folder as it is:
```tree
SideQuest Backups/ ← scan this folder
@@ -71,180 +68,180 @@ AXRB/ ← AXRB's download folder (Downloads/AX
└── patched/ ← AXRB's own PC builds: ignored
```
- **Several backups of one game:** FramePort uses the newest one. To use another, scan just that backup's folder.
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are converted for AXRB's PC runtime and lack the game's data, so
FramePort skips them and, on the next scan, replaces a game that was added from one with the original download.
- **AXRB export ZIPs:** unpack them first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort
finds as is.
- **"Game data (.obb) is missing" on the game's page** although you have the file: the backup didn't include it (copy
the game's `Android/obb/<package>` folder from the Quest with SideQuest), or it sits in a folder FramePort doesn't
look in. Then use the layout in the previous answer.
- **Several backups of one game:** FramePort uses the newest. To use another, scan just that backup's folder.
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are made for AXRB's PC runtime and lack the game's data, so
FramePort skips them.
- **AXRB export ZIPs:** unpack them first.
- **"Game data (.obb) is missing"** although you have the OBB files: the backup didn't include them (copy
`Android/obb/<package>` from the Quest with SideQuest), or the files are somewhere FramePort doesn't look. Use the layout in
the first answer.
- **The game starts and stops at once (Steam shows Resume):** add the game again from its original download or
backup, click **Update on Frame**, then report it (last answer on this page) if it still stops.
backup, click **Update on Frame**, and report the problem if the game still stops.
## Can I add .xapk, .apks, .apkm or .apkx files (app bundles)?
Yes. Add them like an APK: **Add an APK…**, drag them onto the Library, scan a folder, use an install link, or
`frameport scan <file>`.
| File | Made by | Inside |
|---|---|---|
| `.xapk` | APKPure and others | `manifest.json`, the APK (or `base.apk` + `config.*.apk` splits), `Android/obb/<package>/` |
| `.apks` | bundletool, SAI | `splits/base-master.apk` + `splits/base-arm64_v8a.apk` …, or `universal.apk`; SAI: `base.apk` + `split_*.apk` |
| `.apkm` | APKMirror | `base.apk` + `split_config.*.apk`, `info.json` |
| `.apkx` | various | the same kind of zip under another name |
| a folder of split APKs | `adb pull` of `pm path`, unpacked bundles | `base.apk` + `split_config.arm64_v8a.apk` … |
- FramePort merges the parts into one APK (the Frame installs one APK per game), in FramePort's data folder
(`bundles/`). Your file isn't changed. FramePort takes the 64-bit ARM part, else the 32-bit one. Language and screen
parts are merged with [APKEditor](https://github.com/REAndroid/APKEditor), downloaded on first use.
- OBB files in the bundle, or in an `obb/` or `<package>` folder next to the bundle, are sent like a normal game's data.
- The merged APK is signed with the game's own key, like every build. A game that checks its own signature may
refuse to run.
- **"is a protected APKMirror bundle":** older `.apkm` files are encrypted for APKMirror's installer. Download the
app again (current `.apkm` files work), or get an `.apk` or `.xapk`.
- Unpacking needs about twice the bundle's size in free space.
## Where are a game's settings in FramePort?
Every game has three places; the answers below refer to them.
- **Game settings:** right-click the game → **Game settings…**. Render resolution, refresh rate, controllers, menus
and more. Changes apply at the next start.
- **Patches:** open the game's page → **Customize** (next to **What FramePort will do**). Turn a patch on or off,
then click **Update on Frame**.
- **The game's menu:** right-click the game, or **…** on the game's page. Groups: **Update**, **On the Frame**, **Saves**,
**Name and artwork**, **Recipe** (**Reset to suggested recipe…**, **Share working recipe…**) and **Troubleshoot**
(**Report a problem…**).
- **Game settings:** right-click the game in the **Library** → **Game settings…**. Render resolution (supersampling), refresh rate,
controllers, menus and more, in plain words. Changes apply the next time the game starts.
- **Patches:** click the game in the **Library** to open its page, then **Customize** (in the **Patches** section).
Turn a patch on or off, then click **Update on Frame** at the top of the page.
- **The game's menu:** the **…** button at the top of its page (or right-click in the Library → **More actions…**).
It has **Reset to suggested recipe…** and **Report a problem…**, among others.
The sidebar has two tabs for troubleshooting: **Monitor** (the running game's frame rate, CPU and graphics) and
**Files** (each installed game's storage on the Frame, under **Game storage**). Quest games expose their Android
storage; PC VR and Linux games expose their install folders, including installations on another drive.
SD cards, USB drives and other Steam library drives appear under **Drives**, with free space when available.
Read-only drives can be browsed and downloaded from, but cannot be changed.
For troubleshooting, the sidebar has **Monitor** (frame rate, CPU, graphics) and **Files** (each game's files on the
Frame under **Game storage**; microSD cards and other drives under **Drives**).
## A game doesn't work right. Where do I start?
1. **Update FramePort** (it offers updates itself; Settings → Updates), then open the game's page: if it shows
**Update on Frame**, click it. Recipes and patches improve often.
2. **Read the game's page.** The last launch test and your last play session (**Last session**) leave their result
there, often with a suggested patch or setting and a button that applies it. Try that first.
3. **Changed patches yourself?** The game's menu → **Reset to suggested recipe…** brings back the tested ones.
4. **Find your symptom below.** Each answer says how to tell what's wrong and what to do.
5. **Still stuck?** Report it (last answer on this page).
1. **Update FramePort**, then open the game's page. If the page shows **Update on Frame**, click **Update on Frame**.
2. **Read the game's page.** The last launch test and **Last session** often suggest a patch or setting, with a
button that applies the suggestion. Try the suggestion first.
3. **Changed patches yourself?** **Recipe → Reset to suggested recipe…** brings back the tested ones.
4. **Find your symptom below.**
5. **Still stuck?** [Report the problem](#how-do-i-report-a-problem-well).
## The game doesn't start, or stops right away
How to tell: the game's page shows the last launch test's result (**Last launch test:** …) with an explanation, and
Steam returns to **Play** or **Resume** within seconds.
The game's page shows the last launch test's result with an explanation.
- **"Game data (.obb) is missing"** on the game's page: FramePort didn't find the game's data files, so they never
reached the Frame.
1. Find the game's `.obb` files (named like `main.<version>.<package>.obb`).
2. Put them in a folder named exactly the package name (shown in the file names) next to the game's APK, as in the
first answer on this page.
3. Library → **Add games** → **Scan a folder…** and pick the game's folder.
4. Open the game's page and click **Update on Frame**.
- **"Lepton didn't start the game this time"**, or it failed only on the first start after an install: click **Play**
again.
- **"This game is 32-bit only"**: the Frame can't run 32-bit apps, and no patch changes that. Look for a PC VR version
of the game.
- **"The game quit itself right after starting"**: open the game's page and click **Update on Frame** so the suggested
patches apply (many games check for a Quest at start, and a patch removes that).
- **Nothing like that, or it still fails:** report it.
- **"Game data (.obb) is missing":** the data files never reached the Frame.
1. Find the game's `.obb` files (`main.<version>.<package>.obb`).
2. Put them in a folder named exactly the package name, next to the APK ([layout](#how-should-i-lay-out-a-game-that-has-obb-files)).
3. **Add games → Scan a folder…** and pick the game's folder.
4. Click **Update on Frame**.
- **"Lepton didn't start the game this time":** click **Play** again.
- **32-bit-only APK:** the Frame has no 32-bit support. FramePort's 32-bit bridge (experimental) is suggested; if the
game still doesn't run, look for a PC VR version.
- **"The game quit itself right after starting":** click **Update on Frame** so the suggested patches apply.
- **Anything else:** report the problem.
## It hangs on a logo, a black screen or a loading screen
## The game hangs on a logo, a black screen or a loading screen
How to tell what it's doing: leave it running and open **Monitor** in FramePort's sidebar.
Leave the game running and open **Monitor**.
- **CPU or graphics busy:** it's still working, often preparing its shaders on the first start. Wait up to 10 minutes
once; the next start is quicker.
- **CPU and graphics near zero:** it's stuck waiting for something. While it still hangs, open the game's menu →
**Report a problem…** and save the diagnostics: that zip shows what each of the game's threads waits for (FramePort
1.0.1 and newer), which a zip saved after quitting can't. Attach it to the report.
- **The game starts with a video** and hangs at its logo: game page → **Customize** → turn off **Hardware video
decoding** → **Update on Frame**, and try again.
- **CPU or graphics busy:** the game is still working, often preparing shaders on the first start. Wait up to 10 minutes
once; later starts are quicker.
- **CPU and graphics near zero:** the game is stuck. **While the game still hangs**, use **Troubleshoot → Report a problem…**: the
zip then shows what the game waits for.
- **The game starts with a video** and hangs at its logo: **Customize** → turn off **Hardware video decoding** →
**Update on Frame**.
## The picture is wrong
Most picture problems have a setting or a patch. Change one thing at a time, then start the game again (patches also
need **Update on Frame**).
Change one thing at a time, then start the game again (patches also need **Update on Frame**).
| You see | Try |
|---|---|
| Something shows in one eye only, or one eye is gray (Unity games) | Game page → **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
| Something shows in one eye only, or one eye is gray (Unity games) | **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
| Left and right look swapped (depth feels wrong) | **Game settings…** → **Swap eyes** |
| Textures flicker, objects pop in and out | **Game settings…** → **Turn off space warp** |
| One eye shimmers while menus look steady | Game page → **Customize** → **Eye-tracked foveation (Valve)**: **Fixed**, else **Off** |
| One eye shimmers while menus look steady | **Game settings…** → **Foveated rendering (Valve)**: **Fixed**, else **Off** |
| Menus or screens upside down | **Game settings…** → **Fix upside-down menus** |
| Curved menus or video screens missing | **Game settings…** → **Show curved menus and screens** |
| Blurry | **Game settings…** → raise **Render resolution (supersampling)** (costs frame rate) |
The [patch reference](PATCHES.md) lists every patch with what it does. If nothing helps, report it with a short
description of what you see.
Every patch is in the [patch reference](PATCHES.md). Nothing helps? Report the problem and describe what you see.
## It stutters or runs slowly
## The game stutters or runs slowly
How to tell: open **Monitor** in the sidebar while you play. Smooth play needs the game's frame rate at the refresh
rate (for example 72 or 90 fps).
Open **Monitor** while you play. Smooth play needs the frame rate at the refresh rate (for example 72 or 90 fps).
- **Below the refresh rate:** right-click the game → **Game settings…** → lower **Render resolution (supersampling)** (for example to 0.8×) or
pick a lower **Refresh rate**. After a session, the game's page may suggest a value.
- **At the refresh rate but it still judders:** report it; that points to timing, not speed.
- **Below the refresh rate:** **Game settings…** → lower **Render resolution (supersampling)** (for example to 0.8×) or the
**Refresh rate**. After a session, the game's page may suggest a value.
- **At the refresh rate, but the game still judders:** report the problem.
## The game pauses or recenters by itself
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took it off.
Right-click the game → **Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus
dips up to** (for example to 2.5 s).
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took the headset off.
**Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus dips up to** (for example
to 2.5 s).
## Controllers don't work in a game
Right-click the game → **Game settings…**:
In **Game settings…**:
- **No controllers, or only hands:** turn on **Use controllers**.
- **Buttons work but you can't aim at menus:** adjust **Pointer angle**.
- **Can't aim at menus:** adjust **Pointer angle**.
- **Vibration too strong:** lower **Vibration strength**.
- **Buttons repeat or do the wrong thing:** **Controller buttons** → **Mirror** or **Quest pair**
([Controller buttons](CONTROLLERS.md)).
## The Frame turns off or gets hot during a game
How to tell: if it only happens on battery and never while plugged in, it's power, not FramePort. Heavy games can
draw more than the battery delivers, especially at lower charge, and the Frame then turns off without an error.
Only on battery, never plugged in? The cause is power, not FramePort: heavy games can draw more than the battery delivers.
- Play plugged in, or right-click the game → **Game settings…** → lower **Render resolution (supersampling)** to reduce the load.
- It also turns off while plugged in: report it. The diagnostics include the log of the boot that ended.
- Play plugged in, or lower **Render resolution (supersampling)** in **Game settings…**.
- The Frame also turns off while plugged in: report the problem.
## My progress isn't saved
1. Quit through the game's own menu, not Steam's **Exit game**. Exit game closes the game at once, and some games only
save when they exit normally.
2. Check whether it saves at all: **Files** in the sidebar → under **Game storage**, the game → look at the files'
dates. Play, save in the game, quit from its menu and look again.
3. Nothing changes: report it.
1. Quit through the game's own menu. Most games save when Steam's **Exit game** pauses them, but some only save when
you quit them yourself.
2. Check that the game saves at all: **Files** → **Game storage** → the game → look at the files' dates. Play, save, quit
and look again.
3. Nothing changes: report the problem.
Saves stay on the Frame when you update or reinstall a game.
## Can I back up a game's saves?
Yes. Steam doesn't sync Quest games' saves, so FramePort copies them to your PC: **Back up saves** next to Play on
the installed game's page, or **Back up all saves** on the Steam Frame page (Installed games). Close the game
first. A backup holds the game's own storage (`/data/data/<package>` and `/sdcard/Android/data/<package>`), without
caches, shader caches and large downloaded content (videos, OBBs, files over 64 MB); the job says when something was
left out. FramePort keeps the 10 newest backups per game (Settings → Data). They're in FramePort's data folder under
`save-backups/<package>/` (**Open backups folder** in the game's menu).
Yes. Steam doesn't sync Quest games' saves, so FramePort copies them to your PC. Close the game first, then use
**Back up saves** next to **Play**, or **Back up all saves** on the Steam Frame page. Caches and large downloaded
content (videos, OBBs, files over 64 MB) are left out.
In **Settings → Data**, **Choose backup folder…** selects a different folder, including a local Drive or Nextcloud
sync folder. FramePort checks that it can write there. **Use the default** resets the location. Existing backups stay
where they are and remain listed for restoring; retention only removes old backups in the currently selected folder.
FramePort writes local files; your cloud client handles uploading them.
- **Where:** `save-backups/<package>/` in FramePort's data folder (**Saves → Open backups folder**). Settings →
**Data** → **Choose backup folder…** picks another, for example a cloud-sync folder. Older backups stay restorable.
- **How many:** the 10 newest per game by default (Settings → Data).
- **Automatically:** **Back up saves when a game closes** (Settings → Data, off by default). The Frame keeps 3
snapshots per game, even while FramePort is closed; FramePort copies the snapshots over when FramePort
connects. Connect once after turning the setting on.
- **Restore:** **Saves → Restore saves…**. **Undo last restore** in the same window takes you back. Uninstalling a
game with *Also delete its saves* backs them up first.
**Back up saves when a game closes** (Settings → Data, off by default) keeps the newest three changed snapshots per
game on the Frame, even while FramePort is closed. Connect once after changing this setting to apply it to the Frame.
New snapshots are copied to your backup folder when FramePort connects or polls the connection, marked **automatic**,
and count toward the same backup limit. Unchanged saves are skipped. A snapshot captures what the game wrote to disk;
it cannot recover progress a forcibly closed game never saved.
**Restore saves…** puts one back: it replaces the game's saves on the Frame. The Frame keeps a copy of the saves it
had, so **Undo last restore** in the same window takes you back. When you uninstall a game and tick *Also delete its
saves*, FramePort backs them up first. Command line: `frameport saves backup|list|restore|undo <game>`.
Command line: `frameport saves backup|list|restore|undo <game>`.
## A game with mods crashes
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
usually names the mod's library in the crash. Report it to the mod's author, and check for a mod version that matches
your game version.
Play once without mods. If the game then works, a mod is the cause (the diagnostics zip usually names the mod).
Report the crash to the mod's author, and check for a mod version that matches your game version.
## The game needs files I supply (ports, emulators, mods)
How to tell where they go: the game says it on screen or in its instructions, and its log names the path (in the
diagnostics zip, `launch.log`). It's usually `Android/data/<package>/files`.
The game's instructions say where; the place is usually `Android/data/<package>/files` (the game's `launch.log`
names the path).
1. Unpack or extract the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
2. **Files** in the sidebar → under **Game storage**, the game → open that folder → **Upload folder…** (or
**Upload files…**). The game's menu → **Add videos and files** opens the same place.
1. Unpack the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
2. **Files** → **Game storage** → the game → that folder → **Upload folder…** or **Upload files…**.
In-game "choose a file" buttons don't work on the Frame, which has no file picker.
In-game "choose a file" buttons don't work: the Frame has no file picker.
## How do I report a problem well?
1. Reproduce it once, then right away open the game's menu (**…** on its page) → **Report a problem…**. For a hang,
do it while the game still hangs.
2. Say what you saw in the headset and what you already tried.
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled game report; attach the zip to it. The
zip holds logs, not your game files, and personal details are removed.
1. Reproduce the problem, then right away use **Troubleshoot → Report a problem…** in the game's menu. For a hang,
report while the game still hangs.
2. Say what you saw in the headset and what you tried.
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled report: attach the zip. The zip holds logs,
not your game files, and personal details are removed.
+182 -76
View File
@@ -1,16 +1,20 @@
# Steam Frame runtime reference (SteamOS 0.3.0, build 20260922)
# Steam Frame runtime reference
## Setup from the project page (checked 2026-10-10, dev Frame, SteamOS build 20260922)
Facts about the Steam Frame's runtime that FramePort relies on, checked on the device from SteamOS 0.3.0 (build
20260922) onwards; each section says when and on which version where it matters. Symptoms and fixes per game are in
[PLAYBOOK.md](PLAYBOOK.md), longer investigations in [DEVICE_NOTES.md](DEVICE_NOTES.md).
## Setup from the project page (checked 2026-10-10, SteamOS build 20260922)
- Factory Frames have no browser; Steam's taskbar **+** offers Chromium as a Flatpak (`org.chromium.Chromium`,
flathub is configured as a system remote). It is the default handler for https links once installed.
flathub is configured as a system remote). Chromium is the default handler for https links once installed.
- Desktop Mode has `curl`, `wget`, `python3` 3.12, `konsole`, `kdialog`, `xdg-open`, `avahi-browse`, `systemd-run`;
no `wl-copy`/`xclip`.
- avahi-daemon runs, but `avahi-browse` from an SSH session fails ("Daemon not running": no system D-Bus access
there). A stdlib-Python mDNS query works when it listens on port 5353 in the 224.0.0.251 group (like avahi):
replies to a random source port are dropped by the Frame's firewall. `bootstrap/setup.sh` does exactly that.
- The Frame reaches the PC's port 8765 over the home Wi-Fi without any firewall change on the PC side here (WSL in
mirrored mode with the earlier FramePort rule state). The PC is also visible through the Frame's hotspot
- The Frame reaches the PC's port 8765 over home Wi-Fi without a firewall change on the PC (tested with WSL in
mirrored mode). The PC is also visible through the Frame's hotspot
(`wlanap`, 10.35.78.x): the script lists one PC once, by name and words.
- Dolphin's "executable scripts" setting is the default (ask); `.sh` files open with a `bash.desktop` handler that
runs them in a terminal. Not used by the setup (a pasted line is simpler and needs no download prompt).
@@ -28,10 +32,25 @@
200 keys, so ~200 launches after boot every container fails ("create keyring … Disk quota exceeded"). FramePort sets
`keyring = false` in `~/.config/containers/containers.conf`; a reboot clears already-leaked keys.
- Picks the activity with category LAUNCHER (`APP_ACTIVITY`). Game data is visible at `/sdcard/Android/{obb,data}/<pkg>`.
- Ending a game: Lepton traps TERM/INT and tears down with `podman exec … reboot -p` + `podman stop -t 0`; neither
pauses the app (no `onPause`, no Unity `OnApplicationPause(true)`). `input keyevent` HOME does nothing in the
headless container; `am start -a android.intent.action.MAIN -c android.intent.category.HOME` (Launcher3) pauses the
game at once and stops it ~0.3 s later. FramePort does that before its own stops (GitHub #480, DEVICE_NOTES
"Graceful stop").
- Steam's Exit game (`Apps.TerminateApp`) signals the game's whole process tree at once. `conmon` is re-parented to
Steam's `reaper` (a bare child subreaper), so the container's Android processes are in that tree although their
cgroup is podman's `libpod-<id>.scope`; moving processes out of Steam's `app-steam-app<appid>-<pid>.scope` doesn't
shield them. The container is gone ~0.7 s after the call; nothing in launch.sh can run before that. Every Exit
game path in Steam's UI (the in-headset frame menu, Quick Access, "exit the running game?" dialogs) is
`SteamClient.Apps.TerminateApp(gameid, false)` in SharedJSContext's code (the menus are popups without scripts of
their own; each popup window has its own `SteamClient` object, unused), and `SteamClient.Apps.TerminateApp` is a
writable property there. FramePort hooks it while a game runs (launch.sh's `_exit_hook`, DEVICE_NOTES "Graceful
stop"). CDP `Runtime.addBinding` works on Steam's CEF (calls arrive as `Runtime.bindingCalled` on the connection
that added it; the function stays on the page after that connection closes, calls then go nowhere).
- 64-bit only (no AArch32): 32-bit-only APKs run through FramePort's a32 bridge (`frame.a32_bridge`).
- `<install>/lepton-shaders/` holds Mesa's shader cache (Lepton sets `mesa.shader.cache.dir=/data/shaders`):
`foz_cache.foz` + `foz_cache_idx.foz` per graphics driver (Turnip Vulkan, zink GL), typically 4–6 files and 7–19 MB
per game, 2D apps included. It speeds up later starts; deleting it only costs one slower start.
per game, 2D apps included. The cache speeds up later starts; deleting the cache only costs one slower start.
- **2D apps** (verified 2026-10-02 with an open-source 2048 game): Lepton runs every app headless
(`lepton.headless=true`; only OpenXR output reaches the headset) unless the app folder (`STEAM_COMPAT_INSTALL_PATH`)
contains a file `lepton-show-flatscreen` (`liblepton/app_metadata.sh`): then Android (11, Waydroid) gets a Wayland
@@ -55,7 +74,7 @@
changes when the files move.
- The game's files (`lepton-app/`, `lepton-data/` = saves, `lepton-shaders/`, `settings.conf`, `launch.log`; PC VR:
`game/`, `revive/`, `compatdata/` = Proton prefix; Linux: `app/`) live in `deployment.json["base"]`: the anchor
itself on internal storage, or `<mount>/FramePort/<pkg>` on another drive (GitHub #90, agent v63).
itself on internal storage, or `<mount>/FramePort/<pkg>` on another drive (GitHub #90).
- SteamOS mounts removable drives (microSD) under `/run/media/<user>/<label or uuid>`; the agent's `drives` reads
`/proc/mounts` (plus the drives of Steam library folders) and refuses vfat/exfat/ntfs (Lepton's data and Proton
prefixes need Unix owners, permissions and symlinks) and read-only mounts. A drive that isn't mounted is an error for
@@ -66,7 +85,56 @@
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
## Save backups (Quest games, agent v101, discussion #352)
## Room data
- SteamVR on the Frame has no Meta scene/anchor extensions. Its chaperone supplies only a 2D outline raised to
2.43 m, without furniture, ceiling or a room mesh. Valve's default boundary is a 20-point circle of roughly 1 m
radius; FramePort refuses to treat it as a room.
- FrameBridge's `scene_emul=1` serves saved room data, with a guardian box when no room is available. OVRPort's
loader only dispatches functions in its own table: newer Meta entry points go through FramePort's extension shim.
MRUK uses discovery (`xrDiscoverSpacesMETA`, older versions `xrQuerySpacesFB`) and requests Space Setup when
discovery returns no rooms. Volumes hang below their top-face anchor in Meta's coordinate convention.
- Room files use STAGE coordinates (metres, +Y up, floor y=0, -Z forward). The format contract is
[mr/ROOM_FORMAT.md](mr/ROOM_FORMAT.md). On the Frame: `~/.local/share/frameport/rooms/<universe>/room.txt`,
optional `room-mesh.bin` and `scan.log`; `rooms/current` points to the most recently saved room.
- A room belongs to its chaperone universe. The agent reads the last universe switch from `vrserver.txt`, falling
back to the newest universe in `~/.config/openvr/config/chaperone_info.vrchap`; dummy 424242 means none.
A matching room is selected first, else `current`; the app reports `aligned: false` after a universe change.
- Quest launchers copy that room beside `settings.conf` before Lepton starts; FrameBridge reads
`dirname($FRAMEBRIDGE_CONFIG)/room.txt`. Stale copies are removed if no room exists or emulation is disabled.
Each game's persistent anchors stay in `/sdcard/Android/data/<pkg>/files/framebridge-anchors.txt`.
- With `scene_emul`, launch.sh starts `_scan_watch <pkg>` after Lepton, closing fd 9; its exit trap stops the
watcher, which also exits if the launcher disappears. The watcher polls once a second and logs to `<base>/scan-watch.log`.
In `<base>/lepton-data/external/Android/data/<pkg>/files/`, FrameBridge writes `framebridge-scan-request`
(`request <id> <unix_seconds>`); the watcher clears stale request/ack/result files at startup, writes
`framebridge-scan-ack` (`ack <id>`), reuses the headset capture/build worker, stores the current room and copies
it beside settings.conf before atomically writing `framebridge-scan-result` (`ok <id>` or `failed <id> <reason>`).
A global `rooms/.scan.lock` excludes concurrent captures, including manual scans; `rooms/.lock` still protects
room publication. Launcher exit cancels the scan; a 350-second deadline leaves time for the six-minute protocol timeout.
- The Room tab and `frameport frame room` manage rooms. `from-boundary` creates walls without furniture;
`import` / `export` transfer room files; `show` writes an SVG preview; `build <dump.fprs>` syncs the bundled
`fp_roomscan` by SHA-256 and runs it on the Frame with `--offline`. `scan` = agent `room_capture`: records the
RoomView meshes (`/xrservice/roomview3d/meshData` + `/meshLayout`, `IVRBlockQueue_005`) while in-headset prompts
guide the player, then builds the room from that recording.
### Scan preview
Live floor coverage is shown by default for manual and game-requested scans; the capture
payload accepts `preview: false`, and `frameport frame room scan --no-preview` disables it. A world-locked,
upward-facing 6 m square at floor height follows the current raw-to-STAGE calibration and stays centred on the
scan's first recorded camera position. Every 16th depth vertex contributes to raw-space 10 cm voxels; at most once
per second, newly occupied cells redraw a 256×256 RGBA map in one colour (FramePort's secondary blue), each cell a
filled 10 cm square, only the opacity telling floor (<0.3 m, faint), raised surfaces (0.3–1.5 m) and tall surfaces
(>1.5 m, strongest, the room's outline) apart; unseen transparent. Overlays have no depth (they draw over hands and
passthrough), so the map stays faint; three colours in 3x3 blotches clashed in the first headset test. The map shows
coverage, not a validated room boundary. IVROverlay_028 slots 1/3/20/22/33/43/62 (OpenVR 2.15.6 header)
create/destroy/sort order (1, below the scan prompts' 10)/set width/set absolute STAGE transform/show/upload raw
pixels. Each upload is 256 KiB (at most 256 KiB/s); timing for the first
20 uploads and every tenth thereafter, plus failures, goes to `rooms/scans/scan-*.fprs.log` and the built room’s `scan.log`. Overlay errors or an
upload taking over 50 ms disable the preview while capture continues; headset appearance and upload cost still
need device validation.
## Save backups (Quest games, discussion #352)
- A Lepton game's saves are two folders of `<base>/lepton-data`: `internal/<pkg>` (= `/data/data/<pkg>`:
`shared_prefs/`, `files/`, `databases/`; Unreal's `files/UE4Game|UnrealGame/.../Saved` often lives here) and
`external/Android/data/<pkg>` (= `/sdcard/Android/data/<pkg>`: Unity's `files/`, Unreal's external `Saved`). On the
@@ -78,7 +146,7 @@
exec channel's stdout, the result JSON on stderr. Left out: folders named cache/code_cache/no_backup/il2cpp/
UnityShaderCache/(Vulkan)ProgramBinaryCache/GPUCache/… at any depth, Unreal `Saved/Logs|Crashes`, FrameBridge's
`fb_snap_*`/`framebridge*` files, `.obb/.apk/.foz/.mp4/.mkv/.webm/.mov`, symlinks and special files, and files over
64 MiB (big downloaded content; e.g. BattleTalent's `files/Video`). More than 4 GiB of saves is refused.
64 MiB (big downloaded content; for example BattleTalent's `files/Video`). More than 4 GiB of saves is refused.
- `_restore_saves '<json>'` reads the archive from stdin and treats it as untrusted: only regular files and folders
under `internal/`/`external/` (no `..`, absolute paths, links, devices, duplicates), ≤1 GiB per file / 8 GiB in all,
each file's sha256 must match the manifest, the manifest's package must be the game. Everything is staged in
@@ -107,7 +175,7 @@
(archive stdout, result JSON stderr). PC `install/saves.sync_snapshots` runs in the background, verifies the archive
hash and package, imports it as a normal backup marked `automatic`, and applies `saves.keep`. A local
`<data>/save-snapshots-synced.json` digest ledger prevents reimporting snapshots after pruning or deleting backups.
Failures leave snapshots on the Frame for the next poll. This path does no disk/SSH work in rendering.
Failures leave snapshots on the Frame for the next poll. The snapshot sync does no disk/SSH work in rendering.
## OpenXR runtime (as seen by games through overport's loader)
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
@@ -122,7 +190,7 @@
- Layer types (checked 2026-09-30 in `/opt/steamvr/bin/androidarm64/vrclient.so`, the Android-side runtime Lepton
mounts at `/data/steamvr/runtime`): its compositors (`CSxrCompositorPrism`, `CSxrCompositorOpenVR`) only have
`ComposeLayerQuad` and `ComposeLayerProjection`; cube/cylinder/equirect/equirect2 exist only as enum names, so
there is nothing to switch on. It has a layer limit ("Exceeded the layer limit"; the value is logged by
there is nothing to switch on. The runtime has a layer limit ("Exceeded the layer limit"; the value is logged by
`layer_debug` from `maxLayerCount`). The adapter emulates cylinders (strips) and, per game, equirect layers
(`equirect_emul`, an adapter projection layer). Refused cube swapchains use GLES/Vulkan stand-ins;
`cube_quads` (default on) copies their faces into six quads for frames without a projection
@@ -153,23 +221,24 @@ and left/up/right as Touch Y; right A as Touch A and X/Y/B as Touch B. Left View
FrameBridge's `quest_buttons` preference (`0` default, `1` Mirror, `2` Quest pair) enables the extension when offered
and suggests a Frame binding translated from the game's Touch suggestions. Common pressure/trigger/thumbstick,
pose and haptic paths keep their Touch counterparts; thumbrest touch and system click are dropped, bumpers stay
unbound. The player's SteamVR custom bindings can override suggestions. This works on both bridge ABIs, without
unbound. The player's SteamVR custom bindings can override suggestions. `quest_buttons` works on both bridge ABIs, without
the arm64-only extension shim. See [Controller buttons](CONTROLLERS.md) and the [mapping contract](input/QUEST_BUTTONS.md).
Device verification of the new modes is pending integration with the native stream.
The runtime accepts the suggested bindings in headless launches; the modes haven't been tried in the headset on
many games yet.
## Lua native pointer compatibility
Frame's Android processes can map libraries above the lowest 2^47 bytes of address space. The verified xLua API 105
engine in BattleTalent 4.7 rejects those otherwise valid pointers in `lua_pushlightuserdata`. This was isolated using
engine in BattleTalent 4.7 rejects those otherwise valid pointers in `lua_pushlightuserdata`. The cause was isolated using
the unchanged library from the source APK: a real allocation at `0x10000000` round-trips, but its own native `xlua_tag`
pointer above 47 bits raises `bad light userdata pointer` and exits. With `frame.luajit_pointers`, both round-trip
exactly. No game scripts or account checks are changed. This validates an address-layout compatibility requirement;
exactly. No game scripts or account checks are changed. The test validates an address-layout compatibility requirement;
the APK was not run on an actual Quest during this investigation.
The patch is restricted to SHA-256 `6d5860e4a4f1cc2b05c600c63297ed467369739666edca79413fff4374ff2684`.
It redirects only the Lua engine's public API to a pinned full-pointer LuaJIT, keeping the original xLua bindings,
The patch redirects only the Lua engine's public API to a pinned full-pointer LuaJIT, keeping the original xLua bindings,
LuaSocket and game helpers. The patched build survives a 60 s headless launch and creates OpenXR swapchains.
Early frame-rectangle errors and backend login errors remain in the capture; this does not verify rendering or play.
Early frame-rectangle errors and backend login errors remain in the capture; the launch does not verify rendering or play.
An arbitrary `lj_err_throw` followed by Unity destructor failures does not prove this pointer issue: first capture the
Lua error text. `Unknown Platform` also appears after this crash is fixed, so it was not the fatal cause here.
@@ -180,10 +249,10 @@ Lua error text. `Unknown Platform` also appears after this crash is fixed, so it
Appending `debug` while preserving inherited flags showed `fdm_injection_CreateInstance: skipped`.
A temporary `FDM_DEBUG=enable,debug` launch created the Unity/Manta Vulkan instance and device,
detected a 54x54 two-layer density map for 1728x1728 eye buffers, and logged render passes with
`fdm 1`, `already_has_fdm=1`, and changing offsets for both eyes. This verifies the injection path,
`fdm 1`, `already_has_fdm=1`, and changing offsets for both eyes. The probe verifies the injection path,
not visual quality, gaze calibration, sustained gameplay stability, or an FPS/power improvement.
`device.foveation` mode `tracked` now explicitly loads the layer and sets `FDM_DEBUG=enable` without
debug spam. It is opt-in; do not enable it globally or assume all GLES/Zink and Vulkan renderers work.
debug spam. The mode is opt-in; do not enable it globally or assume all GLES/Zink and Vulkan renderers work.
Follow-up wearer test on 2026-10-11 FAILED in Batman: large rainbow glitches outside the gaze region
and jitter even in clear regions. Restoring the original launcher and restarting removed BOTH symptoms,
confirmed by the wearer. Do not recommend forced injection for this Batman build. Reaching foveated
@@ -207,7 +276,7 @@ Lua error text. `Unknown Platform` also appears after this crash is fixed, so it
That is the only way to reach the Vulkan side of OpenGL ES games (Zink creates the instance inside Mesa).
- GL ES: Zink (Mesa GL on Vulkan). Strict GLSL (see PLAYBOOK) and occasional `DEVICE LOST` with MSAA render-to-texture.
## Proton / Windows games (surveyed 2026-09-29; running a Rift game under it not yet verified)
## Proton / Windows games (surveyed 2026-09-29)
- Steam on the Frame registers ARM64 compat tools from the app **"Steam Frame ARM64 Compat List"** (appinfo
`extended.compat_tools`, found dynamically by the agent): `proton_11-arm64` (4628740, needs
`steamlinuxruntime_steamrt4-arm64` 4185400), `proton-experimental-arm64` (4427310), `fex` (3127680, FEX-Emu for
@@ -215,10 +284,11 @@ Lua error text. `Unknown Platform` also appears after this crash is fixed, so it
SteamLinuxRuntime_4). None are installed by default.
- `steam -ifrunning steam://install/<appid>` only opens a confirmation dialog in the headset. The agent's unattended
mode writes an appmanifest stub (StateFlags 1026, installdir from appinfo) and restarts Steam, which then downloads it.
- **x86_64 Linux apps (agent v61; verified on the device 2026-10-07: an x86_64 glibc test program installed + launch test RUNNING, "machine=x86_64 glibc=2.41"):**
- **x86_64 Linux apps (verified on the device 2026-10-07: an x86_64 glibc test program installed + launch test
RUNNING, "machine=x86_64 glibc=2.41"):**
FEX is Steam app 3127680 (`fex`, installs as `common/FEX-Emu`, ~6 MB, 21 s via the appmanifest-stub path:
`install_proton` / `proton_status` with `kind: linux_x86`). Its toolmanifest commandline is
`/fex-compat-tool %verb% --`, **no** require_tool_appid: it does not use the Steam Linux Runtime. fex-compat-tool
`install_proton` / `proton_status` with `kind: linux_x86`). FEX's toolmanifest commandline is
`/fex-compat-tool %verb% --`, **no** require_tool_appid: FEX does not use the Steam Linux Runtime. fex-compat-tool
(Python) runs `<FEX-Emu>/usr/bin/FEX` with RootFS `/usr/share/guestos/fex-mesa` (part of the SteamOS image: an
x86 Arch-style root with glibc 2.41, Mesa, graphics_provider.json for x86_64 + i386), emulates x86_64 and i386
(emulator.json), honors `STEAM_FEX_TSOENABLED`, `STEAM_FEX_MULTIBLOCK`, `STEAM_COMPAT_FEX_CONFIG`, sets
@@ -250,8 +320,12 @@ Lua error text. `Unknown Platform` also appears after this crash is fixed, so it
`XR_API_LAYER_PATH` (it keeps `XR_ENABLE_API_LAYERS`), so the agent registers the layer as an explicit layer in
`~/.local/share/openxr/1/api_layers/explicit.d/` (home is shared into the container) with an absolute library path.
- Oculus Store builds that delay-load `LibOVRPlatform64_1.dll` (Platform SDK, for example Lies Beneath) crash with
`0xc06d007e` (delay-load module not found): that DLL comes with the Oculus app, which the Frame doesn't have. (No Oculus runtime DLLs or
registry keys are needed: Revive's LibOVRRT hook works once OpenXR does.)
`0xc06d007e` (delay-load module not found): that DLL comes with the Oculus app, which the Frame doesn't have.
- Revive under Proton arm64: Revive's Detours hooks (LoadLibrary, WinVerifyTrust) don't take effect because Wine's
kernelbase is ARM64EC code. `pcvr.libovr_redirect` puts Revive's runtime where the game looks for `LibOVRRT*_1.dll`
(gets past `-3001`), but games that check the runtime's Oculus signature then stop at `-3021`
(`ovrError_LibSignCheck`), which FramePort doesn't bypass. So LibOVR games run only on the PC; OpenVR/OpenXR builds
(for example Rick and Morty, Vader Immortal) run directly under Proton. DEVICE_NOTES "Revive under Proton arm64".
- Unreal's Oculus plugin (and LibOVR's `ovr_Detect`) first checks for the Windows event `OculusHMDConnected` (created
by the Oculus service on a PC) and silently skips VR without it. Revive hooks `OpenEventW` for that — Lies Beneath
got as far as OVRPlugin, so the hook evidently works there — but it depends on Detours patching Wine's kernelbase,
@@ -263,18 +337,20 @@ Lua error text. `Unknown Platform` also appears after this crash is fixed, so it
- Non-Steam shortcut: binary `userdata/<id>/config/shortcuts.vdf`; appid = crc32(exe+title) | 0x80000000;
artwork in `config/grid/<appid>p.*` (portrait), `<appid>.*` (landscape), `<appid>_hero.*`, `<appid>_logo.*`.
KeyValues names are case-insensitive: Steam may save `Shortcuts` / `AppName` after a devkit registration
(GitHub #263). Agent v86 reads and updates keys case-insensitively, keeping Steam's spelling and existing appids.
(GitHub #263). The agent reads and updates keys case-insensitively, keeping Steam's spelling and existing appids.
Steam reads the file only at start → stop steam.service, edit, start (FramePort does it once per batch).
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
- Processes started from Steam (Konsole, and SSH sessions started from it) share steam.service's cgroup and end with
Steam: run such work through `systemd-run --user`.
- SSH: Developer Mode enables `sshd`; FramePort logs in with its own key (the setup adds it), so no user password is
needed.
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
- Desktop Mode menu entries (GitHub #84, agent v63): Linux apps get `~/.local/share/applications/frameport-<slug>.desktop`
- Desktop Mode menu entries (GitHub #84): Linux apps get `~/.local/share/applications/frameport-<slug>.desktop`
(+ an executable copy in `~/Desktop` when that folder exists; Plasma starts executable `.desktop` files there
without a trust prompt), `Exec=env FRAMEPORT_DESKTOP=1 "<anchor>/launch.sh"`, marked `X-FramePort-Package=<pkg>`.
Plasma's launcher exits right after starting the program, so with `FRAMEPORT_DESKTOP=1` the Linux launcher skips
its "Steam parent gone → end the app" watchdog and keeps the desktop's DISPLAY/WAYLAND_DISPLAY instead of taking
gamescope's from Steam. Not yet tried from the Frame's Desktop Mode.
- Linux apps' own icons (GitHub #99, agent v64): finalize_linux (and every refresh of the menu entries) copies the
- Linux apps' own icons (GitHub #99): finalize_linux (and every refresh of the menu entries) copies the
app's icon to `<anchor>/artwork/app-icon.{png,svg}`: an AppImage's `squashfs-root/.DirIcon` (usually a symlink),
else the `Icon=` of its top-level `.desktop` file (a folder app: the first `.desktop` within 3 levels) looked up
next to it, in `(usr/)share/icons/hicolor/*/apps/` and `(usr/)share/pixmaps/`; the biggest PNG ≥128 px, else an
@@ -316,7 +392,7 @@ over Quest games.
a utility client, live; the path is kept in `~/.config/openvr/config/appconfig.json` `manifest_paths`.
`SetApplicationAutoLaunch` is accepted (GetApplicationAutoLaunch → true; vrserver has
`CAppInfoManager::StartAutolaunchOverlays`) but on the dev Frame it never reached `steamvr.vrsettings` (no
autolaunch entry for `temporalreality.overlay` there, appconfig.json holds only manifest_paths) and the owner's
autolaunch entry for `temporalreality.overlay` there, appconfig.json holds only manifest_paths) and the
watch didn't start by itself, so FramePort doesn't rely on it (see "Autostart" below). The linuxarm64 vrserver only reads
**`binary_path_linux_arm`**: a manifest with `binary_path_linux` alone is skipped ("must specify binary_path for
launch_type binary. Skipping"; Steam's own steamapps.vrmanifest entries are skipped the same way), so an app's
@@ -324,12 +400,12 @@ over Quest games.
`LaunchApplication(key)` then starts the binary (Temporal Reality's launch.sh: process up, overlays created).
- A Steam shortcut of an overlay app and a game shortcut run at the same time (Temporal Reality, then 4XVR, both
through `steam://rungameid`: both "Game process added", both kept running).
- FramePort (agent v75): `register_vr_overlay` writes `<anchor>/frameport-overlay.vrmanifest` (the app's own key,
- FramePort: `register_vr_overlay` writes `<anchor>/frameport-overlay.vrmanifest` (the app's own key,
name and image from its bundled manifest, binary = launch.sh in `binary_path_linux_arm` + `binary_path_linux`,
absolute paths) and registers it; `unregister_vr_overlay`, uninstall and purge remove it; `ensure_host_fixes`
registers ones SteamVR missed (it wasn't running). Overlay apps skip launch tests, the Linux launcher's
Steam-parent watchdog (`FRAMEPORT_OVERLAY=1`) and don't count as a running game.
- **Autostart (agent v76)**: the deployment's `overlay.autostart` is the source of truth (SetApplicationAutoLaunch
- **Autostart**: the deployment's `overlay.autostart` is the source of truth (SetApplicationAutoLaunch
is still set for SteamVR builds that honour it). While at least one installed overlay app has it on,
`ensure_host_fixes` keeps the user service `frameport-vr-overlays.service` (`~/.config/systemd/user`, enabled for
default.target, Restart=always) = `frameport_agent.py _vr_overlay_watch`: every 5 s it checks the vrserver it knows
@@ -348,17 +424,18 @@ over Quest games.
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`: it reads the compositor's "Headset View" (IVRHeadsetView) and
`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`: v4l2cam reads the compositor's "Headset View" (IVRHeadsetView) and
writes it to a v4l2loopback webcam named **"SteamVR"** (`/dev/video99`, 1920x1080 RGB24, advertised 30 fps, frames
arrive at the display rate). Nothing on the Frame reads it by default; idle it costs nothing, read ~0.2 core.
It shows what the wearer sees (SteamVR home, Steam's panels; a game's layers are expected but not yet seen in it).
It shows what the wearer sees: SteamVR home, Steam's panels and games (4XVR's theatre with an overlay on top,
2026-10-10).
Black and ~1 fps (one frame per ~1.0 s) while the Frame sleeps (standby): a 30 fps stream then repeats each
frame in bursts, which looks like a stall in a player. Its size follows SteamVR's headset view (v4l2cam has no size
frame in bursts, which looks like a stall in a player. The picture's size follows SteamVR's headset view (v4l2cam has no size
option), so the live view only scales down (360p/480p/720p/1080p) or sends it as is ("full").
- Sound: `pactl get-default-sink` (`alsa_loopback_device.stereo.alsa_output.platform-sound.HiFi__Speaker__sink`) and its
`.monitor` source carry what the Frame plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
uses the wall clock, v4l2 CLOCK_MONOTONIC → `-ts mono2abs` on the v4l2 input. Don't force
`-use_wallclock_as_timestamps` on the pulse input: it stamped bursts of AAC packets with one time.
`-use_wallclock_as_timestamps` on the pulse input: that option stamped bursts of AAC packets with one time.
- Steam's own game recording / Remote Play / broadcast capture the **gamescope** PipeWire node (`CDesktopCapturePipeWire:
... node path: gamescope`): with gamescope's `--backend openvr` that's only the flat Steam UI, not VR. Steam's arm64
`libvideo.so` encodes with x264 (vaapi/nvenc paths don't apply). No cast/spectator feature for the Frame's own VR view
@@ -367,9 +444,9 @@ over Quest games.
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
cores with a busy scene. That is now only the fallback.
cores with a busy scene. The x264 path is now only the fallback.
- Hardware encoding (2026-10-07): the iris encoder works when driven directly through the V4L2 stateful encoder
interface. That is FramePort's `fp_venc` (`native/venc`, spec + every measured value in `native/venc/SPEC.md`).
interface. FramePort's `fp_venc` does that (`native/venc`, spec + every measured value in `native/venc/SPEC.md`).
Facts:
- Device: `/dev/video23` (`/dev/video-enc0` links to it), driver `iris_driver`, M2M multiplanar.
- Formats: input NV12/NV21/AB24(RGBA)/QC24/Q08C; output H264/HEVC; sizes 128..8192.
@@ -407,7 +484,7 @@ over Quest games.
0–N s alongside), plus `frag_keyframe` so that a requested keyframe starts a fragment.
- With sound, ffmpeg paces its inputs against each other and pulse's audio arrives later than the wall clock
(more while something plays). The video input then counts as ahead, and ffmpeg stops reading it for up to
0.7 s, so the writer blocks. That was the cause of 1080p dropping frames: busy 1080p replayed with sound took
0.7 s, so the writer blocks. The blocked writer caused 1080p's dropped frames: busy 1080p replayed with sound took
34–47 s for 20 s of video. Video alone was fine; `nice`, `-raw_packet_size` and the input queue size didn't
matter. Shifting the video input back fixes it, but too far makes ffmpeg hold the video for interleaving and
release it in clumps: -1 s gave output gaps of up to 550 ms, a longer and stuttering delay in the browser.
@@ -417,7 +494,7 @@ over Quest games.
sound about 1 s. Chrome keeps about 0.6 s of audio ahead and stalls below that, whatever the player does:
1.1× catch-up gave 8 stalls per 30 s, no speed-up 1–2, same average lag; 50 ms fragments didn't help. So the
player doesn't speed up while sound is on.
- Quality (owner's headset test, 2026-10-07): 3 Mbit/s CBR at 720p36 showed heavy compression artifacts. The
- Quality (headset test, 2026-10-07): 3 Mbit/s CBR at 720p36 showed heavy compression artifacts. The
hardware path now uses VBR with a 1.5× peak (the encoder accepts BITRATE_MODE VBR + BITRATE_PEAK) and higher
targets: 360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s. The x264 fallback keeps its rates.
- The default sink is SUSPENDED while nothing plays; its monitor still delivers (silent) audio.
@@ -428,6 +505,12 @@ over Quest games.
and key presses (Steam's keyboard, USB/Bluetooth keyboards, `input text`) don't reach VR apps. The app folder's
`lepton-show-flatscreen` marker shows the window (VR keeps working) and gives it focus; Steam's on-screen keyboard
then opens for its text fields (FramePort patch `device.text_input_window`).
- That window is a gamescope client: gamescope (`--backend openvr`, `--virtual-connector-strategy PerAppId`) shows a
Steam app's windows as the SteamVR dashboard overlay `valve.steam.desktopgame.<appid>` with mouse input. SteamVR
puts a game's window into theater mode while the game isn't a VR scene app yet (setting
`dashboard.autoShowGameTheater`) and opens the dashboard on it when the OpenXR session starts: the controllers then
drive a mouse pointer on the Android screen. FramePort turns the setting off while such a game runs (see
DEVICE_NOTES.md "Typing window takes the controllers").
- `/dev/uinput` is writable by the steamos user (ACL for Steam Input): a uinput virtual keyboard works like a real
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
@@ -446,7 +529,7 @@ radius pairs do **not** describe the generated shared-injection density map.
The inspected arm64 `libVkLayer_VALVE_fdm_injection.so` has these semantics (virtual addresses):
- `init_fdm_fove_level` at `0x1cdf4` calls the cached option reader, then
`debug_parse_flags_option` (`0x21d74`) with table `0x27e70`: named tokens `lo` → 1,
`med` → 2, `hi` → 3. It does not call atoi/strtol. Unset, empty, unknown and numeric
`med` → 2, `hi` → 3. The parser does not call atoi/strtol. Unset, empty, unknown and numeric
strings parse to zero and retain the current profile (initialized to 1 at `0x1ce74`).
Tokens are case-sensitive and separated by non-alphanumeric/non-underscore characters;
matching values are ORed, so combinations can alias another profile. `all` also yields 3;
@@ -465,29 +548,50 @@ The inspected arm64 `libVkLayer_VALVE_fdm_injection.so` has these semantics (vir
`disable_offsets` fixes the gaze position (`0x1b6c8`), and `yflip` flips the vertical
offset (`0x1b9b8`). These three flags do not resize the profile.
- `FDM_SWAPCHAIN_SIZE` is parsed by `atoi` (`0x1c518`), clamped to nonnegative, and
seeds a known swapchain size (`0x1ccf8`). It is a size/matching hint, not a radius.
The synthetic map is square with side `ceil(size/32)` (`0x19048–0x19088`); image
association also matches this tile size (`0x16c78`). Changing render resolution changes
the pixel extent, tile quantization and potentially the matched render target/map. This can
change the visible diagnostic area without making the ignored radius exports effective;
a matched device capture is needed to establish which path a particular game used.
seeds a known swapchain size (`0x1ccf8`). The value is a size/matching hint, not a radius.
The synthetic map (Zink/GLES dynamic-rendering path, `CmdBeginRendering`) is square with side
`ceil(size/32)`, size = the render area width (`0x19048–0x19088`); image association also matches
this tile size (`0x16c78`).
- Where the sharp area lands (device-checked 2026-10-24 with AC Nexus, GitHub #394; details in
DEVICE_NOTES.md "Foveation: sharp area centre and size"): for Vulkan games the layer's
`xrCreateSwapchain` creates a map of `ceil(w/32) x ceil(h/32)` texels per eye swapchain (one array
layer per eye) and fills the preset rectangles in map-normalized coordinates, so the sharp area is
centred on the **whole swapchain** (all presets centre at about 0.51, 0.51). The layer knows each view's
imageRect (`xrEndFrame` stores them) but doesn't use it for the map. Eye-tracked offsets
(`calc_offset`, `0x1b848`) are `gaze NDC x 0.5 x render-area size`, rounded to the offset
granularity (8), measured from that same swapchain centre; `disable_offsets` (Fixed) also leaves
every image without `VK_IMAGE_CREATE_FRAGMENT_DENSITY_MAP_OFFSET_BIT_EXT` (added at `0x16afc`
only when offsets are on). A game that submits a smaller or shifted rect (dynamic resolution,
asymmetric eyes: AC Nexus rect=0,0 / 287,0 1726x1728 in 2016x1728, Asgard's Wrath 2 0,0 / 347,0
2237x2256 in 2592x2256) gets the sharp area off its view's centre, and the eye's optical axis
(asymmetric FOV, for example -1.03/+0.88 rad) isn't the rect centre either. FramePort's
`VK_LAYER_FRAMEPORT_fdm_centre` (native/foveation/centre.h, below Valve's layer) rewrites the
per-view offsets so the area sits on each eye.
- Turnip (freedreno) applies a density map per GMEM **bin**: it reads the map on the CPU at the
bin's centre (`tu_calc_frag_area`, texel size `2^ceil(log2(fb/map))` >= 32 px) and renders the
whole bin at that density. The visible sharp area is therefore the set of bins whose centre falls
in Valve's rectangle: the area's size snaps to the bin grid (bins are ~150-200 px here and get relatively
smaller as render resolution grows), so the same preset looks bigger or smaller and changes
shape between render scales. The bin snapping is the driver's design, not a setting; FramePort can't
pick the bins.
Per-game library preferences now store `level`. Legacy radius choices are translated on read
(and written as `level` on Save): nearest old nominal .30 → lo, .25 → med, .20 → hi,
with larger values clamped by nearest choice; zero or unknown/invalid values → Default.
This preserves approximate intent, not a claim that these presets implement those radii.
The translation preserves approximate intent, not a claim that these presets implement those radii.
Explicit `level` wins. Obsolete radius exports are removed from managed launchers.
For device verification, hold game scene, render resolution and gaze constant; compare explicit
`lo`, `med`, `hi` across fresh game starts (Default should match lo absent another runtime override).
First use Fixed for a stable comparison, then Eye-tracked to check gaze following. Enable
**Darken coarse fragments (test)** and adapter `snapshot=N` to capture submitted eye images headlessly
every N seconds (GLES only, left eye at quarter size); compare the undarkened center and peripheral bands. Existing adapter
every N seconds (GLES: left eye at quarter size; Vulkan: both eyes at half size, the whole swapchain layer, with
imageRect and FOV in the log); compare the undarkened center and peripheral bands. Existing adapter
builds need diagnostic support installed. Turn the test and snapshots off before benchmarking.
Agent `FOVEATION_ENV_KEYS` must include `"FOVE_LEVEL"` for launcher updates via `set_settings`.
`device.foveation` enables Valve's shared Vulkan injection and suppresses competing native foveation through
`foveation_fix=1`. Game settings stores mode, profile and test selection as a per-game library preference, outside shared recipes. This remains
`foveation_fix=1`. Game settings stores mode, profile and test selection as a per-game library preference, outside shared recipes. Foveation remains
experimental: complete images were confirmed in RE4, Batman, Deadpool, The Climb 2 and Asgard's Wrath 2,
not all Quest games or renderers. RE4 and Batman checks include title/calibration scenes; these are not
equivalent to extended gameplay coverage. Asgard gameplay was visually confirmed, without an on/off benchmark.
@@ -495,7 +599,7 @@ Batman additionally receives the verified ordinary shared-allocation patch, guar
OVRPlugin hash; unknown Batman versions fail explicitly rather than receiving unchecked binary offsets.
The Climb 2 uses a private `libvrapi_foveation.so` bridge, installed only into that game's APK after the
standard bridge patch. It retains images during held-focus visibility dips, separates mono overlay output
standard bridge patch. The private bridge retains images during held-focus visibility dips, separates mono overlay output
storage from stereo density-map storage, and rate-limits its view-cache writes. Its process-local Valve layer
correction supplies both eye offsets and avoids the invalid subpass mask-table reads seen during Alps loading;
`yflip` corrects vertical gaze direction. The renderer SHA-256 and 1.0 resolution scale are checked before
@@ -505,7 +609,7 @@ the reason. No system library is changed. A SteamOS update requires revalidation
Both-eye gaze following was confirmed in Climb's darkening diagnostic, but long-session stability remains
experimental. Off disables injection through launcher exports; the private APK compatibility support remains installed.
**Darken coarse fragments (test)** enables the dormant Vulkan shader diagnostic. It dims RGB where the
**Darken coarse fragments (test)** enables the dormant Vulkan shader diagnostic. The diagnostic dims RGB where the
actual `FragSizeEXT` footprint exceeds one pixel; alpha is unchanged. Deadpool's shaded regions were confirmed
to follow gaze in the headset. Unsupported shader output interfaces are skipped, and multiple passes may
compound darkening, so this is a diagnostic rather than a precise composited mask. Do not benchmark with it on.
@@ -514,7 +618,26 @@ in Climb the same library also carries the compatibility correction.
High-resolution Deadpool samples crossed from about 45 to 90 FPS with injection enabled, but temperatures and
power rose as it rendered twice as many frames. Foveation does not guarantee lower temperature at uncapped FPS.
Preset export/migration has configuration coverage; these preset comparisons have not been device-tested here.
Preset export/migration has configuration coverage. Headless device check of the presets (2026-10-24, AC Nexus,
Fixed, darkening test + FrameBridge `snapshot=N`, which also reads Vulkan eye images back): DEVICE_NOTES.md
"Foveation: sharp area centre and size".
### User preferences (discussion #365)
Game settings → Picture provides Default / Eye-tracked / Fixed / Off, a runtime profile, and an advanced diagnostic switch.
`set_settings` atomically rewrites just the managed launcher exports and records them in deployment.json;
no APK rebuild, reinstall or live device intervention is needed. Changes apply at the next start. Default restores
recipe/catalog launcher defaults; explicit preferences win. One-time library migration extracts old recipe choices
and leaves internal APK compatibility support. Catalog defaults (including Climb 2 and Batman) still apply to new
entries. Shared working configs omit `device.foveation` entirely.
APK-side: adapter builds automatically prepare Batman's hash-verified allocation fix and Climb 2's
renderer-guarded private bridge for verified builds, independently of the runtime choice. Unknown versions skip
automatic compatibility edits; explicit catalog requests still fail validation rather than guessing offsets. FrameBridge
builds include the dormant diagnostic layer (activated only by `FRAMEPORT_FOVEATION_TEST=1`), so future test toggles
need only a launcher update. Existing builds need one normal update to acquire that support. Render resolution
(supersampling) changes the game's render resolution: higher is sharper but slower. Climb 2 foveation still requires
1.0 scale.
## Monitoring sources (probed 2026-10-07, SteamOS 0.4.3, kernel 6.18; used by the Monitor tab, agent `_monitor`)
@@ -523,7 +646,7 @@ All readable by the steamos user without root; the agent reads them directly (no
| Metric | Source | Notes |
|---|---|---|
| CPU | `/proc/stat` deltas; `cpufreq/policy{0,2,5,7}` | 8 cores in 4 clusters: 0-1 / 2-4 / 5-6 / 7 (max 2.27 / 3.15 / 2.96 / 3.05 GHz) |
| GPU busy | Sum of `drm-engine-gpu` (ns) deltas in `/proc/<pid>/fdinfo/<fd>` over every render-node fd (msm DRM) | Gives GPU % per process too. A process can hold several render fds: add them all. Lepton games see the node as `/dev/kgsl-3d0` (bind mount of `/dev/dri/renderD128`). `drm-total-memory` reads 0. msm can report garbage engine time (SteamVR's vrcompositor: near 2^64, rising ~1000x faster than real time; idle Frame at 100 %, 2026-10-18): a per-fd delta longer than the interval falls back to `drm-cycles-gpu` / GPU clock (agent v102 `gpu_busy_ns`) |
| GPU busy | Sum of `drm-engine-gpu` (ns) deltas in `/proc/<pid>/fdinfo/<fd>` over every render-node fd (msm DRM) | Gives GPU % per process too. A process can hold several render fds: add them all. Lepton games see the node as `/dev/kgsl-3d0` (bind mount of `/dev/dri/renderD128`). `drm-total-memory` reads 0. msm can report garbage engine time (SteamVR's vrcompositor: near 2^64, rising ~1000x faster than real time; idle Frame at 100 %, 2026-10-18): a per-fd delta longer than the interval falls back to `drm-cycles-gpu` / GPU clock (agent `gpu_busy_ns`) |
| GPU clock | `/sys/class/devfreq/3d00000.gpu/{cur,max}_freq` | 231–903 MHz in 12 steps |
| Memory / pressure | `/proc/meminfo`; `/proc/pressure/{cpu,memory,io}` (`some avg10`) | 16 GB RAM, 8 GB swap |
| Temperatures | `/sys/class/thermal/thermal_zone*/{type,temp}` | 48 zones: `cpu*`/`cpuss*`, `gpuss-*`, `ddr`, `nsph*` (NPU), `pm8550*`/`pm8010*` (power ICs), `modem*`, `camera*`, `video`, `max1720x_bat*` |
@@ -539,26 +662,9 @@ game processes without one), temperatures every 2 s, the CPU-cluster power rails
2-10 s, the stream measured ~10-13 ms CPU per 1 s tick on the device (idle clocks; idle or with 4XVR running) = about
1 % of one core, ~0.15 % of the whole CPU. The I2C sensors (power monitors, battery gauge) are the slowest reads.
### Foveation user preferences (discussion #365)
Game settings → Picture provides Default / Eye-tracked / Fixed / Off, a runtime profile, and an advanced diagnostic switch.
`set_settings` (agent 98) atomically rewrites just the managed launcher exports and records them in deployment.json;
no APK rebuild, reinstall or live device intervention is needed. Changes apply at the next start. Default restores
recipe/catalog launcher defaults; explicit preferences win. One-time library migration extracts old recipe choices
and leaves internal APK compatibility support. Catalog defaults (including Climb 2 and Batman) still apply to new
entries. Shared working configs omit `device.foveation` entirely.
APK-side: adapter builds automatically prepare Batman's hash-verified allocation fix and Climb 2's
renderer-guarded private bridge for verified builds, independently of the runtime choice. Unknown versions skip
automatic compatibility edits; explicit catalog requests still fail validation rather than guessing offsets. FrameBridge
builds include the dormant diagnostic layer (activated only by `FRAMEPORT_FOVEATION_TEST=1`), so future test toggles
need only a launcher update. Existing builds need one normal update to acquire that support. Render resolution
(supersampling) changes the game's render resolution: higher is sharper but slower. Climb 2 foveation still requires
1.0 scale.
## Steam library scheduling
Agent v99 holds automatic shortcut restarts while the local app's
The agent holds automatic shortcut restarts while the local app's
`~/.local/share/frameport-app/gui.alive` heartbeat is under ten seconds old, as well as while a game or Desktop Mode
is open. Closed/crashed GUIs expire; the existing twelve-hour hold limit still applies.
@@ -578,10 +684,10 @@ mode isn't `later` and nothing is pending, and by purge; an otherwise empty `ste
SteamOS 0.3.0 facts (checked 2026-10-16): Steam is the static user unit `/usr/lib/systemd/user/steam.service`
(Type=simple, Restart=always, TimeoutStartSec 90 s, its own `-` ExecStartPre lines; `extra_args.conf` drop-ins are
Valve's documented way to extend it), systemd 257; no user drop-ins exist by default.
This automatic application targets SteamOS's `steam.service`; if Steam is started outside that service, use
The automatic reapplication targets SteamOS's `steam.service`; if Steam is started outside that service, use
FramePort's Restart Steam now action to apply the journal safely.
Off skips new shortcuts (existing entries remain). Play in Off, and Play for a pending Later entry, starts launch.sh
in a detached user systemd unit, just as launch tests do, without adding a devkit entry. Steam/SteamVR must already
be running. This loses Steam's per-game overlay/controller setup and Exit game integration; use FramePort Monitor
to stop the game. This direct path has unit coverage; headset input/visual behaviour needs device validation.
be running. Direct starts lose Steam's per-game overlay/controller setup and Exit game integration; use FramePort Monitor
to stop the game. The direct path has unit coverage; headset input/visual behaviour needs device validation.
+15 -11
View File
@@ -5,7 +5,7 @@ setup changes on the Steam Frame, how to undo it and what your network needs.
## Changes on the Frame
The setup runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), which FramePort sends from your PC. It changes:
The setup runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), which FramePort sends from your PC. The script changes:
| Change | Where | How to undo |
|---|---|---|
@@ -14,14 +14,14 @@ The setup runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), which Fram
| Stops game starts from failing after about 200 launches (a limit in podman, the tool Lepton runs games with). | `[containers]` / `keyring = false` in `~/.config/containers/containers.conf`. | Remove those lines. |
| Asks Steam to install **Lepton** (Valve's Android runtime) if it's missing. You confirm it in Steam. | Steam library | Uninstall it in Steam. |
Valve's Developer Mode helper is the same one the Settings switch uses. It turns on remote login (SSH), the service
Valve's Developer Mode helper is the same one the Settings switch uses. The helper turns on remote login (SSH), the service
that makes the Frame findable on your network, remote desktop, debugging and crash dumps; turning Developer Mode off
turns them all off again.
The script runs as your user: no root, no `sudo`, no password. Nothing else on the system changes. It also leaves two
files: `~/.cache/frameport-setup.sh` (the part that finishes on its own) and its log.
The script runs as your user: no root, no `sudo`, no password. Nothing else on the system changes. The script also leaves
two files: `~/.cache/frameport-setup.sh` (the part that finishes on its own) and its log.
If Developer Mode can't be turned on automatically, the script asks you to turn it on in Settings → System →
If Developer Mode can't be turned on automatically, the script asks you to turn Developer Mode on in Settings → System →
**Enable Developer Mode** and run the setup line again.
**Later, FramePort adds** (as your user):
@@ -29,15 +29,19 @@ If Developer Mode can't be turned on automatically, the script asks you to turn
- the games, each with a launcher and its data in `~/Applications/quest-frame/<package>/`;
- their Steam library entries and artwork (`shortcuts.vdf` + `config/grid/`);
- for PC VR games: an OpenXR layer (`~/.local/share/openxr/1/api_layers/explicit.d/XR_APILAYER_FRAMEPORT_timefix.json`)
and Valve's ARM64 Proton with its Steam Linux Runtime (Steam downloads them and restarts once).
and Valve's ARM64 Proton with its Steam Linux Runtime (Steam downloads them and restarts once); for x86_64 Linux
apps: Valve's FEX;
- for Linux apps: entries in Desktop Mode's app menu (`~/.local/share/applications/frameport-*.desktop`);
- only when used: a user service that starts SteamVR overlay apps (`frameport-vr-overlays.service`) and, with
**Steam library: Later**, a drop-in for Steam's service (`~/.config/systemd/user/steam.service.d/`).
**Settings → Uninstall FramePort → Also remove from the Frame** deletes the games, their Steam entries, the helper
folder, the OpenXR layer and the setup files. Developer Mode, the login line, the podman setting, Lepton and Proton
folder, the OpenXR layer, the menu entries, the services and the setup files. Developer Mode, the login line, the podman setting, Lepton and Proton
stay: undo them as shown above.
## Network and firewalls
The setup is the only time the Frame connects to your PC. It downloads the setup script from FramePort on TCP port
The setup is the only time the Frame connects to your PC. The Frame downloads the setup script from FramePort on TCP port
8765 (8766 or 8767 if taken), only while the setup page is open and for at most 30 minutes. Everything else goes
from your PC to the Frame.
@@ -51,15 +55,15 @@ How the setup line finds your PC:
The setup line's script is [bootstrap/setup.sh](../bootstrap/setup.sh). If the setup just says "timed out", the
setup page shows what is likely blocking it after about 45 seconds:
- **Windows:** allow FramePort when Windows asks. On a network Windows treats as **Public** it stays blocked; set
- **Windows:** allow FramePort when Windows asks. On a network Windows treats as **Public** the connection stays blocked; set
your home network to Private in Windows' network settings.
- **macOS:** with the firewall on (System Settings → Network → Firewall), allow incoming connections for FramePort
when asked.
- **Linux:** firewalld: `sudo firewall-cmd --add-port=8765/tcp` (until the next restart). ufw:
`sudo ufw allow 8765/tcp`, afterwards `sudo ufw delete allow 8765/tcp`.
- **WSL** (FramePort's Linux version on Windows): Windows blocks connections into WSL without asking. FramePort
adds a temporary firewall rule (one admin prompt) and removes it when setup is done or after 35 minutes. WSL must
adds a temporary firewall rule (one admin prompt) and removes the rule when setup is done or after 35 minutes. WSL must
share Windows' network: `networkingMode=mirrored` under `[wsl2]` in `%UserProfile%\.wslconfig`, then
`wsl --shutdown`.
- Or skip the setup line and use **Pair new host** (see [Install and first steps](INSTALL.md#connecting-the-steam-frame)):
it needs no connection into your PC.
**Pair new host** needs no connection into your PC.
+25 -1
View File
@@ -13,10 +13,12 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Arkio | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| Assassin's Creed Nexus | Quest | ✅ Works | |
| Astro VR Host | Quest | ✅ Works | |
| Attack on Titan VR: Unbreakable | Quest | ✅ Works | |
| Audica | Quest | ✅ Works | |
| AugmentedEmpire | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
| Barbaria | Quest | ✅ Works | |
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
| Batman: Arkham Shadow | Quest | ✅ Works | |
| BattleGlide | Quest | ✅ Works | |
@@ -44,17 +46,21 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| cubism | Quest | ✅ Works | |
| cubism | Quest | ✅ Works | |
| Dance Central | Quest | ✅ Works | |
| Darksword | Quest | ✅ Works | |
| Deep Cuts | Quest | ✅ Works | |
| Deisim | Quest | ✅ Works | |
| Demeo | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Dinosaur Island | Quest | ✅ Works | |
| Doom3Quest | Quest | ✅ Works | |
| Down the Rabbit Hole | Quest | ✅ Works | |
| Drums Rock | Quest | ✅ Works | |
| Drunkn Bar Fight | Quest | ✅ Works | |
| Drunkn Bar Fight 2 - Early Access | Quest | ✅ Works | |
| Eleven Table Tennis | Quest | ✅ Works | |
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
| EndoparasiticVR | Quest | ✅ Works | |
| Epic Roller Coasters | Quest | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| Eye of the Temple | Quest | ✅ Works | |
| FrenzyVR | Quest | ✅ Works | |
@@ -67,6 +73,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Gravity Lab | Quest | ✅ Works | |
| Gunjack | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| Hitstream | Quest | ✅ Works | |
| I Am Cat | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
| I Expect You To Die 2 | Quest | ✅ Works | |
@@ -81,7 +88,9 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| KillerFrequency | Quest | ✅ Works | |
| Ladder | Quest | ✅ Works | |
| Lambda1VR | Quest | ✅ Works | |
| Laser Dance | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Little Nightmares VR | Quest | ✅ Works | |
| Lost Recipes | Quest | ✅ Works | |
| Lucky's Tale | Quest | ✅ Works | |
| Maestro | Quest | ✅ Works | |
@@ -94,6 +103,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Moss | Quest | ✅ Works | |
| Moss: Book II | Quest | ✅ Works | |
| Movie Deck for Plex | Quest | ✅ Works | |
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| Neko Atsume Purrfect | Quest | ✅ Works | |
@@ -103,12 +113,14 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Ocean Rift | Quest | ✅ Works | |
| Operation Wolf Returns: First Mission VR | Quest | ✅ Works | |
| OrbusVR | Quest | ✅ Works | |
| Orcs Must Die: By The Blade | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| Pistol Whip | Quest | ✅ Works | |
| Pistol Whip | PC VR | ✅ Works | |
| Please Don't Touch Anything | Quest | ✅ Works | |
| PowerWash Simulator VR | Quest | ✅ Works | |
| Punch Fit | Quest | ✅ Works | |
| QuestCraft | Quest | ✅ Works | |
| Racket: Nx | Quest | ✅ Works | |
| RacketPinball | Quest | ✅ Works | |
@@ -126,10 +138,13 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Shoot The Zombirds VR | Quest | ✅ Works | |
| Shores of Loci | Quest | ✅ Works | |
| SilentSlayer | Quest | ✅ Works | |
| Simpsons Hit and Run VR | Quest | ✅ Works | |
| Smash Drums | Quest | ✅ Works | |
| Sniper Elite VR | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Solero | Quest | ✅ Works | |
| Space Pirate Trainer Quest | Quest | ✅ Works | |
| SpaceControl | Quest | ✅ Works | |
| Spectre | Quest | ✅ Works | |
| Sports Scramble (Santa Cruz) | Quest | ✅ Works | |
| Star Wars Pinball VR | Quest | ✅ Works | |
@@ -146,6 +161,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Taskmaster | Quest | ✅ Works | |
| Tea For God | Quest | ✅ Works | |
| Test Quest Controllers | Quest | ✅ Works | |
| Test Quest MR | Quest | ✅ Works | |
| TetrisEffect | Quest | ✅ Works | |
| The Boys VR | Quest | ✅ Works | |
| The Climb | Quest | ✅ Works | |
@@ -162,6 +178,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| ToyTrains | Quest | ✅ Works | |
| TRIANGLE STRATEGY | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| UNDERDOGS | Quest | ✅ Works | |
| Vacation Simulator | Quest | ✅ Works | |
| Vader Immortal: Episode I | Quest | ✅ Works | |
| Vader Immortal: Episode II | Quest | ✅ Works | |
@@ -183,21 +200,26 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
| Eternal Starlight | Quest | ⚠️ Works with issues | Voice commands do not appear to work. |
| Exploding Kittens VR | Quest | ⚠️ Works with issues | Requires online for most modes. |
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
| FGO VR | Quest | ⚠️ Works with issues | Audio stuttering and popping sounds |
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
| GoldenEye VR | Quest | ⚠️ Works with issues | No sound; otherwise works great. |
| HardBullet | Quest | ⚠️ Works with issues | Loading screens (a cube overlay) are missing or corrupted up to FramePort 1.2.1; cube_quads (next release) shows them as six panels, not confirmed in the hea… |
| Homeworld: Vast Reaches | Quest | ⚠️ Works with issues | The game starts but after selecting to start a new game it seems to crash. |
| JKXR | Quest | ⚠️ Works with issues | Tested in the early part of Jedi Outcast. |
| Lawn Mowing Simulator VR | Quest | ⚠️ Works with issues | Left eye textures flicker only when mowing in specific areas. |
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
| Majora's Mask VR | Quest | ⚠️ Works with issues | Audio on the file select screen sounds crunchy. |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; space warp off (fewer stutters). |
| Plezy | Quest | ⚠️ Works with issues | Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding. |
| PrimedGun v2 | Quest | ⚠️ Works with issues | Vulkan via a statically linked Khronos OpenXR loader, which bypasses FrameBridge (the picture jumps). |
| Puzzling Places | Quest | ⚠️ Works with issues | Works fine, but pointers dont show well on main menu, easy to work around. |
| Quantum Void | Quest | ⚠️ Works with issues | no hands |
| QuestZDoom | Quest | ⚠️ Works with issues | Needs a WAD: put it into QuestZDoom/wads in the game's storage (Files tab) and set QuestZDoom/commandline.txt to "qzdoom -iwad /sdcard/QuestZDoom/wads/<name>… |
| Ragnarock | Quest | ⚠️ Works with issues | |
| Real VR Fishing | Quest | ⚠️ Works with issues | Seems to be almost 100% functional with meta permissions enabled. |
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
@@ -208,6 +230,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| Umurangi Generation VR | Quest | ⚠️ Works with issues | The game freezes after taking a photo, while it saves it, which makes it hard to play. |
| Vampire: The Masquerade - Justice | Quest | ⚠️ Works with issues | Game runs fine and playable, on loading there's a random sphere in the middle of the sceen. |
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
| Breachers | Quest | ❌ Doesn't run | Online-only multiplayer that needs Meta's online services, which aren't available on the Frame. |
@@ -215,5 +238,6 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
| PianoVision | Quest | ❌ Doesn't run | 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 An… |
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
| Thief Simulator | Quest | ❌ Doesn't run | Quits at start with the game's own "installed from unknown source" message. |
+5 -5
View File
@@ -1,8 +1,8 @@
# Evaluating patch heuristics
`scripts/eval_heuristics.py` compares `engine.suggest(analysis, use_catalog=False)` with the bundled
`catalog/games/*.yaml` entries. It does not merge personal or remote catalog recipes into the benchmark.
It supports the original dumps command, or a precomputed `scripts/heuristics_snapshot.py` snapshot:
`catalog/games/*.yaml` entries. The script does not merge personal or remote catalog recipes into the benchmark.
The script supports the original dumps command, or a precomputed `scripts/heuristics_snapshot.py` snapshot:
```sh
.venv/bin/python scripts/eval_heuristics.py '<dumps folder>' --verbose
@@ -24,7 +24,7 @@ can move the cutoff. Very small strata can have no holdout. Unsupported entries
Ground truth contains catalog choices and patch registry defaults, with no inherited heuristic adapter settings.
Default expectations are determined per analysis, using each default patch's own detection in the same way as the
engine's initial heuristic pass. Thus a conditional default that is not detected (e.g. LTW on a game without LTW)
engine's initial heuristic pass. Thus a conditional default that is not detected (for example LTW on a game without LTW)
is not expected. Explicit catalog `overport_remove` and `frame_remove` entries remove expected defaults. An absent
expected default is represented as `remove:<patch id>`; enabled defaults do not inflate patch scores.
@@ -59,10 +59,10 @@ Before tuning a rule to remove an "extra", check which kind it is: a gap on an o
catalog (fit report), not a detection error. Before adding a patch to a working entry, weigh its benefit (does it
fix something the game hits?) against a rebuild prompt for everyone who installed it; adapter settings never need
adding (inherited). Results 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6% (dev 90.5%, holdout
79.5%). Remaining misses are one-game fixes found at runtime (e.g. Vader's gl_error_clear, BlazeRush's GL settings).
79.5%). Remaining misses are one-game fixes found at runtime (for example Vader's gl_error_clear, BlazeRush's GL settings).
An evaluation writes JSON even when its headline has differences, then exits 1 for compatibility with the original
script. It exits 0 when exact, or after producing a fit report.
script. The script exits 0 when exact, or after producing a fit report.
## New patch fit
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