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Author SHA1 Message Date
spoopyghosty0 ef6edfc73e Site: release and contributor data refreshed (1.2.1) 2026-10-17 03:00:46 -04:00
spoopyghosty0 f0eb7850fb Lint: wrap lines over 120 characters and sort an import (from the merged fix branches) 2026-10-17 02:43:52 -04:00
spoopyghosty0 eba92a2bf6 FramePort 1.2.1
Version 1.2.1.
2026-10-17 02:34:32 -04:00
spoopyghosty0 6423739ae6 Rebuild artifacts for #293, #329, #303, #327/#328, #323, #306, #349 and the snapshot fallback
FrameBridge (libopenxr_loader_generic.so, arm64-v8a + armeabi-v7a) rebuilt from the merged adapter sources: rect_clamp empty rects (#293), alpha_blend_emul (#329), foveation storage under Valve's FDM (#303), profile_remap profile report + detached-controller paths (#327/#328), action_dedup (#323), quad/cylinder snapshots, refresh-rate answer (#306), hide_fb_foveation (#349). The other targets rebuild to the committed bytes.
2026-10-17 02:19:10 -04:00
spoopyghosty0 9772b9a17f Vulkan shim: vk_pipeline_log diagnostics (failing pipeline creations, Y'CbCr conversions; GitHub #349) 2026-10-17 02:19:08 -04:00
spoopyghosty0 542e54882d Add opt-in dispatcher-level Quest Vulkan foveation suppression 2026-10-17 02:19:06 -04:00
spoopyghosty0 d7810d28b7 Unreal Binned3 reservations with MAP_NORESERVE (frame.unreal_noreserve, GitHub #349)
Transformers Beyond Reality (UE5, FMallocBinned3) reserves 76 GiB with one
mmap(NULL, size, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS) while libUnreal.so's
static constructors run. Quest grants it; the Frame's kernel (overcommit mode 0) refuses a
writable private mapping larger than RAM + swap, and Unreal's out-of-memory handler then
dereferences its not yet created log: SIGSEGV fault addr 0x10 inside System.loadLibrary.

The patch adds MAP_NORESERVE to every anonymous read/write mmap call site of the engine
library (mov w3, #0x22 -> #0x4022 before a bl to mmap's PLT stub, with x0 = 0 and w2 = 3
in the window), suggested from analysis unreal_binned3 (ANALYSIS_VERSION 22 on main). Triage
unreal-reserve-refused, PLAYBOOK row, tests. Headless on the dev Frame the game now gets
past loading to its OpenXR session and first frames.

ELF helpers find .dynsym/.dynstr/.dynamic by section type and link instead of by name: this
game's libOVRPlugin.so has a scrambled section name table, so add_needed raised
"produced NEEDED=[...]" and the build failed in frame.unreal_ovrp_entrypoints, and
dyn_symbols returned nothing (every ovrp_* lookup then counted as missing).

# Conflicts:
#	docs/PATCHES.md
#	src/frameport/analysis/detect.py
2026-10-17 02:19:03 -04:00
spoopyghosty0 8986aa7040 FrameBridge: answer xrGetDisplayRefreshRateFB with the real rate (PreyVR black menu, #306)
The Frame's runtime has no XR_FB_display_refresh_rate (-7); OVRPort's dispatcher still
offers it and answered 0 Hz. Team Beef's idTech 4 ports run USERCMD_MSEC = 1000 / refresh,
so PreyVR had 0 ms tics: the async thread spun (~1.9M tics/s), com_frameTime stayed 0 and
the main menu's timeline never got past its first step (black backdrop + cursor only).
FrameBridge now always answers with 1 / predictedDisplayPeriod (else the refresh_rate
setting, else 72 Hz). Headless: menu drawn (snapshot mean 68 vs 0.1 before), clocks advance.

- glmv: gl_mv_debug=2 traces draws (state, GL errors per framebuffer), failed texture
  uploads/copies/compiles and idTech 4 clocks; how this was found
- triage: a single xrEndFrame -16 is info, not the black-menu error it was blamed for
- PLAYBOOK row, CLAUDE.md fact, host test for the fallback rate
2026-10-17 02:19:00 -04:00
spoopyghosty0 a1dd3bc7b6 adapter: snapshots fall back to a quad/cylinder layer and log brightness
Frames without a projection layer (e.g. PreyVR's menu, a cylinder layer only) gave no snapshot. The snapshot now
takes the first quad/cylinder layer's image instead and logs the layer type, image area, array index and the mean/max
brightness of the submitted area, so a black image shows in the log without fetching the file (#306).
2026-10-17 02:18:58 -04:00
spoopyghosty0 2e1622c56b FrameBridge: unique controller action names (#323)
Scared By Squares (Unreal 4.27, OpenXR) creates two actions named "turn"
(an action mapping and an axis mapping called Turn). The Frame's runtime
accepts the duplicate, then vrserver fails to load the input manifest it
builds ("SetXrInputConfig failed. Failed to load manifest"), drops the
app's connection and treats it as exited: black, then the home environment
while the game keeps running with sound. Headless the app reconnected as a
plain OpenXR instance, got throttled to 10 fps and the compositor received
no presents.

- action_dedup (adapter setting, default on): a later duplicate action name
  or localized name in a set is created as "<name>_N" / "<Localized> N"
  (native/adapter/action_names.h, host-tested). Headless on the dev Frame:
  manifest loads, 72 fps, 2808 presents in 45 s (before: 10 fps, none).
- input_diag logs every action set and action (escaped names).
- force_render (hidden diagnostic): xrWaitFrame reports shouldRender=TRUE so
  headless runs exercise engines that skip layers when not visible; FrameBridge
  logs shouldRender changes.
- Triage: space-warp-used only on the motion-vector swapchain (format 97);
  D24S8 (129) eye depth falsely matched. New info finding duplicate-action-renamed.
- Catalog entry (status unknown, min_app 1.2.1), PLAYBOOK row.
2026-10-17 02:18:56 -04:00
spoopyghosty0 1d586d370b FrameBridge profile_remap: leave Meta's detached-controller paths out (#328)
Meta's Unity OpenXR features add Detached Touch/Touch Plus/Pro devices on
/user/detached_controller_meta/left|right. Unity merges same-named actions of all devices, so the
first such action (thumbstick) failed with XR_ERROR_PATH_UNSUPPORTED on the Frame (no
XR_META_detached_controllers), Unity attached no action set and neither Unity nor OVRPlugin got
controller input: hands on the floor (Spatial Zombies). Without the extension in the runtime, these
paths are now left out of xrCreateAction subaction paths and suggested bindings, and
xrGetCurrentInteractionProfile answers no profile for them. Headless: actions created, Touch
bindings accepted, action spaces created, no ACTIONSET_NOT_ATTACHED.
2026-10-17 01:55:30 -04:00
spoopyghosty0 e439623baa FrameBridge profile_remap: report the game's own profile for remapped hands (#327, #328)
Games that suggest controller bindings only for Meta's Touch Plus/Pro profiles got them moved to
oculus/touch_controller, but xrGetCurrentInteractionProfile then answered oculus/touch_controller,
a profile they never suggested. Unity's OpenXR input creates its devices by the reported profile,
found none and left the controllers unconnected: hands lying on the floor, no buttons (Hotel
Infinity). Such hands are now reported with the game's own (last remapped) profile; games that
suggest Touch themselves are unchanged. Logic moved to profile_report.c with a host test.
2026-10-17 01:55:00 -04:00
spoopyghosty0 6c82789a72 Foveation: keep eye swapchains ordinary under Valve's FDM (#303)
Unity's Oculus XR plugin asks for SUBSAMPLED eye images through
XR_META_vulkan_swapchain_create_info. With device.foveation on, Valve's
injected FDM leaves their coarse areas in the subsampled layout and the
compositor shows them as garbage around the sharp area (Medieval
Dynasty: black with scattered coloured blocks). foveation_fix=1 only
dropped the XrSwapchainCreateInfoFoveationFB nodes.

The adapter's storage fix (clear SUBSAMPLED from the META node) now runs
whenever foveation_storage_fix is set, also with foveation_fix, and
device.foveation tracked/fixed sets it. Generic form of Batman's
OVRPlugin allocation fix. Adapter rebuilt; revision not bumped.
2026-10-17 01:54:30 -04:00
spoopyghosty0 a294359a4e FrameBridge: emulate inverse alpha blending with passthrough (#329)
Star Wars: Beyond Victory's mixed reality showed the room on the game's
objects and black where the room should be. Unreal keeps 1 - coverage in
the scene alpha, and OVRPlugin chains XrCompositionLayerAlphaBlendFB
(colour ONE_MINUS_SRC_ALPHA / SRC_ALPHA) to the eye layer; the Frame's
runtime ignores the struct and blends with the plain texture alpha.

New adapter setting alpha_blend_emul (default on, Vulkan): while
passthrough is emulated and the projection layer asks for inverse
blending, the alpha of the eye image rectangles is inverted in place
(alpha-only blend pass, once per acquired image, queued ahead of the
runtime's submission). layer_debug now also logs the blend factors.
Headless on the Frame: factors (3,2/3,2) seen, inversion runs, 72 fps,
no rejected frames. Not yet checked in the headset.
2026-10-17 01:54:01 -04:00
spoopyghosty0 277dd99645 Cpp2IL crashes aren't "code not found"; triage orders replayed logcat lines by date (#293)
- il2cpp._run: a non-zero exit or no .cs file under DiffableCs is an unreadable game. The release Cpp2IL dies on
  BattleTalent (Unity 2021.3.45f2, exit 134, IndexOutOfRangeException in CsFileUtils.GetTypeName) after making the
  folder tree; every class was recorded "missing" and cached.
- find_methods: any release failure gets one try with the development build (it reads BattleTalent), not only an
  unsupported metadata version; never with a caller's Cpp2IL or FRAMEPORT_CPP2IL. Errors are cached as errors,
  never as missing classes; cache entries with no class found and every wanted class missing are run again.
- Il2cppReturnPatch: Cpp2IL failures become the same WARN check as "code not found" but with Cpp2IL's error line;
  the method list in the WARN has no duplicates.
- triage: logcat times include the date (logcat replays kernel lines dated days earlier ahead of the game's; by time
  of day the "past midnight" guess gave a healthy run frames-stopped 83261 s). Year wrap handled.
2026-10-17 01:52:47 -04:00
spoopyghosty0 9cacc0eacc Unity IL2CPP fixes warn when they find nothing; FrameBridge fills empty image rects (#293)
- Il2cppReturnPatch (unity_runtime_msaa_off, unity_multipass, unity_text_input, ...): a patch that is turned on
  but whose methods Cpp2IL doesn't find in the game now logs it and adds a WARN build check naming the patch
  ("not applied (<id>): code not found in this game ...") instead of skipping silently. ApkContext.checks =
  checks a patch reports while applying; apply_frame_fixes adds them to the build's checks (job/CLI output,
  build record). WARN only: the build still succeeds.
- FrameBridge rect_clamp: an empty projection/quad image rect (BattleTalent's first frames: 0,0 0x0 ->
  xrEndFrame -25 twice, then OVRPlugin stops submitting) becomes the whole swapchain image when its size is
  known; counted as swapped, logged ("rect_clamp: view N empty image rect -> full swapchain WxH"). Adapter
  revision unchanged; artifacts rebuilt.
- triage swapchain-rect-invalid, PLAYBOOK row, setting texts, PATCHES.md, i18n template.
2026-10-17 01:52:16 -04:00
Nick Leach a8d56567c8 Fix Quest refresh rate overrides through SteamVR
Apply saved refresh rates through SteamVR before Lepton starts, preserve launcher upgrade ordering, and cover the behavior with regression tests. Update the setting documentation and fix repository lint errors blocking CI.
2026-10-17 01:42:54 -04:00
spoopyghosty0 d9ddc85a93 Docs: regenerate PATCHES.md and the site's patch map 2026-10-17 01:34:18 -04:00
spoopyghosty0 74e5dd0d1b Analysis version 21: photon_voice_api31, cortopia_org_id, unity_appui_vibrator, gms_folded_sdk_checks, usb_midi_watcher
The four fix branches each set ANALYSIS_VERSION 20, which main already used for google_vr (#335); one bump re-analyses older library entries for all their new fields.
2026-10-17 01:34:14 -04:00
spoopyghosty0 728a009f22 a32 translator: end JIT blocks before the exit-stub table is full (GitHub #342)
Pinball FX2 VR (32-bit, through the a32 bridge) died ~2 s after its loading
screen with "a32: block at 0xf68587a0 overflowed the code buffer" (exit 127):
OpenSSL's sha1_block_data_order_armv8 (reached from RAND_poll) has ~60 SHA-1
crypto instructions in a row, each translated through the interpreter with
its own exit stub, and the block loop only stopped at 96 instructions or half
the code buffer, so the 64-entry stub table overflowed and fatal() ended the
process. The loop now also ends a block while 8 stubs are left.

Headless on the dev Frame the game now runs on past that point (menu-size
swapchains, recenter, its save files written) instead of exiting.
tests/programs/sha1ce.c (72 crypto instructions in a row + an unrolled SHA-1)
failed with the old a32run and passes with the new one, JIT = interpreter.
Triage signature a32-jit-overflow, PLAYBOOK row; frame.a32_bridge marks only
Pinball FX2 VR "Update on Frame" (package_revisions).
2026-10-17 01:33:03 -04:00
spoopyghosty0 80cb20980e Play services' folded Android 12 checks (#310) and USB MIDI polling (#297) on Android 11
Titan Isles (#310) died on GoogleApiHandler with NoSuchMethodError permitUnsafeIntentLaunch(): not the
missing Play services but play-services-basement's PlatformVersion.isAtLeastS()/isAtLeastSv2(), which R8
folded to `return true` in this minSdk 32 build. frame.gms_platform_version makes such constant checks for
Android 12+ return false again (analysis gms_folded_sdk_checks, triage gms-android12-call). Headless on the
dev Frame: runs, 72 fps, no crash.

PianoVision (#297), after frame.unity_appui_vibrator, crashed on MidiDeviceConnectionWatchThread: kshoji's
USB MIDI driver polls UsbManager, and Lepton has no USB service (null). frame.usb_midi_watcher makes
checkConnectedDevices return at once (analysis usb_midi_watcher, triage usb-midi-watcher). Host-tested.
2026-10-17 01:32:50 -04:00
spoopyghosty0 1321caabab Unity App UI: start without Android 12's VibratorManager (frame.unity_appui_vibrator, #297)
PianoVision quit about a second after start on the Frame: Unity App UI's activity
(com.unity3d.player.appui.AppUIGameActivity) calls getSystemService("vibrator_manager") and casts to
android.os.VibratorManager in onCreate without a version check; Lepton runs Android 11, so
NoClassDefFoundError before Unity starts. The sequence now leaves its registers null (the field store and
the rest of onCreate stay) and the activity's methods that read the vibrator return at once (in-place dex
edit). Suggested by analysis unity_appui_vibrator (ANALYSIS_VERSION 20) and triage unity-appui-vibrator.
2026-10-17 01:32:24 -04:00
spoopyghosty0 0f964b8483 frame.cortopia_org_id: Cortopia games stuck on the loading screen (GitHub #360)
Escaping Wonderland's Meta start-up (OculusPlatform.<Initialize>d__13) awaits
Users.GetOrgScopedID after the licence check and the logged-in user, when on
Wi-Fi, only for its analytics id. OVRPort's ovr_User_GetOrgScopedID returns
request id 0, Meta's C# wrapper logs "An unknown error occurred. Request
failed." and never calls back, so the game waits forever. The patch takes the
game's own no-Wi-Fi path for that request (b.ne after cmp w0,#2 on
get_internetReachability -> b, found with Cpp2IL). Analysis flag
cortopia_org_id (ANALYSIS_VERSION 20), triage cortopia-org-id-wait, PLAYBOOK
row, tests. Headless on the dev Frame: past the loading screen into the intro
scene (adventurer spawned), 72 fps.
2026-10-17 01:31:53 -04:00
spoopyghosty0 0775d32255 Photon Voice: skip Android 12 audio routing (GitHub #362, #325)
Photon Voice's AudioInAEC.updateAudioDevice calls getAvailableCommunicationDevices/setCommunicationDevice with no version check; on Lepton's Android 11 the microphone thread dies with NoSuchMethodError (Table Troopers at the tutorial). New patch frame.photon_voice_audio_route (analysis photon_voice_api31, ANALYSIS_VERSION 20) makes it return at once, sharing vivox_audio_route's helper; Vivox's patch is unchanged. Triage vivox-api31 / photon-voice-api31 now look for the SDK in the stack; other libraries fall to audio-api31 (report).
2026-10-17 01:31:26 -04:00
spoopyghosty0 7f9373a48e Docs: update screenshots and videos 2026-10-17 01:27:46 -04:00
spoopyghosty0 ba1344263a Triage: failed Meta platform requests (meta-request-failed) and Meta's system activities abort (meta-system-activities)
Unity games log 'An unknown error occurred. Request failed.' from
Oculus.Platform.Request.OnComplete when a Meta call gets no usable answer
(Thief Simulator #368, Eleven #346, Spectre #360): warning + report. Games with
their own copy of Meta's platform loader abort with 'DisplayErrorAndExit:
Failed to launch SystemActivities' (Breachers #357): fatal, replaces the
generic native crash. PLAYBOOK rows, tests from the reporters' logs.
2026-10-17 01:23:34 -04:00
spoopyghosty0 441388873a Catalog: Star Wars Tales GPU hang at a loading screen fixed with zink_shader_fix (#369)
The reporter's read-before-write fix for module 16800_8dbab031 (12 int Function
variables loaded before any store, the same bug as Vader Immortal's lightspeed
shaders), headset-verified: past the loading screen, ~28 min at 72 fps.
2026-10-17 01:23:34 -04:00
spoopyghosty0 04de05cff4 Settings: most users' options first; game updates switch
Sections now run from what most users need to what only some need:
Updates, Installing, Library folders, Appearance, Data, Problems and
feedback, Install links, Tools, This PC, About, Uninstall. Updates gains a
Games part: game recipes from GitHub (moved from Data) and the new
"Check games from install links for new versions" switch with its last
check and Check now. Inside sections the common options come first
(Installing: parallel uploads and video before keep-copies; Updates: dev
build last; Appearance: language first when a translation exists).

The demo manifest (site + built-in copy) names version 1.0.0 as an example;
the demo link is still never fetched or checked (test).
2026-10-17 01:12:08 -04:00
spoopyghosty0 818814c693 Install links: manifest version + update check at start
A manifest may name its build's version (top-level "version" or
"frameport": {"version"}). FramePort keeps it with the game's link record
and, at start (at most every 6 h), fetches remembered web manifests again;
a newer version marks the game link_update. The Library bar and the game
page offer to download and install it (one confirmation, same download path
as a first install, a name the user gave is kept). CLI: frameport
link-updates [--install]. Docs: INSTALL_BUTTON.md.
2026-10-17 01:12:06 -04:00
spoopyghosty0 4efccba8ea Catalog: 6 community recipes (OrbusVR, Vampire: The Masquerade - Justice, The Walking Dead: Saints & Sinners, EndoparasiticVR, FGO VR, The 7th Guest VR)
From working-recipe issues #378, #377, #376, #375, #364, #363 (validated with
scripts/catalog_from_issue.py). The 7th Guest VR: the foveation darkening
diagnostic (foveation_test) left out, title spaced, notes shortened to the
game-specific findings. FGO VR: scale rounded to 1.2.

Closes #378
Closes #377
Closes #376
Closes #375
Closes #364
Closes #363
2026-10-17 01:05:40 -04:00
spoopyghosty0 b487014d98 Google Daydream / Cardboard builds: detect and warn (GitHub #335)
Analysis extra.google_vr (ANALYSIS_VERSION 20): manifest DAYDREAM/CARDBOARD
categories, enableVrMode=com.google.vr.vrcore, libgvr.so / Cardboard SDK libs,
GVR Java classes, Unity vr-device-list (not libgvraudio.so, which Quest games
ship too). A build without Oculus support gets a warning (recipe notes, CLI,
game page); never unsupported from the manifest. Triage gvr-not-supported for
Unity's 'Google VR Error', the bridge's missing CardboardViewNativeImpl and
VrCore binds. PLAYBOOK row, tests.
2026-10-17 00:58:31 -04:00
spoopyghosty0 1d8e66c85f CLAUDE.md: move per-game/per-issue device findings to docs/DEVICE_NOTES.md
CLAUDE.md was ~150k characters (over Claude Code's instruction-file limit together with CLAUDE.local.md). The dated investigation narratives move verbatim into docs/DEVICE_NOTES.md; CLAUDE.md keeps a one-line pointer per block with the key fact and the patch/setting names.
2026-10-17 00:48:40 -04:00
spoopyghosty0 3434ce6c0e Catalog: Puzzling Places (issues), I Expect You To Die 2 (works)
Closes #359
Closes #358
2026-10-16 14:23:43 -04:00
spoopyghosty0 eedf6e4c06 Test: glslang checks the Doom3Quest shaders from #version on
Doom3Quest's shader sources start with a newline before #version (raw string literals). GL drivers accept that, but
glslangValidator's ES profile rejects it, so the optional validator step failed wherever glslang is installed.
The copy it checks now starts at #version; the rewriter output itself is unchanged.
2026-10-16 14:15:24 -04:00
spoopyghosty0 3890676dcb Save backups: agent v95 (rift-on-frame already uses 94); game version from the deployment's source_version 2026-10-16 11:47:09 -04:00
spoopyghosty0 d0dbbe32e5 Save backups for Quest games (discussion #352)
Agent v94: _backup_saves / _restore_saves stream a tar.gz of a game's internal
and external Android storage over the SSH exec channel (caches, IL2CPP and
shader caches, FrameBridge files, videos/OBBs and files over 64 MiB left out;
manifest with sha256 last). File work runs in podman unshare, holds the
launch lock and is refused while the game runs. Restore treats the archive as
untrusted (confined paths, no links/devices, size limits, hashes checked,
staged first), keeps the replaced saves as saves-before-restore.tar.gz (undo)
and puts them back if swapping fails.

PC: install/saves.py (save-backups/<pkg>/, keep 10 by default), game menu
section Saves (back up, restore..., open backups folder), Frame page
"Back up all saves", back up before deleting saves on uninstall, Settings ->
Data keep count, CLI frameport saves backup|list|restore|undo.
2026-10-16 11:47:07 -04:00
spoopyghosty0 6101314ce1 Library folders list + scans relink moved games (discussion #351)
Settings -> Library folders lists the folders Rescan scans (scan.roots: status,
games from each, remove, Add folder...), CLI frameport folders / rescan.
A scan that finds a library game elsewhere whose own files are gone and that
is the same build points the entry at the new place (title, tags, art, user
recipe, builds and installs stay); another version is taken only by Scan a
folder... (as Update with a newer APK/version), Rescan reports it; a second
copy leaves the existing one. A full scan no longer overwrites a user recipe.
2026-10-16 10:37:11 -04:00
spoopyghosty0 98ddfa7157 authorized_keys: never glue FramePort's key onto a last line without a newline (#242)
bootstrap.sh and Frame.install_key appended with echo >> after an exact-line grep; a file whose last key had no
newline got FramePort's key glued onto it, which sshd never matches, so OpenSSH uploads were refused while Paramiko
logged in with the user's own key. Both now add the missing newline first (one shared install_key_command).
2026-10-16 10:12:17 -04:00
spoopyghosty0 91bc6af2b7 Catalog: SmartTube (issues; tested 32.56 on the Frame)
Closes #350
2026-10-16 10:02:44 -04:00
spoopyghosty0 04faa0be65 Catalog: The Climb (works)
Closes #341
2026-10-16 09:39:49 -04:00
spoopyghosty0 1399d7c5a3 Catalog: Attack on Titan VR: Unbreakable works with its asset files (was Freedom, issues)
Closes #337
2026-10-16 09:36:24 -04:00
spoopyghosty0 fa5c5b32ce Catalog: Sclerosis (works)
Closes #339
2026-10-16 09:33:54 -04:00
spoopyghosty0 0228516a2a Catalog: 7 community recipes (Breathedge VR, Cities: VR, Lawn Mowing Simulator VR, Exploding Kittens VR, Lost Recipes, Neko Atsume Purrfect, Real VR Fishing)
Closes #347
Closes #345
Closes #344
Closes #343
Closes #340
Closes #338
Closes #333
2026-10-16 09:31:12 -04:00
spoopyghosty0 960da4469b Announcements: a one-time pop-up in the app
Source of truth: announcements/current.md on main (front matter: id, title,
date, optional image/button/expires; Markdown body), read from raw GitHub every
6 h like the catalog, so a push reaches users without a release. Ships
switched off (active: false).

Shown only to people who used FramePort before the announcement's date, never
on a first start; any close (X, click outside, Escape) dismisses that id for
good, and a new announcement = a new id. Centred over the content area, right
of the sidebar. announcements/README.md explains the file;
ui_smoke.py --announcement renders it.
2026-10-16 09:23:46 -04:00
spoopyghosty0 e9720f83d2 Catalog: Crisis Zone VR (works)
Closes #331
2026-10-16 00:14:17 -04:00
spoopyghosty0 729f77a9e3 Docs: update screenshots and videos 2026-10-16 00:08:46 -04:00
spoopyghosty0 4824b30e94 Catalog: Vermillion works (confirmed in the headset, #200) 2026-10-15 23:54:32 -04:00
spoopyghosty0 39e1762e53 Game menu: Update with a newer version… for Linux apps and PC VR games (#161)
Follow-up to "Update with a newer APK…": Linux apps take their new AppImage/archive or folder (a file or a folder
picker, like the app was added), PC VR games their new game folder. pipeline.replace_linux_app / replace_rift_game
re-run the add path (add_linux_app(replace=) / add_rift_game(replace=)): the entry keeps its package (so the Steam
shortcut), name, artwork, tags, switches and the user's recipe; a folder keeps the program chosen before if it's still
there, else FramePort picks again (and asks, for ambiguous PC VR games). A name that looks like another app's is
allowed with a heads-up.

The entry gets a new source_id, recorded in the deployment's recipe at install (no agent change):
components.source_replaced shows the Frame copy (and a PC install, pc_outdated) as outdated until then. Such an
install also re-sends same-size files changed after the last install (installer.changed_since), since uploads
otherwise skip files the Frame has with the same size. The old PC VR folder is left out of later scans
(replaced_dirs). CLI: frameport new-version <game> <path> (APKs too). Docs: INSTALL.md.
2026-10-15 20:10:50 -04:00
spoopyghosty0 3d260dccb1 OpenSSH uploads log in like the Frame connection; SSH key files in Settings (#242)
A Frame that only authorizes the user's own key refused OpenSSH, which
offered FramePort's keys alone (IdentitiesOnly), so every upload fell back
to Paramiko. The connection now records which login worked (Frame.auth):
after a login with this PC's own keys/agent OpenSSH also offers private
copies of ~/.ssh/id_* (OpenSSH skips its defaults once -i is given) and the
agent; a refused strict login is retried that way once. FramePort doesn't
add its key to the Frame for this.

New: Settings > Installing > SSH keys (library ssh.extra_keys, CLI
frameport frame ssh-keys): extra private key files for the connection and
OpenSSH, checked with Paramiko (passphrase keys: use the agent). OpenSSH
runs with -v and a refused login's error lists the keys offered and its
warnings. whoami's SID is read from bytes (non-ASCII user names).
Checked with Windows ssh.exe/sftp.exe against the Frame.
2026-10-15 19:58:58 -04:00
spoopyghosty0 26a34ddadb OpenSSH uploads: don't escape glob characters inside sftp's quotes (#324)
sftp escapes * ? [ inside double quotes itself, so FramePort's extra
backslash became part of the path: a folder named "... [ENG] ..." failed
every OpenSSH upload (on Linux too) and fell back to Paramiko. On Windows
the local path now goes with forward slashes: Win32-OpenSSH turned every
backslash, escapes included, into '/' ("C://Users", "/[ENG]").
Checked with Windows sftp.exe and Linux sftp against the Frame (put and
reput, sha256 match).
2026-10-15 19:58:57 -04:00
spoopyghosty0 939845d379 Catalog: Clockwork is The Last Clockwinder (Meta's store name; reported in #110) 2026-10-15 19:51:45 -04:00
spoopyghosty0 35eb12df08 CLAUDE.md: every triage sweeps for unanswered comments (closed issues, PRs, discussion replies) 2026-10-15 19:41:32 -04:00
spoopyghosty0 570a98b91a Triage: meta-entitlement for Quest games; catalog: Deadly Delivery unsupported (#322)
Deadly Delivery 1.0.30 renders (72 fps), then its lobby's Meta entitlement check
fails four times and it quits. The oculus-entitlement signature is PC VR only,
so the Quest log had no finding. New Quest signature meta-entitlement (error:
offline games may log it and play on; an online game's exit fails the test).
FramePort doesn't get around entitlement checks. docs/GAMES.md regenerated
(it was also behind on other catalog entries).
2026-10-15 19:34:51 -04:00
spoopyghosty0 f2f92cce70 Catalog: NEX Player typing verified in the headset (keyboard opened by hand) 2026-10-15 19:07:48 -04:00
spoopyghosty0 dd74c17212 Heuristics eval: docs for the dated score, CLAUDE.md notes, ratchet floors from the final run 2026-10-15 19:07:47 -04:00
spoopyghosty0 5647e266bd Catalog: Unity text-input fix for 17 recipes verified before it existed (from detection, not headset-verified) 2026-10-15 19:07:46 -04:00
spoopyghosty0 a5a86e591d eval_heuristics: adapter/device picks a catalog recipe inherits aren't errors in the dated score 2026-10-15 19:07:45 -04:00
spoopyghosty0 7cd78cfa26 eval_heuristics: date-aware score (patches newer than the entry's verified date are catalog gaps, not errors); fit report dates by verified date 2026-10-15 19:07:44 -04:00
spoopyghosty0 e04edf3600 unity_oculus_check: keep suggesting it with the Oculus XR Plugin (holdout game com.coatsink.alone needs it) 2026-10-15 19:07:43 -04:00
spoopyghosty0 c98aad5056 Use built-in Oculus evidence for adapter pose timing suggestions 2026-10-15 19:07:41 -04:00
spoopyghosty0 ae228ea4ea Refine Unity heuristics for IL2CPP support, XR routing and thread keys 2026-10-15 19:07:40 -04:00
spoopyghosty0 0599e55831 eval_heuristics: catalog truth goes through the 32-bit bridge / 2D-app transforms like suggest(); floors from the full snapshot 2026-10-15 19:07:39 -04:00
spoopyghosty0 2e83970ad5 Add catalog-only heuristics scoring and new patch fit reports 2026-10-15 19:07:38 -04:00
spoopyghosty0 33a778c195 scripts: heuristics_snapshot.py saves dump analyses as JSON for heuristics evals 2026-10-15 19:07:37 -04:00
spoopyghosty0 b9a1fe67bc CLAUDE.md: document the GitHub triage workflow
Consolidates the reusable mechanics: issue templates/labels, the
working-recipe -> catalog path (scripts/catalog_from_issue.py), handling
diagnostics zips (and the attachment-vs-placeholder gotcha), how a change
reaches users (catalog ~6 h vs code needing a release/dev build, and not
bumping a shared revision for a narrow fix), and verifying a device fix
headless. Identity/credentials stay in CLAUDE.local.md.
2026-10-15 17:34:39 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00
spoopyghosty0 741af0651e adapter: log the created swapchain handle in xrCreateSwapchain
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
2026-10-15 15:13:37 -04:00
spoopyghosty0 a2f46a17fa Catalog: 16 community-verified recipes
Headset-confirmed working configs shared through the issue form:
Tea For God (#295), Ghost Town (#299), Eye of the Temple (#302),
Ocean Rift (#304), Quantum Void (#307), AugmentedEmpire (#311),
Battlemarked (#312), Demeo (#313), Homeworld: Vast Reaches (#314),
Moss (#315), Maestro (#316), Mini Motor Racing X (#317),
Operation Wolf Returns (#318), Ragnarock (#319), Smash Drums (#320),
Vendetta Forever (#321).

Quantum Void, Homeworld: Vast Reaches and Ragnarock go in as status: issues.
2026-10-15 14:05:29 -04:00
spoopyghosty0 cbc3416ada FramePort 1.2.0
Version 1.2.0; catalog min_app 1.1.2 -> 1.2.0 for the entries that need this release (Shadow Point, Medal of Honor, Assassin's Creed Nexus, Journey of the Gods).
2026-10-15 09:14:51 -04:00
spoopyghosty0 5b6ddc2048 Catalog: Medal of Honor: Above and Beyond with the OBB delivery skip on (#159)
Turns on frame.unreal_skip_obb_delivery (and keeps frame.hw_video_decode) so
the fix applies without the user finding the toggle. Not device-verified (the
game is ~41 GB); status unknown, min_app 1.1.2 so only builds that recognise
the obfuscated DownloaderActivity get it.
2026-10-15 08:11:46 -04:00
spoopyghosty0 8f932dfd9b Unreal OBB delivery: recognise obfuscated DownloaderActivity predicates (#159 Medal of Honor)
Medal of Honor (com.Virtuos.R6DLM) keeps Epic's DownloaderActivity and log text but renames the delivery predicates
and OBBData, so expansionFilesDelivered wasn't found and frame.unreal_skip_obb_delivery was never offered. Detection
now also matches a boolean method in the package's DownloaderActivity, called from onCreate, that carries Epic's
"Checking for file : " log and calls the expansion-downloader helpers; the patch rewrites those too. ANALYSIS_VERSION
18 -> 19. Heuristics eval unchanged (10/66); no existing recipe affected.
2026-10-15 01:54:33 -04:00
spoopyghosty0 9eef555bf2 cube_standin: serve a refused cube swapchain on Vulkan too (#296 UNDERDOGS)
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
2026-10-15 01:43:29 -04:00
spoopyghosty0 8169574d89 Agent: merge case-variant duplicate shortcut keys instead of refusing them (#300 follow-up)
Pre-#263 agents left shortcuts.vdf entries with both appname and AppName; vdf_decode then refused the file
("duplicate VDF key") and Add to Steam library failed. Duplicates are now merged into one key: Steam's capitalized
spelling kept, the last value taken. Clean files still round-trip unchanged.
2026-10-15 00:50:33 -04:00
spoopyghosty0 aeabb3df5a Uploads: stream small-file tar batches over OpenSSH too, Paramiko fallback (Discussion #242)
Only big files (>=8 MiB) used OpenSSH; games made mostly of small files stayed on Paramiko and were slow on a fast
link. native_upload.put_tar streams the same tar batch through system ssh with the paired key and pinned host key;
on any failure the install falls back to Paramiko's put_tar and logs it, and doesn't retry OpenSSH for later batches.
The job log now names the transport for each part. upload_bench gains app-small / paramiko-small comparisons.
2026-10-15 00:46:11 -04:00
spoopyghosty0 d073541a83 Triage: name both OBB-check options (#159), Vulkan caveat for cube stand-in (#296), flag frames-that-started-then-stopped (#301)
- unreal-obb-check-stuck names frame.unreal_skip_obb_check (CRC, needs bVerifyOBBOnStartUp) and
  frame.unreal_skip_obb_delivery (the Java name/size gate), and says neither is a guaranteed fix.
- cube-swapchain-refused: the stand-in is GLES-only; a Vulkan game can't use it yet.
- A game that submitted projection frames but then logged no pacing summary for 20 s (process alive) is reported as
  frames-stopped (info), so a hang like SKYBOX's signature check isn't a false pass. Headless no-tracking ends are
  excluded.
2026-10-15 00:38:10 -04:00
spoopyghosty0 02dce78618 Library: side notes never create an entry; drop recipe-less stubs (#294)
Play on the Steam Frame tab for a game no longer in the library wrote last_played with upsert_game, which created an
entry with only that field: listed under its package name, "Update ready", and Update / Game settings failed with
KeyError 'recipe'. library.set_fields updates existing entries only (last played, test and session results, tags,
toggles); a one-time migration drops entries made of side notes alone.
2026-10-14 23:56:02 -04:00
spoopyghosty0 5910a8d3c7 Agent 91: the logcat keeper also catches a silent or failing Lepton mirror
After "Waiting for app", a failure line or 20 s without a logcat line start FramePort's own reader, from the
launcher's start (logcat -T <epoch>) when the mirror never wrote, else from just before its last line. The reader
restarts from where it ended, stops when Lepton's lines come back, the container's log buffer is 16 MiB, and every
decision goes to logcat-keeper.log.
2026-10-14 22:27:49 -04:00
spoopyghosty0 22413e21e9 Showcase: the fake Monitor history gets exact 1 s steps (smoothed numbers differed between renders on slow runners) 2026-10-14 20:47:31 -04:00
spoopyghosty0 4d5c5fa091 Merge pull request #231 from UnicronNL/aarch32testing
32-bit Gear VR / Oculus Go / early Quest games through the a32 bridge (frame.a32_bridge, experimental, on by default for 32-bit-only games).
2026-10-14 20:23:42 -04:00
spoopyghosty0 5007ad26a2 Lint: wrap three lines over 120 characters 2026-10-14 20:21:00 -04:00
spoopyghosty0 927dae5ff8 Merge main into aarch32testing; maintainer fixes for the 32-bit bridge
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).

Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
  time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
  the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
  and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
  stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
  LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
2026-10-14 20:10:10 -04:00
spoopyghosty0 57bb69f79c VrApi bridge: save the headset's FOV only when it really changes (it was rewritten every frame)
Rebuilt libvrapi.so and libvrapi_foveation.so without the local NDK paths a worktree build left in their debug info; a test checks that no artifact contains a local path.
2026-10-14 19:45:34 -04:00
spoopyghosty0 a87ccf4c7b Merge pull request #292 from spoopyghosty0/catalog/issue-270
catalog: com.edde746.plezy
2026-10-14 14:01:56 -04:00
spoopyghosty0 6b8605a83e Merge remote-tracking branch 'origin/main' into fix-270
# Conflicts:
#	docs/PATCHES.md
2026-10-14 14:01:13 -04:00
spoopyghosty0 bef42dfd1b Merge pull request #291 from spoopyghosty0/catalog/issue-279
catalog: com.nDreams.Ghostbusters
2026-10-14 14:00:47 -04:00
spoopyghosty0 c29c3a3fe2 Docs regenerated 2026-10-14 14:00:06 -04:00
spoopyghosty0 2a608e92f4 Merge remote-tracking branch 'origin/main' into fix-279 2026-10-14 13:59:53 -04:00
spoopyghosty0 90ebabab01 Merge pull request #290 from spoopyghosty0/catalog/issue-268
catalog: com.fulldivegames.majorasmaskvr
2026-10-14 13:59:38 -04:00
spoopyghosty0 5f2dd4bf27 Docs regenerated 2026-10-14 13:58:51 -04:00
spoopyghosty0 2e2fac2348 Catalog notes in neutral wording 2026-10-14 13:58:00 -04:00
spoopyghosty0 5b1f09e79a Catalog notes in neutral wording 2026-10-14 13:57:41 -04:00
spoopyghosty0 fb0fe55c6d Catalog notes in neutral wording 2026-10-14 13:57:24 -04:00
github-actions[bot] 84ae3c1ce0 catalog: com.edde746.plezy (from #270) 2026-10-14 17:54:26 +00:00
github-actions[bot] 2ee1dcbfcb catalog: com.nDreams.Ghostbusters (from #279) 2026-10-14 17:54:22 +00:00
github-actions[bot] 14f026c529 catalog: com.fulldivegames.majorasmaskvr (from #268) 2026-10-14 17:54:22 +00:00
spoopyghosty0 30a71a1ad4 Catalog: Assassin's Creed Nexus works (upside-down panels fixed in place, #138) 2026-10-14 13:52:33 -04:00
spoopyghosty0 a2515f13a7 FrameBridge: turn upside-down quads upright in place (#138); gl_error_clear stops Vader's runtime memory leak (#285) 2026-10-14 13:40:15 -04:00
spoopyghosty0 5d6072e11e Live view: Take screenshot button (the Screenshots tab's Steam screenshot, without switching tabs) 2026-10-14 13:06:52 -04:00
spoopyghosty0 0e588f74f7 Catalog: Vader Immortal's runtime leak wasn't reported to Valve 2026-10-14 12:56:28 -04:00
coah 13a350b3bf fix: fall back to a devkit entry when Steam drops the library shortcut
On Frames whose Steam drops FramePort's shortcuts.vdf entries on every restart
(GitHub #41/#42), "Add to Steam library" restarted Steam twice and then failed
with "Steam removed the new library entry again after restarting". Play's
fallback (the devkit entry, the one Steam keeps) was never reached because
_add_then_play gave up first.

After the second loss the shortcuts worker now adds the devkit entry while
Steam runs, so the game ends up in the library as "Devkit Game: <title>" and
the job succeeds. Agent v89.
2026-10-14 12:36:53 -04:00
spoopyghosty0 36dbbe0de7 Merge pull request #286 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-14 12:32:10 -04:00
spoopyghosty0 eb251c45b5 Merge pull request #264 from UnicronNL/fix/library-hover-crash
GUI: a late hover on a replaced Library card no longer crashes FramePort
2026-10-14 12:32:06 -04:00
spoopyghosty0 df0cc6a34f Monitor: smooth the shown numbers (time-based moving average) so they don't flicker at fast intervals 2026-10-14 12:29:22 -04:00
spoopyghosty0 3b018b6976 Opt-in frame.unreal_skip_obb_delivery for Unreal games still stuck on the downloader with the CRC check off (#283) 2026-10-14 12:27:39 -04:00
spoopyghosty0 7c066b5fea Opt-in frame.asset_files_stub: answer Meta asset-file requests for DLC managers that stall without the service (#203) 2026-10-14 12:22:13 -04:00
spoopyghosty0 095281fca5 Clear errors for a moved game APK, installer-only Linux archives and intercepted HTTPS (#278, #287, #232) 2026-10-14 12:22:00 -04:00
spoopyghosty0 8453408d24 Library: a hovered card's left border is no longer cut off at the grid and shelf edge 2026-10-14 12:16:40 -04:00
spoopyghosty0 f5368d73ea FramePort 1.1.1
Config files written by an older FramePort are no longer kept as the user's own (their backup brought them
back when a recipe dropped them).
2026-10-14 11:14:12 -04:00
spoopyghosty0 bd92c25a09 Site: contributor data refreshed (1.1.1) 2026-10-14 11:14:10 -04:00
spoopyghosty0 05024e02bf Docs: games list regenerated with the new catalog entries 2026-10-14 10:58:25 -04:00
spoopyghosty0 56e122d85f Fix release blockers in the update-skip and upload changes (agent v88)
- Check the Steam shortcut on every update, also when nothing else changed: a connection lost during
  "Add to Steam" or Steam putting its old shortcuts.vdf back left games without a library entry. The
  agent restarts Steam only when the entry really changes.
- Artwork updates for installs without a recorded artwork manifest start from a clean folder again
  (an old portrait.jpg next to a new portrait.png was picked at random for the Steam grid).
- OpenSSH uploads only rename .part files that are already complete (sftp's reput refuses them, which
  sent every resume to the Paramiko fallback).
- frame.tbxr_vendor revision 2: GL4ES ports get "Update on Frame" for the #191 draw fix.
- Configuration-only updates send the library's current Steam tags.
- finalize drops fingerprints and the artwork record an older app didn't send.
- set_settings: malformed numbers are refused before anything is written; int settings keep a
  fractional value.
- Display diagnostics use Windows PowerShell 5.1 without pwsh's PSModulePath; window diagnostics and
  the instance owner file can't stop the GUI from starting.
2026-10-14 10:58:24 -04:00
spoopyghosty0 d7a26ca181 Docs: update screenshots and videos 2026-10-14 14:34:48 +00:00
spoopyghosty0 3fcb901f8c Prefer OpenSSH for bulk uploads with resumable Paramiko fallback 2026-10-14 10:28:55 -04:00
spoopyghosty0 faea99e837 Skip unnecessary game update work and add bounded parallel uploads 2026-10-14 10:09:24 -04:00
spoopyghosty0 05c4f5603b Merge pull request #277 from spoopyghosty0/catalog/issue-266
catalog: com.arkio.arkio
2026-10-14 09:43:35 -04:00
spoopyghosty0 60fa213862 Refresh catalog PR #277 against main 2026-10-14 09:43:30 -04:00
spoopyghosty0 b67c403447 Merge pull request #276 from spoopyghosty0/catalog/issue-262
catalog: com.NiVision.RacketPinball
2026-10-14 09:43:17 -04:00
spoopyghosty0 21e2693568 Refresh catalog PR #276 against main 2026-10-14 09:43:11 -04:00
spoopyghosty0 8d8a5dab59 Merge pull request #275 from spoopyghosty0/catalog/issue-267
catalog: quest.eleven.forfunlabs
2026-10-14 09:43:00 -04:00
spoopyghosty0 185a947ba1 Refresh catalog PR #275 against main 2026-10-14 09:42:54 -04:00
spoopyghosty0 8622f8bc5c Merge pull request #274 from spoopyghosty0/catalog/issue-260
catalog: com.notdead.COMPOUNDQUEST
2026-10-14 09:42:31 -04:00
spoopyghosty0 70d722063e Refresh catalog PR #274 against main 2026-10-14 09:42:11 -04:00
spoopyghosty0 e9ab42bcab Merge pull request #273 from spoopyghosty0/catalog/issue-248
catalog: com.polyarc.Moss2
2026-10-14 09:42:02 -04:00
spoopyghosty0 6d9944844a Refresh catalog PR #273 against main 2026-10-14 09:41:57 -04:00
spoopyghosty0 11c52636c3 Merge pull request #272 from spoopyghosty0/catalog/issue-259
catalog: pl.idreams.zombirds
2026-10-14 09:41:44 -04:00
spoopyghosty0 bf455baeb5 Refresh catalog PR #272 against main 2026-10-14 09:41:37 -04:00
spoopyghosty0 986e554fa5 Fix sunglasses lens symmetry in Cool Game demo artwork 2026-10-14 09:34:49 -04:00
spoopyghosty0 f6ae3f7724 Fix xLua startup on Frame with full-pointer Lua engine 2026-10-14 09:19:19 -04:00
spoopyghosty0 310863900f Add lightweight Windows display diagnostics 2026-10-13 23:41:13 -04:00
spoopyghosty0 7462317dcb Fix GL4ES draw dispatch in Team Beef ports 2026-10-13 23:25:29 -04:00
spoopyghosty0 32a2694b05 Recover windowless FramePort instances when Windows hides the lock owner 2026-10-13 20:46:47 -04:00
spoopyghosty0 421ee8cb5f Enable reported working fades for Batman and Iron Man VR (#197) 2026-10-13 20:29:29 -04:00
spoopyghosty0 693e75b19a Retry OVRPort's missing application label failure (#269) 2026-10-13 20:21:57 -04:00
spoopyghosty0 bdbe9550ba Keep saved Android recipes out of empty OVRPort conversions (#271) 2026-10-13 20:12:50 -04:00
spoopyghosty0 c1653f21b1 Fix case-insensitive Steam shortcut keys (#263) 2026-10-13 19:20:39 -04:00
github-actions[bot] f251129c11 catalog: com.arkio.arkio (from #266) 2026-10-13 22:36:56 +00:00
github-actions[bot] 5acf9f1d7a catalog: quest.eleven.forfunlabs (from #267) 2026-10-13 22:36:55 +00:00
github-actions[bot] 88dd4a99a6 catalog: com.NiVision.RacketPinball (from #262) 2026-10-13 22:36:54 +00:00
github-actions[bot] e30c9735dc catalog: com.notdead.COMPOUNDQUEST (from #260) 2026-10-13 22:36:52 +00:00
github-actions[bot] f237f64d84 catalog: com.polyarc.Moss2 (from #248) 2026-10-13 22:36:50 +00:00
github-actions[bot] fd11975ffb catalog: pl.idreams.zombirds (from #259) 2026-10-13 22:36:48 +00:00
UnicronNLandClaude Opus 5.5 a37c75aec8 VrApi bridge: recenter from the head after the runtime's recenter
Holding the Frame's menu button turned 32-bit (and other VrApi bridge)
games 90-120 degrees to the side. The bridge's app space is LOCAL plus
the head's yaw at the start; the runtime's recenter moves LOCAL to the
head, so that old yaw was applied again. On a LOCAL reference space
change (and on vrapi_RecenterPose, ignored before) the origin is taken
from the head again in the first frame after the change, and VrApi's
recenter count goes up. Owner-verified with Gunjack.

The upstream patches are regenerated against OVRPort 5e7df52 (they
were missing the FOV cache changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:58:03 +02:00
UnicronNLandClaude Opus 5.5 536fba2145 GUI: a late hover on a replaced Library card no longer crashes FramePort
Moving the mouse over the Library right after its cards were rebuilt (e.g.
the library changed at start, or a view switch) could deliver a hover event
for a card that was already off the page. Its handler called tile.update(),
Flet 1.0 raised "Container(…) Control must be added to the page first", and
an error in an event handler takes the whole app down to Flet's error
screen.

- Library grid and shelf card hover handlers use the safe C.update(tile),
  which skips controls that aren't on the page any more (the convention
  everywhere else in ui/)
- Settings' index: scroll_to on a page that has already left the screen
  (or a closed window: "Session closed") is ignored instead of raising in
  the task callback

Seen on the desktop app (Linux) while testing the a32 branch; the code is
the same on main. No automated reproduction (needs a real hover during a
redraw).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:13:45 +02:00
UnicronNLandClaude Opus 5.5 a7b5acbd14 Library migration a32_bridge_on: the 32-bit bridge for existing 32-bit games
Recipes the user edited (source "user") are never re-derived, so a 32-bit
game whose recipe was saved before the bridge existed kept OVRPort and the
64-bit fixes and no bridge. Since 95c5de9 such a recipe can't be built at
all (build.check_a32), so it needed fixing by hand.

The one-time migration a32_bridge_on (library._migrate, after
quest_binary_fixes_v2, which adds frame.vk_sanitize to every Quest recipe)
goes over every 32-bit-only game once:
- adds frame.a32_bridge with the patch's own reason, unless the game's
  catalog entry removes it (frame_remove)
- then engine.a32_recipe as for a bridge just turned on: OVRPort and the
  64-bit fixes off, device.text_input_window for Unity, a pre-bridge
  "unsupported" becomes "unknown"; the recipe stays the user's
- recipes that already have the bridge only lose what it replaces
- skips 64-bit games, PC VR / Linux entries and "install unchanged" games

It runs once per library, so a bridge the user switches off afterwards
stays off.

Tests: a user recipe from before the bridge is migrated, a catalog
frame_remove and a 64-bit game are left alone, switching the bridge off
afterwards sticks; the game page switch test now starts from a migrated
library.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:50:05 +02:00
UnicronNLandClaude Opus 5.5 a305ecc43b a32 bridge: switch off what it replaces, and win over pre-bridge catalog verdicts
Two ways a 32-bit game ended up with a recipe that couldn't work:

- Catalog entries written before the bridge existed (Journey of the Gods,
  Shadow Point: "unsupported: the Frame has no AArch32") dropped the
  heuristic bridge suggestion like any other patch the entry didn't choose.
- Turning the bridge on by hand kept OVRPort and the 64-bit-only fixes
  (e.g. frame.vk_sanitize) on; they then failed in the build.

Now:
- A catalog entry for a 32-bit game that neither names nor removes
  frame.a32_bridge counts as older than the bridge: the bridge stays in,
  "unsupported" becomes "unknown" and the note says it's untested with the
  bridge (quoting the old verdict). Entries that name the bridge keep their
  own verdict.
- engine.a32_recipe (was _a32) also runs in pipeline.set_recipe (game page,
  CLI `recipe --enable`, Game settings dialog) and before every build. When
  the bridge has just been turned on it also adds what it needs (Unity:
  device.text_input_window) and lifts a pre-bridge "unsupported"; later
  saves only remove, so a patch the user turns off stays off.
- Which patches work on the bridge is declared per patch instead of two
  lists in the engine: Patch.a32 / base.works_on_a32. OVRPort and Frame
  fixes are off unless they say a32 = True (the bridge, the adapter, the
  launcher entry); FrameBridge settings work unless they need the xrshim
  (settings.XRSHIM_SETTINGS, the same list frame.adapter's needs_xrshim
  reads now, so a new xrshim setting is excluded by itself). Such patches
  are hidden for 32-bit games, also in the Game settings dialog.
- build.check_a32 refuses a 32-bit build without the bridge, or with OVRPort
  or a 64-bit fix on, with a plain message instead of failing inside a tool
  or producing an APK the Frame rejects (INSTALL_FAILED_NO_MATCHING_ABIS).
  engine.warnings(recipe, analysis) says the same on the game page.
- The game page redraws the patch list when the bridge switch changed other
  patches; its save uses C.update (warn.update raised when not mounted).
- Parity: a bridge build whose known-good APK is from before the bridge gets
  "new build (no baseline)" (no alt check either) and is listed apart from
  the games at parity, instead of UNEXPLAINED.

Tests: catalog verdict old vs tested, bridge turned on by hand (incl. a
later switch-off staying off), the lifted status, works_on_a32 per category,
check_a32, warnings, parity baseline + report, and the game page's switch
driven headless (no browser). Not yet built for or run on the Frame with
Journey of the Gods / Shadow Point.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:49:43 +02:00
UnicronNLandClaude Opus 5.5 2acfd64f7f Sports Scramble runs: Quest builds on the a32 bridge, Unreal's self-restart
Sports Scramble (a 32-bit Santa Cruz build: UE 4.21, OVRPlugin on VrApi 1.21)
now plays in the headset with both controllers.

a32 bridge:
- AAsset_getBuffer: the host buffer lies above 4 GiB, so the guest gets a
  copy in its own memory, freed in AAsset_close (Unreal read its
  UE4CommandLine.txt this way and aborted on the NULL it got before)
- AKeyEvent_getFlags and the remaining AConfiguration getters
- Touch controllers for Quest builds: apps that require 6DoF head tracking
  (uses-feature android.hardware.vr.headtracking version 1) get
  assets/fp_a32_headset.txt = "quest" at conversion; the bridge then passes
  both Frame controllers through (input devices, caps, state, tracking,
  vibration; struct tails per VrApi minor) and sends no synthetic touchpad
  events. Gear VR / Go games keep the remote emulation. A32_TOUCH=1/0
  overrides.

Analysis: detect.requires_6dof, headset "quest" for such 32-bit apps
(ANALYSIS_VERSION 13).

Agent 82: Unreal restarts the app once after its first-run shader precompile
(the "optimizing" screen): it starts its own launcher activity and exits, and
Lepton ends the container with the first process. Skipping the restart or
turning it off (r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0) left
the game on that screen for good. launch.sh now starts Lepton once more when
the system log shows the app's own LAUNCHER start right before its
System.exit(0) (_restart_requested; first run kept as
launch-before-restart.log; FRAMEPORT_NO_RESTART=1 turns it off).
upgrade_launchers adds it to existing launchers. Crashes, quitting from the
game and Steam's Exit game don't match.

Catalog: Sports Scramble works (owner, headset, 2026-10-13).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:48:53 +02:00
UnicronNLandClaude Opus 5.5 324b3401f7 a32translator: lock-free dispatch and per-page invalidation (profiled on the Frame)
Profiled Gunjack and Spunky Dungeon on the Frame with perf and a new
A32_PERFMAP option (a perf map of the translated code: block bodies, exit
stubs, FPCR writes). FPCR switches turned out negligible (8 of 86k samples,
none in Gunjack). The cost was elsewhere:

- The run loop took the translation mutex on every dispatch and walked a hash
  chain under it (Gunjack: jit_run 23.6 % of all samples, pthread_mutex_*
  about 7 %, plus futex time in the kernel).
- The inline lookup table for indirect branches was only written at
  translation, so a hot return target lost its slot for good to any block
  translated later into the same slot and went through the run loop ever after.
- Every dispatch did an atomic add/sub on a counter all threads share (4.7 %).
- jit_invalidate scanned every block on each cacheflush that touched a code
  page: Unity's Mono JIT does that constantly (72 % of Spunky Dungeon's main
  thread in one run).

Now:
- the run loop looks blocks up without the lock (inline table first, then
  the hash chains, published with release stores); the lock is only taken to
  translate or to chain the exit it came from
- it refills the inline table with every block it dispatches; the refill and
  invalidate_block are fenced against each other, so an invalidated block
  never stays reachable
- HASH_BITS / LTAB_BITS 16 -> 18 (Gunjack translates well over 100k blocks)
- a per-thread in_jit_section flag + fence instead of the shared counter;
  flush_cache sets flush_pending and waits for the flags (threads_any_in_jit)
- per-guest-page block lists: an invalidation visits only the blocks on the
  affected pages and drops invalid ones from the lists on the way

Results on the Frame (same build otherwise, same launch conditions):
- Gunjack, 25-45 s after start with OVP_HEADLESS_TEST: 100,462 -> about
  45,000 samples in 20 s (about 55 % less CPU), jit_run 23.6 % -> 1.6 %,
  pthread_mutex_lock about 7 % -> 0.4 %
- Gunjack, 12-27 s: 72 fps in both, 11,306 -> 9,801 samples, jit_run
  10.4 % -> 1.0 %
- Spunky Dungeon, 12-27 s: 72 fps in both; translated code is only 2-3 %
  there, so no change. The jit_invalidate phase wasn't reproducible headless
  under identical conditions: not yet measured in a played session.
- bench.c (single thread, few dispatches): unchanged.

Tests: run_programs.py (jit + interp, and A32_CACHE_KB=300), bridge harness,
fuzz.py arm-dp / t32 / arm-vfp / arm-neon (0 mismatches), pytest. Both games
pass their launch tests at 72 fps with the final build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:46:01 +02:00
UnicronNLandClaude Opus 5.5 694621c71f Catalog: Gunjack (Gear VR, 32-bit bridge) works in the headset
Gunjack (CCP, Unreal Engine 4.10 NativeActivity, VrApi, GLES) runs on the
Frame through frame.a32_bridge, confirmed in the headset by the owner
(2026-10-12). The recipe needs only frame.a32_bridge: the engine adds the
adapter and the LAUNCHER fix and turns OVRPort off, the same patch set as
the build now on the dev Frame.

Notes give the controls (right controller): trigger = fire, A = tap, stick
down = reload (swipe back), stick up = special weapon (swipe forward),
B = back. GAMES.md and the patch docs regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:46:01 +02:00
UnicronNLandClaude Opus 5.5 9df1d35003 a32 bridge: right stick up/down = swipe forward/back for NativeActivity games
Gunjack (UE 4.10, Gear VR) has no separate reload or special-weapon input on
the touchpad: every swipe goes to UE4's Gesture_Flick, and
ATDPlayerController::OnFlick reads the flick angle. Below 45 or above 315
degrees (+X, a swipe towards the back of the Gear VR touchpad) it reloads;
135 to 225 degrees (-X, a swipe forward) fires the special weapon. Up and down
swipes do nothing. The bridge sent the stick's up/down as Y swipes, so in
Gunjack those directions did nothing.

For games that read their AInputQueue (NativeActivity), the right stick's
up/down now swipe along the touchpad's own X axis: up = swipe forward
(special weapon), down = swipe back (reload). Left/right are unchanged.
Unity games (AFFECTED, Spunky Dungeon) keep their mapping.

Rebuilt liba32bridge.so. Gunjack was rebuilt and installed on the dev Frame;
the headless launch test passes. Not yet tried in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:43 +02:00
UnicronNL a86a86df3d a32 bridge: controller input for NativeActivity games (Gunjack)
Gunjack (UE 4.10, Gear VR) imports no vrapi input functions: it reads the
Gear VR touchpad and back button as Android input events from its
AInputQueue (native_app_glue). The bridge delivered its controller events
through Activity.dispatchKeyEvent, which never reaches native code, so no
control worked at all.

input.c now queues synthetic events in front of the game's AInputQueue:
- AInputQueue_attachLooper (without a callback) registers the queue;
  ALooper_pollAll/pollOnce return its ident while a synthetic event waits
  (ALooper_wake ends a blocking poll), AInputQueue_getEvent hands it out,
  finishEvent frees it.
- The AInputQueue/AInputEvent/AKeyEvent/AMotionEvent imports are written
  by hand ("!" in imports.txt) and answer for synthetic events; real
  events go to libandroid as before.
- Touch positions are scaled to the activity's window size
  (native_activity.c records it).

Mapping (right controller, as for AFFECTED: The Manor): trigger = hold
the touchpad, A = tap, right stick = swipe, B / left menu = back. Unity
and other Java-delivered games are unchanged. A new input_start (VR
re-entry) ends the previous poll thread.

Also: the libandroid functions the host side calls directly are weak
references again, so the PC test harness links (it broke with the
AAsset calls of the signature loader); bridge/test/run.py passes.

Headless on the Frame: "controllers: the game reads its AInputQueue",
72 fps. Not yet verified in the headset.
2026-10-13 14:45:43 +02:00
UnicronNLandClaude Opus 5.5 626950e52e Gunjack runs: original APK signature for UE4's check, GLES session kept across VR re-entry
Gunjack (CCP, UE 4.10, Gear VR) quit after loading because AndroidMain compares
GameActivity.AndroidThunkJava_GetSignature() with the original signing
certificate, and then crashed in the Frame's runtime when it entered VR again.

a32 bridge:
- frame.a32_bridge: original_signature() = Base64.DEFAULT(SHA-1(signing
  certificate DER)) of the original APK (META-INF/*.RSA|DSA|EC), stored as
  assets/fp_a32_signature.txt for libUE4.so games (convert(), shared with
  bridge/convert.py)
- the bridge loads it at activity creation and answers guest calls on the
  method ID of AndroidThunkJava_GetSignature()Ljava/lang/String; with it
  (replaces the unused hex/OpenSSL prototype)

VrApi bridge: after loading, Unreal leaves VR mode and enters it again on the
same GL context; the first frame of a second OpenXR session there aborted in
vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL binding's
PreBeginFrame). vrapi_LeaveVrMode now keeps a running GLES session and
vrapi_EnterVrMode reuses it for the same context (another context still gets
a new session; Vulkan unchanged). upstream-patches/runtime.cpp.patch updated,
libvrapi.so and liba32bridge.so rebuilt.

Verified on the Frame: headless launch test passes (72 fps after re-entry);
owner-verified in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:43 +02:00
UnicronNLandClaude Opus 5.5 4be8e3be37 a32 bridge in FramePort: patch frame.a32_bridge, Spunky Dungeon, Gunjack findings
32-bit-only APKs (Gear VR / Oculus Go games) are no longer "unsupported": the
recipe engine suggests frame.a32_bridge, which converts the APK with the
translator bridge (convert() shared with bridge/convert.py) and ships
liba32bridge.so / liba32rt.so / liba32stub.so (native/build.py --only a32).

FramePort:
- engine._a32: overport off (OVRPort is 64-bit only; the patch ships OVRPort's
  loader chain + its 32-bit platform dispatcher, overport.ensure_runtime_lib),
  only frame.a32_bridge/adapter/launcher of the frame patches, 64-bit-only
  adapter settings dropped, device.text_input_window for Unity; such patches
  are hidden in the UI
- analysis extra.headset (ANALYSIS_VERSION 9): quest / go / gearvr ->
  "Gear VR" / "Oculus Go" platform + Steam tag; catalog `headset:` field
- expects_obb ignores Unreal's OBB-inside-the-APK (assets/main.obb.png)
- catalog: com.fallen.affected, net.mobilemischief.spunkydungeon

Bridge / translator:
- VrApi 1.31 + Unity 2019 (no-config EGL contexts, LOCAL_FLOOR/STAGE tracking
  space), GL buffer mappings per buffer object (fixes a ~10 MB/s guest leak and
  garbled vertices), Go controller mapped to the right Frame controller
- native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*) for
  UE4 NativeActivity games (Gunjack: runs, then quits on its own APK signature
  check, which FramePort doesn't defeat)
- debugging aids: A32_BREAK, A32_STRACE to logcat, lifecycle/LeaveVrMode logs

vrapi-bridge: honours LOCAL_FLOOR/STAGE, picks a window/RGBA8 ES3 config for
no-config contexts; upstream patch updated, libvrapi.so rebuilt.

Verified on the Frame: Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46) plays at
72 fps; AFFECTED The Manor still runs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:24 +02:00
UnicronNLandClaude Opus 5.5 98b16b211a a32translator: Android bridge for 32-bit games (first game: AFFECTED The Manor)
32-bit ARM (armeabi-v7a) libraries run inside a normal 64-bit Android app on the
Steam Frame, without Android's native-bridge mechanism (no Lepton changes): each
libX.so becomes libX.a32.so plus a 64-bit stub, next to liba32bridge.so (the
translator + host glue) and liba32rt.so (a 32-bit static-PIE runtime with bionic's
libc/libm/libz/libstdc++ and a loader for the game's libraries). Guest and host
talk through hypercalls (SVC 0, r7 = 0x0a32xxxx).

Bridge (native/a32translator/bridge):
- JNI both ways: generated + hand-written JNIEnv/JavaVM, RegisterNatives and
  Java_* exports through AAPCS64 -> AAPCS32 trampolines, handles for references,
  arrays/strings shared when below 4 GiB, else copied
- NativeActivity glue, libandroid imports (weak, generated from imports.txt)
- GLES 3.2 + extensions + EGL: 996 functions generated from the NDK headers
- OpenSL ES output implemented in the guest, played through AAudio
- VrApi 1.x (Gear VR era) translated to the 64-bit VrApi -> OpenXR bridge,
  including OVRPlugin 1.12's frame layout and its wrapped (app texture) chains
- controller input as Gear VR touchpad/back/gamepad events (UnityPlayer.injectEvent)
- convert.py: prototype of the APK conversion (FramePort patch to follow)
- PC harness with a fake JVM (32 checks, qemu or native) and an on-device test APK

Translator fixes found on the way: guest signals during blocking system calls
and in host code (Boehm GC deadlock in Unity's Mono), static-PIE start files and
PT_TLS/PT_GNU_RELRO bias, host fault chaining, stderr to logcat in bridge mode.

vrapi-bridge: OVP_HEADLESS_TEST=1 skips the wait for a tracked head (automated
tests without a worn headset); upstream-patches/runtime.cpp.patch updated.

Verified on the Frame (2026-10-10): AFFECTED The Manor (Unity 5.6 + Mono,
OVRPlugin 1.12) runs in the headset with picture and sound; controls in progress.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:41:43 +02:00
UnicronNLandClaude Opus 5.5 4f042f7225 native/a32translator: AArch32 -> AArch64 user-mode translator (a32run)
Interpreter + JIT for ARM, Thumb-2, VFPv4 and NEON, ARM EABI syscall
translation, signals, threads and self-modifying code. Runs static bionic
programs on the Frame. Tests: A64 encoders vs llvm-mc, a differential
instruction fuzzer and program tests against qemu-arm. Not shipped; the
README lists the steps towards running 32-bit-only APKs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:41:43 +02:00
spoopyghosty0 54fdeaca14 Site: the download page's arriving badge uses the site's easing again (reverts that part of 1182f8f) 2026-10-13 00:00:52 -04:00
spoopyghosty0 1182f8f275 Site: release and contributor data refreshed (1.1.0); the download page's arriving badge overshoots like before (1.0.3) 2026-10-12 23:55:20 -04:00
spoopyghosty0 90248b6742 Merge pull request #253 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 23:47:48 -04:00
spoopyghosty0 8b2d24a9f5 FramePort 1.1.0 2026-10-12 23:44:06 -04:00
spoopyghosty0 c8f399da57 Docs: update screenshots and videos 2026-10-13 03:22:34 +00:00
spoopyghosty0 d787abb5df Gamepads that appear after the start reach a running 2D app; D-pad buttons in the pad layout (#162)
Agent 85: the game's container gets the host's /dev/input at /dev/fp-input (Lepton's /dev/input holds its own Wayland
input pipes) and the launcher's _gamepad_links worker keeps /dev/input/eventN links to Steam Input's virtual pads in
step while the game runs: controllers switched off and on again (Steam makes a new pad) work without a restart.
Android's EventHub adds and removes the links through inotify (dev Frame, uinput stand-in pad created after boot:
New device, Device removed, added again). Older launchers get the new gamepad line through upgrade_launchers.
The key layout also maps BTN_DPAD_* (a Steam Input layout that sends the D-pad as buttons, e.g. a stick set to
D-pad; the Frame's controllers have no D-pad of their own).
2026-10-12 23:20:29 -04:00
spoopyghosty0 81e33e7a26 Game menu: Update with a newer APK… (#161)
Pick the new APK from the game's right-click or … menu: pipeline.replace_apk checks it's the same app (refuses
another package, warns when its versionCode is older), points the entry at it and analyses it again; title, art, tags
and the user's own recipe stay, the game data stays unless the new APK's folder has its own. The game page then
offers Update on Frame.
2026-10-12 23:15:07 -04:00
spoopyghosty0 2a33c218b1 Merge branch 'worktree-agent-a259646b4d1d00ab3' into worktree-merge-pr240 2026-10-12 23:04:01 -04:00
spoopyghosty0 fbdeb700d0 A changed Frame SSH key gets its own message and a Trust the new key button; uninstall gives up its own lock
- HostKeyChanged (paramiko BadHostKeyException): not treated as "can't reach" (jobs don't pause and retry); the
  Steam Frame page explains it and offers Trust the new key (forget_host_key + reconnect); CLI frameport frame trust-key.
- Uninstall from the running app: instance.release() drops gui.lock before the data folder goes, and files still in
  use are reported as left over instead of stopping the uninstall (Windows).
Both from Reddit reports (2026-10-12).
2026-10-12 22:57:54 -04:00
spoopyghosty0 26ef64ebf9 bHaptics: skip the Android 12 Bluetooth permission request (frame.bhaptics_permission, #235)
bHaptics' vest SDK asks for BLUETOOTH_CONNECT at start; on Lepton's Android 11 the permission screen takes the
foreground for a moment and the game pauses (Yupitergrad froze on its loading screen in the reporter's session).
PermissionUtils.requestBluetoothPermission returns at once (Dex.return_early). Suggested by analysis
bhaptics_permission (ANALYSIS_VERSION 14) and triage bhaptics-permission-prompt. On the dev Frame the prompt is gone;
whether it was the whole cause of the freeze is for the reporter to confirm.
2026-10-12 22:40:49 -04:00
spoopyghosty0 43994d1c93 Artifacts: adapter, xrshim, VrApi bridges and the foveation darken layer rebuilt from #247's sources (merged with main) 2026-10-12 22:02:42 -04:00
spoopyghosty0 8fead8387d Merge PR #247 (experimental shared eye-tracked foveation, Batman video)
# Conflicts:
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	catalog/triage.yaml
#	tests/test_triage.py
2026-10-12 21:56:42 -04:00
spoopyghosty0 6419295a00 Merge PR #245 (Star Wars: Tales from the Galaxy's Edge: splash bypass, multiview depth, SideQuest layout)
# Conflicts:
#	docs/PATCHES.md
#	src/frameport/sources/quest_dump.py
#	tests/test_quest_dump.py
#	tests/test_triage.py
2026-10-12 21:48:22 -04:00
spoopyghosty0 c29cef5f97 FrameBridge: fade_quad draws colour-scale fades as a black quad over the picture (#197)
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
2026-10-12 21:40:01 -04:00
spoopyghosty0 b678ce8967 Artifacts: libvrapi.so rebuilt from #244's sources 2026-10-12 21:28:05 -04:00
spoopyghosty0 289d771cc9 Merge PR #244 (The Climb: CryEngine detection, VrApi frame flags) 2026-10-12 21:22:44 -04:00
spoopyghosty0 78ac1a2865 Agent: the cloud-saves line takes the package as given (the launcher template doesn't check names elsewhere); test template call updated (#240) 2026-10-12 21:21:06 -04:00
spoopyghosty0 8a96b37df3 Merge branch 'pr240' into worktree-merge-pr240 2026-10-12 21:14:15 -04:00
Lucas-Mathieu e1b153915e Fix Ruff formatting checks for foveation changes 2026-10-13 02:31:35 +02:00
spoopyghosty0 ec552046eb CLAUDE.md: what the 2026-10-12 issue round found (drive paths, thread keys, Cpp2IL v107, Vermillion, OLAR/FNAF/VR4, uploads) 2026-10-12 20:04:35 -04:00
Lucas-Mathieu 697e96c35f Add experimental shared foveation and Batman video/loading fixes 2026-10-13 01:50:29 +02:00
Nick Leach 34d00efe0a Fix The Climb CryEngine content detection and VrApi rendering 2026-10-12 16:28:22 -06:00
Nick Leach d6c8315463 Fix Aftermath backup data detection and first-launch cloud saves 2026-10-12 16:25:43 -06:00
spoopyghosty0 7202d6ae41 Vermillion 1.7.2: canvases are painted in the scene, so the hand and brush stay visible (frame.vermillion_scene_canvas, #200)
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
2026-10-12 18:23:56 -04:00
Nick Leach 2fe932a50f Fix Tales loading stall, clipped eye rendering, and missing backup assets 2026-10-12 16:21:23 -06:00
spoopyghosty0 1c02ebe1d3 Lint: line lengths, unused import; scripts/upload_bench.py (upload speed by method, discussion #242) 2026-10-12 18:15:09 -04:00
spoopyghosty0 4cd7a2b5e8 Docs: patch list regenerated after merging the round's patches 2026-10-12 18:09:49 -04:00
spoopyghosty0 b8d5b3badc Cpp2IL: Unity 6.5 games use the development build (metadata v107)
No Cpp2IL release reads Unity 6.5's metadata yet ("We support 23-106, got 107"), so the text-field and MSAA
fixes were skipped for Wander 0.3570 (#198). When the release reports an unsupported metadata version, the
development branch's CI build (nightly.link, as Cpp2IL's README links it) is fetched into tools/cpp2il-nightly/
and used; cached errors of that kind get one retry with it. Checked with Wander 0.3570: it reads the v107
metadata and writes TMP_InputField, OVRDisplay and OculusLoader.
2026-10-12 18:07:00 -04:00
spoopyghosty0 375a9d9fe2 Wander 0.3570: Unity's thread keys share one real key (frame.unity_tls_key_pool, #198)
Bionic allows 128 pthread keys per process. Unity 6 takes about 40, and with Gecko, Firebase and the Frame's own
libraries Wander 0.3570 ran out: Firestore aborted at start ("cannot create thread specific key for
__cxa_get_globals()", #198, #202). Opt-in patch, suggested for Unity 6 with Firebase C++ or Gecko: libunity.so's
pthread_key_create/_delete and pthread_get/setspecific imports are renamed in place to fp_tkey_* (new
elf.rename_imports: undefined symbols only, shared names refused, versions set global) and libfp_tkeys.so
(native/tlskeys) is added to its DT_NEEDED; keys without a destructor become generation-tagged slots behind one
real key, everything else keeps real keys. Approach and the first helper by Klownicle (#198), reimplemented here.
Triage signature pthread-keys-exhausted, PLAYBOOK row, Wander's recipe updated to 0.3570.
2026-10-12 18:06:59 -04:00
spoopyghosty0 0c05f88c5e Game menu: Update app only (discussion #180)
Installs the new build and leaves the game data on the Frame as it is (the CLI's --apk-only): a normal update
re-sends every OBB whose size differs from the PC's copy, which replaced OBBs changed on the Frame (mods). Asks
first; Quest games on the Frame only. Resume after a failure keeps the kind of update.
2026-10-12 17:58:07 -04:00
spoopyghosty0 22a324764d Space check before installs uses the drive each game goes to (#205)
New games are checked against the drive chosen on the Frame page, installed ones against their own drive, from
the drive list fetched at connect and after install jobs (app.frame_drives). Internal storage's free space only
counts when no drive list is known. drives.target_drive/space_shortfalls are pure helpers with tests.
2026-10-12 17:58:06 -04:00
spoopyghosty0 62e28f655e GUI: file pickers work without the desktop portal (#208)
Flet's Linux picker asks the XDG desktop portal; window managers without one (IceWM, bare X11) answer
NameHasNoOwner and every pick raised. C.pick_files / C.pick_dir now fall back to zenity or kdialog (kdialog
first on KDE; core/pickers.py, run off the UI loop), and without either to a "type the full path" box. All
twelve pickers go through them.
2026-10-12 17:58:06 -04:00
spoopyghosty0 d4ea0a27bb Linux apps: the desktop icon has its own switch, and one deleted by hand stays deleted (#212)
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
2026-10-12 17:58:02 -04:00
spoopyghosty0 401fbed1d5 Games on drives with a space in their name start again; EOS keychain loop patch; Climb's CryEngine detected
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
  a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
  now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
  upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
  keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
2026-10-12 17:55:03 -04:00
spoopyghosty0 9bfb2ddd3b Catalog: 15 new working recipes, Beat Saber and Waltz of the Wizard re-verified
Ladder, Munkr Funkr, MacacoVR, Vampire Survivors, Dance Central, NFL PRO ERA II, Swarm 2, Totally Baseball,
Drunkn Bar Fight, Drunkn Bar Fight 2, Fruit Ninja, Kill It With Fire VR, Superfly, FrenzyVR, Dungeons of Eternity.

Closes #243, closes #241, closes #236, closes #234, closes #228, closes #226, closes #224, closes #223,
closes #222, closes #220, closes #207, closes #219, closes #218, closes #217, closes #216, closes #211,
closes #210, closes #206
2026-10-12 17:09:20 -04:00
spoopyghosty0 ea2522a45d Merge pull request #225 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 16:56:14 -04:00
spoopyghosty0 fa67b36d20 Docs: update screenshots and videos 2026-10-12 20:33:12 +00:00
spoopyghosty0 972f5c7147 Showcase: the install video hovers 'Quest games' (the Frame page's readiness rows lost '(Lepton)' in c477070) 2026-10-12 16:16:55 -04:00
spoopyghosty0 c477070772 GUI: plainer words, readable dim text, quieter empty tabs, one way to connect, portal switches
- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
2026-10-12 15:46:14 -04:00
spoopyghosty0 2c1b901728 Site: less template, more FramePort
- Section labels name what you do there ("See how it works", "See what runs", "Get started") instead of 01-07; plain headlines ("What happens when you click Install on Frame", "FramePort patches the games that don't run as they are"); the hero's eyebrow is gone; nav "Install" -> "Get started" (no clash with the /install/ link page)
- Phones and narrow windows (below 1120 px) get a Menu panel instead of a hidden or wrapping nav; on phones the download buttons say "Get it on your PC"; no three.js on data saver or 2G/3G; the install log drops its detail column under 600 px
- The download page says why Windows and macOS warn on first start (self-signed) and where the SHA-256 sums are; Get started step 3 says nothing changes on the Frame until you click Allow, with a link to the script
- The app tour's screenshots and videos sit behind one disclosure; the game-maker panel shows the demo button on its own stage with the HTML behind "Show the HTML"; Compare without icon tiles, Free and open source stays the emphasized card
- Quieter motion: no cursor light, pointer-lit heading gradient or film grain; sections settle in with a 10 px rise, heading words rise without the tilt, labels decode once, a faint click ripple, a gentler hero lean, a lighter spring (--ease-spring); the warp field, the contributor dock and the gradient changelog version stay
- Readability: dim text #868a96 (4.77:1+), themed placeholders, pending install-log stages stay readable, no labels under 11px, the walkthrough shows each platform's real file and program (was "?os=linux" and FramePort.exe)
- Impeccable design-tool files (PRODUCT.md, DESIGN.md, .impeccable/) are ignored: they stay local
2026-10-12 12:57:12 -04:00
spoopyghosty0 80ef9ca6a7 Site: release and contributor data refreshed (1.0.4) 2026-10-11 21:30:25 -04:00
spoopyghosty0 c744f8740b Site: the games board lists games in a random order on every visit (working games first, then with issues, then not running) 2026-10-11 21:30:13 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 6acf9d048e App icon: all four corners rounded (only the top-left one was); source runs on Windows show FramePort's icon instead of Flet's (window.icon from an .ico made of it) 2026-10-11 14:40:32 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 eec0218b1d FramePort 1.0.4 2026-10-11 14:13:56 -04:00
spoopyghosty0 526ba0a684 Launch tests: a game that ran until the session ended for lack of a worn headset (VrApi bridge tracking deadline) passes, even when it crashes afterwards (BlazeRush 'Failed to launch' on install, GitHub #57) 2026-10-11 14:12:04 -04:00
spoopyghosty0 23b6ff1b5e Dev: WSL source runs can share the Windows copy's data folder (FRAMEPORT_WINDOWS_DATA=1): paths saved by the other side are translated on load, Java and Cpp2IL keep one copy per OS, and such runs leave the link handler alone 2026-10-11 13:59:37 -04:00
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@@ -9,7 +9,7 @@ parity-report.md
*.keystore
*.apk
.pytest_cache/
native/.cache/
native/.cache
native/**/build/
# per-machine Claude Code settings (contain home paths)
.claude/settings.local.json
@@ -19,6 +19,8 @@ CLAUDE.local.md
# outputs of `frameport report` / `parity` / ruff
REPORT.md
.ruff_cache/
.eval-home/
.eval-results/
.claude/worktrees/
# project page (site/)
@@ -30,3 +32,8 @@ site/src/assets/media/
site/media-hq/
site/public/s
site/public/setup.sh
# Impeccable design-tool files (kept local, not in the repo)
/PRODUCT.md
/DESIGN.md
/.impeccable/
+178 -400
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@@ -6,6 +6,7 @@ FramePort ports Meta Quest standalone APKs to the **Valve Steam Frame** (SteamOS
install over SSH (agent) → Steam shortcut → headless launch test + log triage`.
Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRAME_RUNTIME.md` for runtime facts.
Detailed device findings per game/issue: docs/DEVICE_NOTES.md (read before debugging a game).
## Layout
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
@@ -69,6 +70,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
@@ -119,8 +124,9 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
`ft.AnimatedSwitcher` (`app._show_view`): a new route gets a new wrapper (150 ms fade), a same-route redraw swaps
the wrapper's content (no animation; persistent views just remount); the wordmark's portal (`wordmark().data`)
pulses once when frame_state turns "connected"; both off with setting `ui.reduce_motion` (Settings → Appearance
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order, Appearance
first, Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order: most users'
needs first (Updates, which also holds game recipe + install-link updates, Installing, Library folders,
Appearance), niche ones later (Install links, Tools, This PC), Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
in Containers with `ft.ScrollKey`), the header stays; `app.settings_view.show_section(key)` (ui_smoke
`settings-index`).
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
@@ -134,6 +140,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
- Library folders (GitHub discussion #351): `core/folders.py` (no Flet) owns setting `scan.roots` (remember/add/remove/status/rescan_roots; the origin-based fallback only while the setting was never set, so removing every folder doesn't guess them back), Settings → Library folders (`settings.library_folders`, status read via run_bg), CLI `frameport folders [--add/--remove/--json]` + `frameport rescan`. Scans relink moved games (`pipeline.ScanReport`: a library game found elsewhere whose own files are gone and the copy is the same build (Quest: source_sha256, else versionName; Rift: same program path + size from the fingerprint, matched by game id or, renamed, by program) → only paths change (`relink_quest`/`_relink_rift`), user fields/builds/installs stay; another version → Scan a folder… takes it via `replace_apk(found=)`/`replace_rift_game`, Rescan only reports it; the old copy still there → kept). `add_game` no longer overwrites a user recipe (refreshes `suggested` only). Linux apps aren't scanned. PC installs of a moved Rift game (Steam shortcut path) untested.
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
@@ -219,6 +226,13 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
store matches and links then only update `auto_title`; a locked name gets no twin suffix); `sync_title` → Frame
agent v77 `rename` (deployment.json title, same shortcut appid: upsert matches by Exe) + art + one Steam restart, PC
`PcReviveTarget.rename`; an unreachable Frame → `steam_name_stale` (game page "Update name on Frame", next install).
- Newer versions (GitHub #161): game menu "Update with a newer APK…" (`pipeline.replace_apk`, outdated via
`build.source_version`) and, for Linux apps / PC VR games, "Update with a newer version…" (`replace_linux_app` /
`replace_rift_game` via `add_linux_app(replace=)` / `add_rift_game(replace=)`, CLI `frameport new-version`): the
entry keeps package, name, art, tags, switches, user recipe (a confirmed exe if the new folder has it); a new
`source_id` goes into the deployment's `recipe` dict at install (no agent change) → `C.source_replaced` = outdated
(Frame + `pc_outdated`); such an install re-sends same-size files changed after the last install (mtime/ctime,
`installer.changed_since`); the old Rift folder is in `replaced_dirs` (rescans skip it). Untested on the device.
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
still gets launch fixes like the crash-reporter rename — `-nocrashreports` alone doesn't stop UE 4.23) — it does
@@ -230,6 +244,14 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
flask icon (SCIENCE_OUTLINED) so they aren't confused with Play.
- `uninstall.py` + `frameport uninstall-app` + Settings: removes the data dir (after an optional key backup zip),
PC Steam shortcuts, the WSL Revive copy, and via agent `purge` FramePort's games/files on the Frame.
- Save backups (discussion #352, agent v95; docs/FRAME_RUNTIME.md "Save backups"): agent `_backup_saves`/
`_restore_saves '<json>'` stream a tar.gz of `lepton-data/internal/<pkg>` + `external/Android/data/<pkg>` (caches,
IL2CPP/shader caches, FrameBridge files, videos/OBBs, files >64 MiB left out; manifest `frameport-saves.json` last)
over the exec channel, file work in `podman unshare` (`_saves_ns`), launch lock held, refused while running;
restore = untrusted input (staged + checked first), rollback copy `<base>/saves-before-restore.tar.gz` (undo =
`rollback: true`). PC `install/saves.py` (`<data>/save-backups/<pkg>/<ts>.tar.gz` + `.json`, keep `saves.keep`
= 10), GUI `ui/views/saves_dialog.py` (game menu section "Saves", Frame page "Back up all saves", uninstall's
"back up before deleting"), CLI `frameport saves backup|list|restore|undo`.
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
@@ -263,6 +285,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
`working-config.yml` issue → maintainer label `catalog-accepted` (a plain issue needs `working-config` added by
hand) → `catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
`core/applog.py` (`<data>/logs/app.log`, finished GUI jobs in `<data>/logs/jobs/`).
- Announcements (2026-10-15, announcements/README.md; app only, the owner dropped the site pop-up): source of
truth `announcements/current.md` on `main` (front matter id/title/date + optional image/image_alt/button+url/
expires/active, Markdown body; ships `active: false`). `announcements.py` (no Flet; raw GitHub via
`cache.cached_text`, 6 h) + `ui/announcer.py` (pop-up 20 s after start / every 6 h when no dialog is open and not
on welcome; `C.dialog` with the portal edge, image downloaded + Pillow-checked into `<data>/announcements/`, shown
by asset URL). Shown only if the user was around before `date` (setting `announce.since`, set once at the GUI's
first start: 0 when `USED_BEFORE` settings exist, else now), once: any close (X, outside click, Escape, button)
stores the id (`announce.dismissed`, last 50). New announcement = new id; same id = typo fix.
`FRAMEPORT_NO_ANNOUNCEMENTS`; `ui_smoke.py --announcement` renders it.
- Self-update (docs/ARCHITECTURE.md "Self-update", docs/INSTALL.md "Updating"): `_version.py` = the only version
(`frameport.__version__`; pyproject reads it via hatch `dynamic`; app log, diagnostics, User-Agent, Settings use
it — never `importlib.metadata`, bundles have no dist-info). `updates.py` (no Flet): `check()` = GitHub
@@ -308,6 +339,28 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
`native/a32translator/` (not an artifact, not shipped) = `a32run`, an AArch32 → AArch64 user-mode translator
(interpreter + JIT, ARM/Thumb-2/VFP/NEON) for running 32-bit ARM Linux programs on the Frame; its README has the
design, the qemu-arm differential fuzzer and program tests. `native/a32translator/bridge/` = the in-APK Android
bridge (32-bit JNI/NativeActivity libraries in a 64-bit app: stub + liba32bridge.so + guest runtime liba32rt.so;
harness with a fake JVM; test APK org.frameport.a32test passes in Lepton; GLES/EGL, OpenSL ES via AAudio, VrApi 1.x
-> the 64-bit VrApi bridge, controller input as Gear VR touchpad/back events; `bridge/convert.py` converts an APK).
First game: AFFECTED The Manor (Gear VR, Unity 5.6 + Mono) runs in the headset with picture and sound
(2026-10-10); Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46 on VrApi 1.31, Platform SDK) plays at 72 fps.
In FramePort: patch `frame.a32_bridge` (`patches/frame/a32_bridge.py`: `convert()` is shared with the dev script
`bridge/convert.py`; artifacts `liba32bridge.so`/`liba32rt.so`/`liba32stub.so` from `native/build.py --only a32`)
is suggested for every 32-bit-only APK; the recipe then has `overport: False` (OVRPort is 64-bit only; the patch
ships OVRPort's loader chain + its 32-bit platform dispatcher itself, `overport.ensure_runtime_lib`), only
frame.a32_bridge/adapter/launcher of the frame patches, and `device.text_input_window` for Unity (`engine.a32_recipe`,
also run by `pipeline.set_recipe` + builds, so a bridge turned on by hand drops OVRPort & the 64-bit fixes; which
patches work there = `base.works_on_a32` (`Patch.a32`; overport/frame off unless `a32 = True`, adapter settings in
`settings.XRSHIM_SETTINGS` off); `build.check_a32` refuses anything else, `engine.warnings(recipe, analysis)` says
so; a catalog entry for a 32-bit game that neither names nor removes the bridge predates it: bridge kept, status
unknown; parity gives bridge builds without a bridge known-good "new build (no baseline)"; library migration
`a32_bridge_on` turned the bridge on once in every 32-bit recipe, user ones too, unless the catalog's frame_remove
names it).
Analysis `extra.headset` (ANALYSIS_VERSION 15): gearvr / go / quest → "Gear VR" / "Oculus Go" platform + Steam tag.
Catalog: `headset:` field; com.fallen.affected, net.mobilemischief.spunkydungeon, com.ccpgames.gunjack (works, 2026-10-12). Per-game a32 findings (AFFECTED, Spunky Dungeon, Gunjack's signature check `fp_a32_signature.txt`, synthetic Gear VR input, Quest builds `fp_a32_headset.txt` / `quest_touch`, recenter, debugging aids `A32_BREAK` / `A32_STRACE` / `A32_PERFMAP`, translator profiling): docs/DEVICE_NOTES.md#a32-bridge-games-lessons-debugging-aids-profiling.
- `scripts/` — `package.py` (flet build/pack), `eval_heuristics.py` (score heuristics), `ui_smoke.py` (GUI screenshots).
- `docs/` — PLAYBOOK, FRAME_RUNTIME, ARCHITECTURE, INSTALL (end users), parity reports (offline + device).
@@ -323,8 +376,17 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
@@ -380,12 +442,15 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
## Hard-won facts (don't re-learn these)
**Frame runtime (SteamOS 0.3.0, build 20260922):**
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS` → `frame.a32_bridge` (the a32 translator inside the app, see native/a32translator below).
- GLES swapchains: only `GL_SRGB8_ALPHA8`/`GL_SRGB8` (35907/35905), no MSAA. Vulkan: format 43 (sRGB) but not 37 (UNORM).
- Missing: XR_FB_passthrough (emulate via ALPHA_BLEND), XR_FB_scene/spatial entities (emulated room from STAGE bounds),
XR_KHR_composition_layer_equirect2/cylinder, XR_FB_composition_layer_image_layout (flip emulated by Vulkan blit).
- `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` return FUNCTION_UNSUPPORTED → adapter emulates
(offset = predictedDisplayTime − period − CLOCK_MONOTONIC, sampled in xrWaitFrame).
- No XR_FB_display_refresh_rate (`xrGetDisplayRefreshRateFB` -7), yet OVRPort's dispatcher offers it and answered 0 Hz
→ FrameBridge always answers with the measured rate (1/predictedDisplayPeriod, else 72). PreyVR (#306, idTech 4:
`USERCMD_MSEC = 1000 / GetRefresh()`) had 0 ms tics: async thread spinning, `com_frameTime` stuck at 0, menu black.
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
@@ -455,28 +520,14 @@ Launch tests ignore log files older than the launch (stale Proton/game logs used
(`\\wsl$` is unreliable), so PC mode copies Revive to `%LOCALAPPDATA%\FramePort`.
FramePort never bypasses Oculus entitlement checks (Platform SDK games: flagged, PC mode with the Oculus app only).
**Upload speed (measured 2026-09-29):** via the home router (PC Wi-Fi → router → Frame wlan0) only 15-18 MB/s, the
same for paramiko, OpenSSH and 4 parallel streams, so the network path is the limit, not the SSH code. Direct to the
Frame's hotspot (`wlanap` 10.35.78.1; the owner's PC has Valve's USB Wi-Fi dongle on it) 83 MB/s OpenSSH / 97 MB/s
paramiko; reading dumps from D: via WSL drvfs is then the cap (~82 MB/s). `Frame.fast_link()` (installer
`transfer_link`, uploads ≥64 MiB) uses usb0 > wlanap when reachable **and** the host key matches the paired Frame.
**Upload speed:** home Wi-Fi caps uploads at ~11-18 MB/s whatever the SSH method; the Frame's hotspot (`wlanap`) ~83-97 MB/s; `Frame.fast_link()` (installer `transfer_link`, uploads ≥64 MiB) prefers usb0 > wlanap when the host key matches. → docs/DEVICE_NOTES.md#upload-speed
**Platform SDK detection** must include delay imports (`PEInfo.delay_imports`), modular Unreal's
`*-OnlineSubsystemOculus-*.dll` and Ready At Dawn's `pnsovr.dll`: Robo Recall, Lies Beneath and Lone Echo I/II all use
it; without the Oculus app they crash with 0xc06d007e (triage `delayload-missing`) — not fixable legitimately.
GUI: Frame → Installed → folder icon = file browser (agent `list_files`, flags files missing vs the install
manifest); Settings → About shows the bundled agent version and the Frame's.
**Revive under Proton arm64 (Lone Echo, 2026-09-29):** Revive's Detours hooks (LoadLibraryW/ExW, OpenEventW, the
signature check) don't take effect: Wine's kernelbase is ARM64EC. The LibOVR shim in the game then does a plain
`LoadLibrary("LibOVRRT64_1.dll")` search (exe dir, cwd, system32, windows, PATH — no registry, `OculusBase` or
`LIBOVR_DLL_DIR` used by this build) → `Failed to initialize Oculus API (-3001)` (= Lies Beneath's "Unable to load
LibOVRRT DLL"). A symlink `pfx/drive_c/windows/system32/LibOVRRT64_1.dll -> <base>/revive/LibReviveXR64.dll` (Wine
maps a symlink to the already-loaded module) gets past it to **-3021 = ovrError_LibSignCheck**: the shim only accepts
an Oculus-signed runtime. Next step (not done): make the runtime check pass without Detours, e.g. an injected helper
that patches the game's import table (IAT) for LoadLibrary*/WinVerifyTrust, or a prefix-level override. This is
runtime interop (what Revive does), not the Platform SDK licence check (which FramePort never touches).
Uninstall (Quest, saves kept) used to leave `deployment.json` → still "installed"; fixed (agent v16).
**Revive under Proton arm64:** Revive's Detours hooks don't take effect (Wine's kernelbase is ARM64EC); a system32 `LibOVRRT64_1.dll` symlink gets past -3001 to -3021 = ovrError_LibSignCheck (Oculus-signed runtime required; not bypassed). → docs/DEVICE_NOTES.md#revive-under-proton-arm64-lone-echo
**Discovery/network:** Developer-Mode SteamOS devices announce `_steamos-devkit._tcp` (TXT `login=steamos`) — use it;
they don't publish `_ssh._tcp`. The Frame has several links: `wlan0` (home Wi-Fi), `wlanap` = its own hotspot at
10.35.78.1/24 (a PC can join it directly), `usb0` = USB gadget network 10.86.200.233/29 (up when cabled to a PC).
@@ -490,23 +541,7 @@ stopping Steam kills them → always run that work via `systemd-run --user` (the
**overport:** always `--version=latest`; `--workspace` holds runtimes and **per-package keystores (password
"password", alias "key") — never lose them**: updates must be signed with the same key or saves are lost on reinstall.
Output is deterministic (same input + runtime → same bytes), which is what makes parity testing possible.
**OVRPort 1.2.5 (2026-10-01, the fork's first release; CLI-only):** same commands (`patches [--json]`, `patch`, `help`,
`install`), but `patch` rejects unknown/duplicate args, unknown patch ids and an empty `--patches=`
(`tools/overport.patch` refuses empty lists). After patching it adds `libovrplatformcompat.so` itself when the platform
loader lacks `ovrMessageType_ToString` (our `frame.ovrplatformcompat` then skips: same library). New patches (all off;
`patches/overport.py`): `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only, exclusive),
`patch_disable_meta_xr_audio_telemetry` (x86_64 emulators: hidden), `patch_vrapi_openxr` = OVRPort's VrApi adapter =
the **unpatched** upstream of our `frame.vrapi_bridge` (`native/vrapi` unchanged since our 5e7df52), only usable with an
experimental CLI built with `-PwithVrApi=true` (stable jars list it but fail). The owner prefers OVRPort's fixes over
ours where they work as well (less to maintain): compare in the headset before switching a default.
`frameport install <pkg> --apk <file>` installs a specific (test) build signed with the game's key.
Headset results (2026-10-02, `PATCHED/_test-ovrport-1.2.5/TESTING.md`): OVRPort's own VrApi translator fails on the
Frame (Climb 2: requests VkFormat 37 → crash; POTW: no GLES path, missing `vrapi_GetTextureSwapChainHandle`) → keep
`frame.vrapi_bridge`; those two changes are upstream candidates. 1.2.5 builds (its platform compat, new permissions)
work. AC Nexus: `patch_ac_nexus_no_appsw_90` is the catalog default (owner preferred 90 Hz); `STRICT` patches are only
taken from a catalog recipe where `applies()` holds (the AC Nexus ones need build MAIN.450412.207706.final, else the
whole overport run fails).
**OVRPort 1.2.5 (2026-10-01):** `patch` rejects unknown/duplicate args, unknown ids and an empty `--patches=`; it adds `libovrplatformcompat.so` itself (`frame.ovrplatformcompat` then skips). New patches `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only; `_90` = catalog default; STRICT patches only from a catalog recipe where `applies()` holds), `patch_disable_meta_xr_audio_telemetry`, `patch_vrapi_openxr` (OVRPort's VrApi translator fails on the Frame → keep `frame.vrapi_bridge`). The owner prefers OVRPort's fixes over ours where they work as well. `frameport install <pkg> --apk <file>` installs a test build. → docs/DEVICE_NOTES.md#ovrport-125
**Patching gotchas:**
- UnityPy re-serialization breaks scene loading → patch QualitySettings ints in place.
- LIEF's DT_NEEDED injection shifts segments; our `elf.add_needed` appends a new PT_LOAD (reuses PT_NOTE, else moves the
@@ -518,377 +553,64 @@ whole overport run fails).
- VrApi-direct engines (CryEngine Climb 2, POTW) need the VrApi bridge; the bridge drops whole frames on unknown layer
types (→ black screen with audio).
**Steam Frame controller models (2026-09-30, not yet seen in a game):** adapter setting `controller_models`
(`native/adapter/render_model.c`) emulates XR_FB_render_model and serves `files/framebridge/controller_{left,right}.glb`;
agent v20 (`install_controller_models`, command `controller_models`) converts the Frame's SteamVR render models
(folder name matching "frame" + left/right, OBJ+PNG, `openxr_grip` component → grip space) at finalize/set_settings.
Valve's models are never committed or copied off the Frame. Only games that use Meta's runtime controller models
benefit (manifest `RENDER_MODEL` permission/feature → suggested); **none of the 34 catalog games do** (they ship their
own meshes: that would need per-game asset replacement). Model discovery and conversion
checked on the device 2026-09-30: `/opt/steamvr/drivers/frame_controller/resources/rendermodels/frame_controller_{left,right}`
(component OBJs in model space = the whole `<name>.obj`, one `_color.png` 2048² near-black, `openxr_grip` rotates about
X only; hidden-by-default components like `status` are skipped) → ~2 MB glb each, ~1 s. Not yet seen in a game (none
of the installed builds has the new adapter, and none requests runtime models), so whether Meta's SDK attaches runtime models at the grip pose is unverified.
**Steam Frame controller models:** adapter setting `controller_models` (`native/adapter/render_model.c`, emulates XR_FB_render_model) + agent `install_controller_models` (Frame's SteamVR models → glb at finalize); no catalog game uses runtime models; Valve's models are never committed or copied off the Frame. → docs/DEVICE_NOTES.md#steam-frame-controller-models
**overport's dispatcher (`libopenxr_loader.so`) only forwards functions in its own table** (`overportOXR: Unknown
proc addr: …`), so adapter emulations of functions it doesn't know are unreachable. For XR_FB_render_model,
`native/xrshim` fills the gap: OVRPlugin's `dlopen("libopenxr_loader.so")` string is rewritten to the shim (see
native/README). Verified on the device with Toy Master (2026-09-30): `extension shim: xrLoadRenderModelFB -> FrameBridge`.
Toy Master doesn't request a model after that (it uses its own), so the glb loading path is only unit-tested.
**Crash backtraces (2026-09-30):** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (after "Dumping logcat"), not launch.log; agent v23 launch tests wait for it and return `crash_log`, triage gets it via `triage(..., crash=)` (not pid-filtered: tombstones come from crash_dump's pid). The guest is `userdebug` (`ro.debuggable=1`), so Lepton's Fossilize layer loads into every app whatever the APK's debuggable flag; it has no off switch. Fossilize crashed Deadpool VR on uninitialized attachment-reference pNexts (several, in FVulkanRenderPass and the render-target layout) → `frame.vk_sanitize` = `native/vkshim` (engine's `dlopen("libvulkan.so")` string → `libfp_vk.so`, wraps vkCreateRenderPass2/KHR, drops unreadable/wrong-sType pNexts; verified: game runs). overport's dispatcher aborts on swapchains > 4096 px (`cmp wN,#4096` in xrCreateSwapchain) → `frame.swapchain_limit` (verified with 4XVR, 7680×3840 accepted by the runtime). Both are default-on (parity classifies their rewrites as
"expected"; library migration `quest_binary_fixes_v2`). The adapter shows cylinder layers (4XVR's movie screen) as ~15° quad strips (`cylinder_strips`, setting
`cylinder_strips`); the runtime composites them at full resolution. Equirect (360°) layers are dropped: drawing
them ourselves (GLES renderer in xrEndFrame: stutter, never showed 4XVR's VR video; Vulkan renderer: hung the
Frame's GPU in AC Nexus; reading the newest *released* image broke 4XVR's theatre) was removed again on the owner's
request — don't retry without a new approach. Converted layers must count as "swapped" or the original layer list
is submitted (runtime returns -2 for every frame). A focus debounce (hiding the Frame's brief
FOCUSED→VISIBLE→SYNCHRONIZED dips, which make 4XVR recenter) was also removed: AC Nexus stayed black with it (it
hid 521 ms focus changes at start). The new approach (below) is per-game, off the app's render thread, GLES-only.
**360° layers / 4XVR (2026-09-30):** the Frame's Android SteamVR runtime (`/opt/steamvr/bin/androidarm64/vrclient.so`,
mounted in Lepton as `/data/steamvr/runtime`) only composites quad + projection layers (cube/cylinder/equirect(2)
are enum names only) — nothing to unlock. Per-game adapter settings (off by default, hooks installed only when on):
`equirect_emul` (GLES only: a worker thread with a shared EGL context converts each 360° image to a cube map when it
changes and draws one adapter projection layer from it for every frame with exactly that frame's views (the app's own
projection views, else xrLocateViews at displayTime); xrEndFrame waits ≤6 ms for the worker's CPU submit, never the
GPU. Learned in the headset: quads can't be a background (the Frame draws quad layers above all projection layers
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
folder (`app_media_dirs`), `frameport frame send --app <pkg>`, GUI game page "Add videos" (players) / "Add videos &
files…". A 4XVR webm stereo swapchain was refused with XR_ERROR_LIMIT_REACHED (-10) → right eye grey; our projection
swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame data snapshot
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
Not yet verified in the headset.
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
folder (two break `get_apk_path`).
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
re-bake); `cmd_real package install` skips the hook.
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`), else reports it. 0.6.3's Play
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v59: watches 120 s and hides up to 10 times (the menu came back after 30 s in the owner's sessions). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
**Crash backtraces:** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (launch tests return `crash_log`). Fossilize loads into every app (userdebug guest) → `frame.vk_sanitize` (`native/vkshim`); overport's dispatcher aborts on swapchains > 4096 px → `frame.swapchain_limit`; cylinder layers → quad strips (`cylinder_strips`). Drawing equirect layers ourselves and a focus debounce were tried and removed: don't retry without a new approach. → docs/DEVICE_NOTES.md#crash-backtraces-fossilize-swapchain-limit-cylinder-and-equirect-layers
**360° layers / 4XVR:** the Frame's Android runtime composites only quad + projection layers (quads always above projection layers). Per-game adapter settings (off by default): `equirect_emul` (GLES), `equirect_flip/face/res/fps/stereo`, `stable_local`, `focus_hold` (default on), `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug`; agent `link_media` / `app_media_dirs` put sent files into a player's own folder. → docs/DEVICE_NOTES.md#360-layers--4xvr
**Companion apps / intents:** a second APK can run inside a game's Lepton container, but Lepton turns every `android.intent.action.VIEW` with data into `steam://openurl` → "open in external player" hand-offs can't work; Lepton installs exactly one `*.apk` per app folder. → docs/DEVICE_NOTES.md#companion-apps--intents-stremio--4xvr
**Text input:** Lepton's Android has no IME and VR apps run headless (no focused window); `lepton-show-flatscreen` keeps VR and gives focus + Steam's keyboard (`device.text_input_window`); `frame.unity_text_input` patches Unity's TMP_InputField/InputField at Cpp2IL offsets; agent `_keyboard` = uinput "Type on Frame". `pm install` of a second APK corrupts the main app (`cmd_real package install` skips the hook). → docs/DEVICE_NOTES.md#text-input-stremio-vr
**User reports #4-#10:** shortcuts go to the signed-in account (agent `library_users`), `launch` errors `NOT_IN_LIBRARY`; shared Cpp2IL run (`unity_text_input.Il2cppReturnPatch`) for `frame.unity_runtime_msaa_off` and `frame.unity_multipass`; VR4 → catalog `use_alt`. **Catalog changes reach existing games**: recipes store `catalog_rev`, `library._follow_catalog` re-derives non-user recipes. → docs/DEVICE_NOTES.md#user-reports-2026-10-04-issues-4-10
**Round 2 of reports / headset rounds 2-3 (2026-10-04):** vkshim `vk_shader_fix` (VR4); `Il2cppReturnPatch.field_loads` (I Am Cat); builds record `recipe_fp` (changed recipe/revised patch → "Update on Frame"); `Frame.relocate`; adapter `profile_remap` (Touch Plus/Pro); `sync_guard` (Myst); `focus_hold` tuning; ovrpshim for Unity 2017 (Accounting+); Steam library to every account, `shortcuts_lost` / `add_devkit_entry`; no clipboard service → `frame.sdl_clipboard`, `frame.godot_clipboard`; 2D apps keep non-VR patches (`needs_vr = False`); `frame/local.py` (FramePort on the Frame); after every app update `library._follow_catalog` re-derives non-user recipes once (`recipes.app_version`, `library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (re-analysis at GUI start + `pipeline.refresh_analyses`; `analysis_failed`). Roblox and BONELAB crash (unsupported). → docs/DEVICE_NOTES.md#round-2-of-reports-headset-rounds-2-3-2026-10-04
**Round 4:** XR_KHR_android_surface_swapchain is listed but unsupported → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`); save folders without u/g+rwx → launch.sh `fix_perms`; Lucky's Tale OOM (no fix); `perf` works as steamos (gdb blocked); QuestCraft JRE, WiiCompiled import by hand (Lepton has no document picker). → docs/DEVICE_NOTES.md#round-4-2026-10-04-surface-swapchains-save-folder-permissions
**Steam library failures (GitHub #21/#30/#41/#42):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (Play → AppError_9) → fallback: register through Steam's devkit interface (`devkit-1 … create-shortcut`, `~/devkit-game/<id>/`; `devkit_appid`, `devkit_appid_from_log`, `devkit_unregister`, `copy_grid_art`; ids: letter first, letters/digits/_ only); `collect_diag` adds `steam_library`. Cause still unknown. → docs/DEVICE_NOTES.md#steam-library-failures-and-the-devkit-fallback-github-21304142
**Exit game (GitHub #36):** `Apps.TerminateApp` (Steam CEF devtools on 127.0.0.1:8080) closes games; launch.sh ends the game when its parent reaper is gone (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#exit-game-github-36
**SteamVR dashboard at game start:** launch.sh's `_dashboard_worker` hides the dashboard via `SteamClient.OpenVR.VROverlay` (agent `steam_js`) from the first FrameBridge `new layer:` line (120 s, ≤10 times, stops after `toggle_dashboard_action`); log `<base>/dashboard.log`, opt out `FRAMEPORT_KEEP_DASHBOARD=1`. → docs/DEVICE_NOTES.md#steamvr-dashboard-at-game-start
**Space warp / ITR2:** OVRPort's dispatcher offers XR_FB_space_warp itself (`patch_disable_space_warp` doesn't reach UE5) → FrameBridge `hide_space_warp` (per game, off; suggested for UE5 + OVRPlugin). `equirect_emul` switches itself off on Vulkan. → docs/DEVICE_NOTES.md#space-warp--itr2
**PR #34 (Lucas-Mathieu):** `native/adapter/audio_metadata.h` keeps Meta XR Audio Wwise metadata alive (Batman: Arkham Shadow 1.4.1 smoke-bomb crash). Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally. → docs/DEVICE_NOTES.md#pr-34-meta-xr-audio-metadata-batman
**Heuristics eval (2026-10-04):** 19/44 recipes exact (superseded by the 2026-10-15 numbers under Heuristics). → docs/DEVICE_NOTES.md#heuristics-eval-2026-10-04
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
**Proton default:** the newest **stable** ARM64 Proton (`pick_proton`; owner's headset A/B); `pcvr.proton_tool` dropdown (Experimental = alias `proton-experimental`), `ensure_proton`, `proton_alternative_worth_trying`. → docs/DEVICE_NOTES.md#proton-default-stable-vs-experimental
**USB cable link:** `usb0` is a USB NCM gadget (Developer Mode only); Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py`); ~37 MB/s; `scripts/usb_autotest.py`, `frameport frame usb-check`; discovery prefers USB > hotspot > network (`discovery.dedupe`). → docs/DEVICE_NOTES.md#usb-cable-link
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
Accounting+ works (owner, 2026-10-06).
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
**SteamVR overlay apps (agent v75, 2026-10-10):** host OpenVR overlays (VRApplication_Overlay) are composited over Lepton (Quest) games on the Frame (probe checker seen over 4XVR in the headset view, `native/vroverlay_probe`); Windows ones register through Proton's vrclient too (Temporal Reality's Windows build created its overlays; fpsVR never reaches OpenVR under Proton). Detection `analysis/vroverlay.py` (bundled `.vrmanifest` with `is_dashboard_overlay`, else OpenVR + IVROverlay + self-registration markers, engine Other; Rift fingerprint `RIFT_ANALYSIS`), patch `pcvr.vr_overlay` (param autostart), Linux entry fields `vr_overlay`/`vr_overlay_autostart` (game page switch); agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay` (IVRApplications via ctypes, live; manifest `<anchor>/frameport-overlay.vrmanifest`, the app's own key, binary = launch.sh). **SteamVR on the Frame reads only `binary_path_linux_arm`** (binary_path_linux alone is skipped). Overlay apps: no launch test, no Linux Steam-parent watchdog (`FRAMEPORT_OVERLAY`), not a "running game". A Steam overlay-app shortcut and a game shortcut run together. SteamVR's SetApplicationAutoLaunch didn't persist on the dev Frame (the watch never started by itself) → **agent v76: FramePort's own autostart**: the deployment's `overlay.autostart` is the source of truth; `ensure_host_fixes` (`ensure_overlay_service`) keeps the user service `frameport-vr-overlays.service` (`_vr_overlay_watch`, 5 s polls of the known vrserver's /proc stat) only while an overlay app has autostart on (register/unregister, uninstall, purge and the kill switch `~/.local/share/frameport/vr-overlays.disabled` / `FRAMEPORT_NO_OVERLAY_AUTOSTART` update it); a new vrserver (pid + start time, kept in `~/.cache/frameport-vr-overlays.json` across agent updates) → child `_vr_overlay_round`: wait for IVRApplications, 15 s grace, `launch_vr_overlay` for apps not running (folder process or GetApplicationProcessId); log `~/.local/share/frameport/vr-overlays.log`. Dev Frame: adopted the running vrserver, skipped the already running watch; a start after a real SteamVR start/boot is not yet seen. Details: docs/FRAME_RUNTIME.md "Overlay apps".
**Lepton's logcat mirror dies (agent v67, 2026-10-09):** occasionally launch.log ends with `logcat: Unexpected EOF!` right after the game starts (about 1 launch in 50, Lepton 2.8.14 and 3.0.5): no dashboard auto-hide, no launch-test result. launch.sh's `_logcat_keeper` then reads `podman exec lepton-steamlaunch-<appid> logcat` itself into launch.log (up to 5 restarts while the game runs).
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
**Issue triage round (2026-10-06, owner's headset):** vibration in OVRPlugin games = 2 s vibrations updated per frame and
stopped with amplitude 0; FrameBridge turns amplitude 0 into xrStopHapticFeedback (else each buzz ran 2 s), haptic_fix
uses the envelope RMS (was its peak), per-game `haptic_scale` → Creed/The Boys/Jurassic World fine. Lambda1VR (TBXR):
loader named by Build.MANUFACTURER (`frame.tbxr_vendor`), no graphics extension enabled (FrameBridge adds
XR_KHR_opengl_es_enable + asks for the requirements on -50), always multisampled render-to-texture (GL shim gives
single-sampled stand-ins when GL_EXT_multisampled_render_to_texture is hidden) + its xash/ data → works. Jurassic World:
`frame.vrapi_stub`. Metro Awakening: contributor's vkshim fixes + hide_space_warp + no VALVE_rpo (jumping polygons like
ITR2). Pinball FX VR: hide_space_warp (stutters). Eleven: a Meta online request fails after platform init → needs Meta
services. Star Wars Tales: top half black + freeze after loading; ruled out: asset-file paks (never requested), Valve
foveation (off: no change), GL errors (MESA_DEBUG=1: none), EGL_BAD_ACCESS once in OVRPlugin init (harmless); the game's
eye image reads back black. BlazeRush: VrApi bridge exports + ovr*_ToString stubs + avatar stub get it to the menu room
at 72 fps, full input reaches it (diagnostics `input 5s`: Touch type only, sticks 1.0, buttons, poses 0x8f), but the room
draws no controllers and ignores input; avatar loader forced to its "Failed" path (no logged-in user) changed nothing.
`frame.ovr_trace` can't trace Unity games (P/Invoke dlsym; nothing imports ovr_*). Headless: the VrApi bridge's 30 s
head-pose deadline ends VR mode without a worn headset (not a game bug).
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
Per game: only launchers of games whose recipe has `frame.hw_video_decode` (install stage, no APK change; suggested
from analysis `media_codec`, ANALYSIS_VERSION 8; deployment.json `hw_video_decode`) get the codec line → the Podman
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
cutting logs, to stay under the 24 MB zip limit.
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
headless: Vivox initialises, 150 s at ~65-70 fps.
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline.
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
**Start activity / QuestCraft / ITR2 pop-in:** `frame.start_activity` (analysis `extra.vr_activity`, `axml.set_start_activity`; OVRPort gives every MAIN activity LAUNCHER, so take the VR activity from the original APK); Unreal reads user config from **internal** storage; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>` (QuestCraft `LIBGL_NOERROR`); vkshim `vk_query_slots` left off. → docs/DEVICE_NOTES.md#start-activity--questcraft--itr2-pop-in
**Vulkan validation / ITR2 solved:** bundle Khronos' `libVkLayer_khronos_validation.so` into a test APK + vkshim `vk_validation=1` (logcat tag VALIDATION); `vk_spec_fixes=1` drops ITR2's invalid depth resolve; VALVE_rpo removed its fog (catalog `lepton_env: VK_INSTANCE_LAYERS`). Agent `not_started` waits 30 s for "Boot complete!". → docs/DEVICE_NOTES.md#vulkan-validation--itr2-solved
**GitHub #38/#39:** SteamVR rejects image rects past their swapchain (-25) → FrameBridge `rect_clamp` (default on), triage `swapchain-rect-invalid`; The Room VR MSAA crash in libgallium. → docs/DEVICE_NOTES.md#github-3839-powerwash-simulator-the-room-vr
**Headset round 2026-10-05:** FrameBridge `pose_consistency` (I Am Cat judder), xrshim `haptic_fix` (Lucky's Tale), **`focus_hold` on by default with 5 s** (wear-sensor dips, `logs/eyetracking.txt`), `unity_no_overlay_copy` (The Room VR), ovrpshim frame wait for Unity 2019 (`UnityOculusCheck.legacy_loop`), `frame.ovr_trace` (opt-in, `native/ovrtrace`, logcat `fp_ovrtrace`). → docs/DEVICE_NOTES.md#headset-round-2026-10-05-evening
**Unity built-in VR input:** probe builds `FRAMEPORT_INPUT_PROBE=1`; ovrpshim adds a `GetMouseButtonDown` icall click (Accounting+); libunity 2019 only polls Touch when the device model starts with "Oculus" → `unity_oculus_check` revision 4 `oculus_model_checks` (BattleSisters); `haptic_fix` suggested for every game with libOVRPlugin.so. → docs/DEVICE_NOTES.md#unity-built-in-vr-input-accounting-battlesisters
**Vader Immortal (GitHub #49):** stuck on its loading card and leaked GPU mappings (solved below: `gl_error_clear`); diagnostics FrameBridge `layer_debug`, `strip_color_bias`, `frame_balance`, `snapshot=N` (`snapshot_gl.c`: saves the submitted left-eye image as `files/fb_snap_*.ppm`). → docs/DEVICE_NOTES.md#vader-immortal-headless-investigation
**SteamVR overlay apps:** host OpenVR overlays composite over Lepton games; detection `analysis/vroverlay.py`, patch `pcvr.vr_overlay`, Linux fields `vr_overlay`/`vr_overlay_autostart`, agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay`; SteamVR on the Frame reads only `binary_path_linux_arm`; FramePort's own autostart (`ensure_overlay_service`, `frameport-vr-overlays.service`). See also docs/FRAME_RUNTIME.md "Overlay apps". → docs/DEVICE_NOTES.md#steamvr-overlay-apps
**Vader's leak solved / AC Nexus flips:** stale GL errors broke SteamVR's GL interop → adapter `gl_error_clear` (GLES, catalog for Vader ep1-3); read `xrclient_<pkg>.txt` in Steam's logs for runtime errors; the runtime caps swapchains per session (~15) → flip emulation in place; adapter `flip_dump`. → docs/DEVICE_NOTES.md#vaders-leak-solved--ac-nexus-flips
**Unreal's self-restart:** UE 4.21+ restarts itself after the first shader precompile and Lepton ends the container → launch.sh RESTART_BLOCK starts Lepton once more (`upgrade_launchers`; `FRAMEPORT_NO_RESTART=1` off). → docs/DEVICE_NOTES.md#unreals-self-restart
**xrWaitFrame runs ahead:** the runtime sometimes returns a display time <1 refresh after the last submit and rejects the second submission (`VRCompositorError_AlreadySubmitted`) → the VrApi bridge re-waits (`pacing 2s:` counters). → docs/DEVICE_NOTES.md#xrwaitframe-runs-ahead-journey-of-the-gods
**Lepton's logcat mirror dies** (EOF, read failure, or silent) → launch.sh `_logcat_keeper` reads `podman exec <container> logcat` itself into launch.log (log `<base>/logcat-keeper.log`). → docs/DEVICE_NOTES.md#leptons-logcat-mirror-dies
**Double launch:** launch.sh takes `flock` on `<base>/.launch.lock` (fd 9); a second launch exits 0 and logs to `<base>/launch-dup.log` (`upgrade_launchers` adds it). → docs/DEVICE_NOTES.md#double-launch
**Issue triage round 2026-10-06:** FrameBridge turns haptic amplitude 0 into xrStopHapticFeedback, per-game `haptic_scale`; Lambda1VR → `frame.tbxr_vendor`; Jurassic World → `frame.vrapi_stub`; Metro Awakening / Pinball FX → `hide_space_warp`; `frame.ovr_trace` can't trace Unity games; the VrApi bridge's 30 s head-pose deadline ends headless VR mode. → docs/DEVICE_NOTES.md#issue-triage-round-2026-10-06
**Lepton storage:** each app's /sdcard has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (agent `storage_targets`); the media index never works; Lepton grants all runtime permissions. → docs/DEVICE_NOTES.md#lepton-storage
**SteamVR per-app settings:** `native/vrsettings` = `fp_vrsettings.exe` sets `steam.app.<appid>` `preferredRefreshRate` / `motionSmoothingOverride` live; `pcvr.steamvr_tuning` (default on, PC only). → docs/DEVICE_NOTES.md#steamvr-per-app-settings
**Language packs:** `frame.langpacks` (opt-in, `native/langpack`, `elf.hide_exports`, logcat tag `fp_langpack`) serves `<tag>.lang` files; Unreal needs the pack's Metadata = the game's version (`with_metadata`, `FRAMEPORT_LANGPACK_META`) and the `/storage/emulated/0/...` path spelling; `FRAMEPORT_LANGPACK_SKIP`. → docs/DEVICE_NOTES.md#language-packs
**Cube swapchains:** the runtime refuses `faceCount=6` → FrameBridge `cube_standin` (default on, GLES only, `native/adapter/cube_standin.c`). → docs/DEVICE_NOTES.md#cube-swapchains
**Hardware video decoding:** `native/hevc` OMX plugin (`OMX.frameport.{avc,hevc,vp9}.decoder`), installed once per Frame (`ensure_video_codec`, agent `video_codec_status`/`install_video_codec`/`video_codec_switch`); **bump `revision` in native/hevc/build.py with every artifact change**; per game `frame.hw_video_decode` (analysis `media_codec`), Settings `video.hw_decode`, `FRAMEPORT_NO_HW_VIDEO=1`; Batman migration `batman_video_patches` + `surface_native`. → docs/DEVICE_NOTES.md#hardware-video-decoding
**Vulkan shader dump:** adapter `vk_shader_dump=1` (`native/vkshim/shader_dump.h`) writes SPIR-V modules + `index.txt` to `files/fp_vk_shaders/`; `collect_diag` returns the newest session's modules (`shader_dumps`); triage `gpu-hang`, `triage.graphics_api`. → docs/DEVICE_NOTES.md#vulkan-shader-dump
**Unreal OBB check (#159):** `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`) turns off Epic's OBB CRC pass; triage `unreal-obb-check-stuck`. → docs/DEVICE_NOTES.md#unreal-obb-check
**Issue round 2026-10-12:** Lepton breaks on unquoted paths with spaces → launchers give Lepton a `~/.local/share/frameport/lepton-paths/<pkg>` link (`app_dir_lines`/`set_app_dir`/`launcher_base`); `frame.eos_keychain_loop`, `frame.unity_tls_key_pool` (`libfp_tkeys.so`, `elf.rename_imports`), `frame.vermillion_scene_canvas`; `tools/cpp2il.py` falls back to Cpp2IL's dev build for metadata v107; Linux `desktop_icon`; `scripts/upload_bench.py`. → docs/DEVICE_NOTES.md#issue-round-2026-10-12
**OpenSSH uploads (#324/#242):** `native_upload.quote` escapes only backslash and `"`, Win32 local paths go as `C:/…`; `Frame.auth` records the login that worked (app_key / user_key from `ssh.extra_keys`, `frame ssh-keys`, agent, password); strict IdentitiesOnly first, relaxed retry. → docs/DEVICE_NOTES.md#openssh-uploads
**Meta user id (#182):** OVRPort's platform loader makes up a new user id every start → `frame.ovr_stable_user` (default on) returns a stable per-game, per-user id. → docs/DEVICE_NOTES.md#meta-user-id
**Vivox API 31 (#101):** newer Vivox calls Android 12 AudioManager methods → `frame.vivox_audio_route` (analysis `vivox_api31`, `Dex.return_early`). → docs/DEVICE_NOTES.md#vivox-api-31
**Steam Input gamepad for 2D apps (#162):** opt-in `device.steam_gamepad` (deployment `steam_gamepad` → launcher `GAMEPAD_LINE` → `PODMAN_WRAPPER` / `podman_run_args` bind-mount Steam's virtual pads). → docs/DEVICE_NOTES.md#steam-input-gamepad-for-2d-apps
**Multiview programs on flat framebuffers (#77):** Mesa drops num_views=2 draws on single-view FBOs → `frame.gl_multiview_fbo` (`native/glmv` = `libfpglmv.so`, analysis `gl_multiview_libs`); headset-verified with Doom3Quest. → docs/DEVICE_NOTES.md#multiview-programs-on-flat-framebuffers-doom3quest
**BlazeRush (#57):** `frame.blazerush` (1.0.349 only), GL shim `gl_int_attribs` / `gl_highp_markers`, saved VrApi FOV (`files/framebridge-vrapi-fov.txt`), `device.config_sync` (catalog `config_sync`); launch tests treat an end after the headless deadline as a pass (triage `headless_end`). → docs/DEVICE_NOTES.md#blazerush
**Session triage:** real play sessions are triaged too: agent `last_play` / `session_log` (`<anchor>/plays.log`), `pipeline.sessions_due` / `triage_session` = `validate/session.analyze` (incl. `space-warp-used`, `gpu-hang`, `slow-frames`, `focus-dips`) → library `last_session` → game page "Last session"; `apply_suggestions_live`; CLI `frameport session <pkg> [--apply]`; pac_hints stays triage-only. → docs/DEVICE_NOTES.md#session-triage
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
crash): use PC versions.
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
1280x7000`; Flutter's popup menu ignores Escape).
Demo link: the homepage's example button = `deeplink.DEMO_MANIFEST` (https://frameport.app/demo/cool-game.json, published
from site/public/demo/); every form (https button page, frameport://, framedrop://, pasted) → `InstallRequest.demo`,
no network (fetch_manifest returns `demo_manifest()`, download refuses), `link_dialog.show_demo` (Install =
`easter.demo_install`: Cool Game's cover out of the portal; eggs off → "Nice, it works!"), CLI just says so.
**Install links / FrameDrop button protocol:** `deeplink.py` parses framedrop://, frameport:// and https install links (strict URL rules, manifest ≤256 KiB, downloads into `<data>/downloads/`), `pipeline.add_from_link`, `views/link_dialog.py`, CLI `frameport open-link`; `urlhandler.py` registers a script (bundles can't take URL arguments), `<data>/links/*.link` + `gui.alive` heartbeat; Settings → Install links (`links.framedrop`/`links.frameport`); `ui/dropped.py`, `pipeline.add_windows_exe`, `device.display_mode`; demo link `deeplink.DEMO_MANIFEST`. → docs/DEVICE_NOTES.md#install-links--framedrop-button-protocol
**Install link updates:** manifest `version` → library `link.version`; `pipeline.check_link_updates` (GUI start, 6 h, setting `links.check_updates` = Settings → Updates → Games) marks `link_update` → Library bar / game page → `link_dialog.update_from_link`; CLI `frameport link-updates`; the demo link is never checked. → docs/DEVICE_NOTES.md#install-links--framedrop-button-protocol
## Releases, CI, GitHub
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
@@ -940,6 +662,56 @@ Installed apps find the release themselves (self-update), so the notes are what
- **The repo is public: never commit personal data** — the Frame's IP address, the Steam user id, the owner's email,
local home paths (native builds use `-ffile-prefix-map`). History was rewritten once to remove them.
## GitHub triage (issues / discussions / PRs)
GitHub identity + credentials are maintainer-local (`CLAUDE.local.md`): check `gh api user --jq .login` before any
GitHub write. **The owner approves before posting, labelling or closing anything.** Reply style: "I"/neutral, never
we/our/us; never mention agent version numbers or internal tool versions; show the owner every draft in full with a
short recap of the thread so far; read **all** comments on a thread first (a later one often has the zip or the answer).
- **Every triage also sweeps for unanswered comments**, not just new threads: open AND recently closed issues, PRs
(incl. merged/closed ones) and discussions (top-level comments and their replies) whose latest comment isn't the
maintainer's, plus earlier user comments a later maintainer reply skipped. Users often ask follow-ups after a fix or
after closing (#294: two questions after the reporter closed it; #249: a Q&A discussion with no reply for days;
#161/#110: requests posted after the close). Quick check: `gh issue list --state all --search "updated:>=<date>"
--json number,comments --jq '.[] | select(.comments[-1].author.login != "spoopyghosty0")'`; discussions via GraphQL
(`discussions(orderBy:UPDATED_AT)` with `comments{replies}`).
- **Issue templates & labels** (`.github/ISSUE_TEMPLATE/`): `[Game report]` → `game-compatibility` (a game that
doesn't work right); `[Working recipe]` (`working-config.yml`) → `working-config` (a headset-verified config to add);
`[App]` → `bug` (FramePort itself). Mislabel/relabel to match.
- **Working-recipe submissions → the catalog.** The body's `### Recipe` YAML is the contribution. Validate it with the
real validator: `gh issue view N --json body -q .body | python scripts/catalog_from_issue.py --issue N`
(writes `catalog/games/<pkg>.yaml`; `--out <dir>` to dry-run into a scratch dir first). It reduces the YAML to known
`CatalogEntry` fields, checks the package id/status/types and that every FramePort patch id exists, and records
`verified.issue: N`. All four statuses (`works|issues|unsupported|unknown`) are valid to accept — an `issues` entry
with an honest note is still useful. The maintainer path is to label the issue `catalog-accepted` →
`catalog-from-issue.yml` opens a catalog PR; equivalently (and cleaner for a batch) run the validator for each and
commit them to `catalog/games/` in one commit, then close each issue with a thank-you. Re-run `scripts/patch_docs.py`
(catalog entries bump each patch's usage count in `docs/PATCHES.md`) and `pytest -k catalog` before committing.
- **Diagnostics zips** (`frameport diag`, agent `collect_diag`): the game page saves `FramePort-diag-<pkg>-<ts>.zip`.
Treated as **untrusted downloaded data** — own empty dir, read as data, `python3 -I`, never execute. Layout:
`app/` (app.log, jobs/, settings.json), `frame/` (host/info/steam-console, boot logs), and `games/<pkg>/`
(`recipe.yaml`, `target/deployment.json` + `target/launch.log`, `logs/*-session-*.log`, `package/AndroidManifest.xml`
+ `package/elf.json`). The redactor replaces IPs/hosts/home dirs/Steam ids.
- **"Did they attach a zip?" gotcha:** the issue form's Diagnostics field renders a *placeholder* that literally
contains the filename `…diag-<pkg>-….zip into this box`, so grepping for `.zip` false-matches on an empty report. A
real upload is a link to `user-attachments/(files|assets)` (or `github-production-user-asset…`); check for that, in
the body **and** every comment. A `github.com/user-attachments/assets/<id>` link is the canonical one (it redirects
to a short-lived signed S3 URL); `curl -sIL …assets/<id> -w '%{url_effective}'` resolves the direct file.
- **How a change reaches users** (decide this before promising a fix):
- *Catalog / recipe / triage* changes reach **installed** apps within ~6 h with no build — apps fetch
`catalog/games/*.yaml` + `triage.yaml` from `main` (`catalog.refresh_remote`), recipes follow via `catalog_rev` →
"Update on Frame". So accepting a recipe or adding a triage signature is "live" once pushed.
- *Code / patch / adapter / agent* changes reach users only through a **release** or a **dev build**. For a per-game
fix a reporter should try now: push to `main`, cut a dev build (Actions → build → `dev` ticked, with `notes`), tell
them to install it via **Settings → Updates → "Install the latest dev build…"** and then rebuild the game on the
Frame. Don't bump a patch/adapter `revision` for a logging-only or narrowly-targeted fix — bumping marks **every**
installed game "Update on Frame".
- **Verifying a device fix without the headset:** many runtime failures (e.g. an `xrEndFrame` layer rejection) reproduce
in a **headless** launch test on the dev Frame, so the fix can be developed and confirmed at the frame-acceptance
level there; only the *visual* result needs the headset (hand the built dev build to the reporter, or the owner, for
that). `frameport settings <pkg> <key>=<value>` toggles adapter settings (e.g. `layer_debug=1`) live, no rebuild.
To reproduce a reporter's exact build, grab their APK from its upstream source (e.g. the linked GitHub release), scan
→ build → install → test in an isolated `FRAMEPORT_HOME` (see "Dev commands" / the Frame-busy rules).
## Heuristics (games not in the catalog)
Each patch's `detect()` suggests itself from the Analysis; `applies()` says whether it can matter at all (the UI/CLI
hide non-applicable patches; enabled ones are always shown). Rules learned from the 34 games:
@@ -947,9 +719,15 @@ MR-only (PASSTHROUGH required + BOUNDARYLESS_APP) → force_passthrough, + USE_S
hand tracking required → controller_fix=0; OVRPlugin + ≥20 GiB → disable_space_warp; Unreal ≤4.21 or Unreal Meta XR
Audio → nodebug; Oculus-OS class referenced by the Unreal audio build or ≥2 Meta libs → oculusos; legacy-VrApi Unity
GLES with MSAA → unity_no_msaa; CryEngine → user.cfg r_variable_rate_shading=0; direct VrApi → bridge (+GL shim for
GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
`python scripts/eval_heuristics.py "<dumps>"` (catalog off vs verified recipes; currently 33/34 exact — Phantom's
"use the no-ForceQuit build" is only detectable at runtime via triage). Add a rule → re-run the eval + `pytest -m games`.
GLAD/GLES); Unreal → alternate no-ForceQuit build. Scoring (docs/HEURISTICS_EVAL.md, 2026-10-15): analyse the dumps
once (`scripts/heuristics_snapshot.py <out.json> "<VR CyberDeck Portable>" "<PATCHED>"`, ~30 min, keep out of git),
then `scripts/eval_heuristics.py --snapshot <out.json> --split dev|holdout|all [--fit-report]` (catalog-only truth,
per-patch precision/recall, a fixed 20% holdout to catch rules fitted to one game). Read the **dated** score: an
"extra" on an entry verified before the patch existed is a catalog gap, and adapter/device picks are inherited by
catalog recipes anyway. 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6%; remaining misses are
one-game runtime fixes. Don't key a rule on one game's code fingerprint (an Unreal splash/depth "detect" matching
only Star Wars Tales + FNAF HW was rejected: it would also have bumped ANALYSIS_VERSION for every user). Add a rule →
re-run dev + holdout + `pytest -m games`.
## Frame operations
- Find/connect: `frameport frame discover` / `frame info` (the remembered Frame is in `<user data>/frames.json`).
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## Included in this repository / the release bundles
| Component | Where | License |
|---|---|---|
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
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# Announcements
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit it on `main`: the app reads it
from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone without a release.
## Who sees it
- **Only people who already used FramePort before the announcement's `date`.** A new install never shows one, and
nor does an announcement published before FramePort was installed.
- **Once.** Closing it in any way (the X, a click outside it, Escape, or its button) dismisses it for good. The app
remembers dismissals in its settings (`announce.dismissed`).
- **A new announcement = a new `id`.** Fixing a typo with the same `id` doesn't show it again to anyone who closed it.
A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier one or not.
## The file
```markdown
---
active: true # false = nothing is shown (the fields are still checked)
id: meetup-2026-11 # letters, digits, . _ - — change it for every new announcement
title: Steam Frame meetup on Discord # required
date: 2026-11-02T18:00:00Z # required: when it was published (UTC; a bare date = midnight UTC)
image: announcements/meetup.png # optional: a file in this folder, or an https URL (PNG, JPEG, WebP, GIF; ≤ 5 MiB)
image_alt: The meetup poster # optional: what the picture shows (screen readers)
button: Join the meetup # optional: an action button, with url
url: https://example.com/meetup
expires: 2026-11-30 # optional: not shown after this day (UTC, inclusive)
---
The body, in Markdown: **bold**, *italic*, `code`, [links](https://frameport.app/), lists, headings.
```
The body is Markdown (no HTML). A `date` in the future works as a schedule: nobody sees it before then.
Images look best at about 2:1 (e.g. 1200×600). The pop-up is 600 px wide and shows between 140 and 320 px of the
picture's height.
`pytest tests/test_announcements.py` checks this file, so a broken announcement fails CI instead of silently showing
nothing.
To turn announcements off for testing: `FRAMEPORT_NO_ANNOUNCEMENTS=1`.
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@@ -0,0 +1,16 @@
---
# The announcement FramePort shows once (announcements/README.md). Switched off: set active: true.
active: false
id: example-2026-10
title: Example announcement
date: 2026-10-15T12:00:00Z
# image: announcements/example.png
# image_alt: What the picture shows
# button: Read more
# url: https://frameport.app/changelog/
# expires: 2026-11-30
---
This is where the text goes, in **Markdown**: *emphasis*, `code`, [links](https://frameport.app/) and lists.
- Keep it short: one or two paragraphs.
- Change `id` for every new announcement.
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@@ -1,22 +1,30 @@
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
222727ddabf7eaee08c92e86c64f02edc6639667e9041ab2629032b885c9ae3a ./arm64-v8a/liba32bridge.so
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
468b97ee3c36481d939a87425b15880c7a801d16732350e1e2832b385d63f20a ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
4a13a33e112c9e4e3c5ff4337ed6e988a9e5b3602f48d654df148ef5fafbf426 ./arm64-v8a/libfpglmv.so
36400eae4ba3807bcfcd54463daa217347032b07218792faa448d8cbbd086a0e ./arm64-v8a/libframe_xrshim.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
449e13bbe58de6718d4e530177924e09552a95d748a082739899144e2cb3ccf3 ./arm64-v8a/libopenxr_loader_generic.so
b1ec76d3c93862ef2e5dcffab44b4b45cdbd791df3c6870350a04be44a0e0137 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
1d83eb94ec1df44f29a5f525dce4d5b608dbbb13a9c7a5efeb80a4b1dc54a721 ./arm64-v8a/libvrapi.so
47f736dfeffce6aa56be2fc049c2d11b87b0d1f7389db7ee1737fcded9457811 ./armeabi-v7a/libopenxr_loader_generic.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
b35a45e3e4948352a5433553420848eb7a8837afbe114edb1e95979872e25426 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
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Regular → Executable
BIN
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+56
View File
@@ -0,0 +1,56 @@
===============================================================================
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
Copyright (C) 2005-2026 Mike Pall. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
===============================================================================
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
This is a version (aka dlmalloc) of malloc/free/realloc written by
Doug Lea and released to the public domain, as explained at
https://creativecommons.org/licenses/publicdomain
===============================================================================
+5 -1
View File
@@ -34,7 +34,11 @@ say "Letting FramePort log in"
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
# a file without a final newline would glue our key onto its last line, where sshd never matches it (GitHub #242)
grep -qxF "$key" ~/.ssh/authorized_keys || {
[ -n "$(tail -c1 ~/.ssh/authorized_keys)" ] && echo >> ~/.ssh/authorized_keys
echo "$key" >> ~/.ssh/authorized_keys
}
say "Setting up Lepton's containers"
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
+19
View File
@@ -0,0 +1,19 @@
package: ScaredBySquares.Game
title: Scared By Squares
status: unknown
notes: 'Showed black and dropped back to the home environment while the game kept running (sound only, GitHub 323).
Fixed in FramePort 1.2.1 and checked on the Frame without the headset (the game runs at 72 fps and SteamVR keeps it
as the running game); not yet confirmed in the headset. Rebuild and reinstall the game after updating FramePort.'
details: 'The game (Unreal 4.27, OpenXR) creates two controller actions named "turn" (an action mapping and an axis
mapping called Turn). The Frame''s runtime accepts the duplicate, then fails to load the input manifest it builds
from the actions ("SetXrInputConfig failed. Failed to load manifest") and treats the game as closed. FrameBridge''s
action_dedup (on by default) creates the second one as "turn_2".'
tested_version: '2'
engine: Unreal
xr: OpenXR
frame:
- frame.hw_video_decode
- frame.unreal_skip_obb_check
updated: '2026-10-16'
min_app: 1.2.1
source_hint: Scared By Squares
+9 -7
View File
@@ -10,12 +10,14 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
date: '2026-10-11'
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
frame_build: '20261007.6125817'
agent: 79
issue: 211
source_hint: Waltz
+14 -9
View File
@@ -4,14 +4,19 @@ tested_version: '1.0'
source_hint: Sports Scramble
engine: Unreal
xr: VrApi
status: unsupported
notes: 32-bit only; the Frame has no AArch32.
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32.
alt_overport:
- patch_remove_unreal_force_quit
status: works
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Both controllers work as
Touch controllers. The first start shows a one-time "optimizing" screen (a bit jittery) and then starts the game
again by itself.
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES, OBB. The bridge needed AAsset_getBuffer
(copied into guest memory), AKeyEvent_getFlags and the remaining AConfiguration getters. A Santa Cruz (early
Quest) build: it requires 6DoF head tracking, so the bridge passes both Frame controllers through as Touch
controllers (assets/fp_a32_headset.txt) instead of the Gear VR remote. Unreal restarts the app after its
first-run shader precompile; the launcher starts Lepton again for it (agent 86). Plays in the headset (owner,
2026-10-13).'
frame:
- frame.a32_bridge
pcvr_alternative: Rift only; not on the Revive compatibility list.
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: e2e6788da99e2a38ea8f1e83e997ab44fed5492ce117d99ee3d376e6faeb0de4
date: '2026-10-13'
min_app: 0.12.1
+6
View File
@@ -7,8 +7,14 @@ xr: OpenXR
status: works
notes: Uses Meta XR Audio via FMOD (not covered by patch_meta_xr_audio); if audio is missing, that is the likely
cause.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 63fff470777f2753d55ad50f8355573ced8fa48bcaee0f5e6a0c10369f951a38
updated: '2026-10-15'
@@ -6,9 +6,15 @@ engine: Unity
xr: VrApi
status: issues
notes: Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Legacy VrApi via OVRPlugin; overport swaps in an OpenXR OVRPlugin. Do not remove VrApi.
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 192ff250f5fbec38b9c4e898f0b8408edc25901f46bb4b227f7ca60bbd9f0bba
updated: '2026-10-15'
@@ -6,9 +6,15 @@ engine: Unity
xr: OpenXR
status: works
notes: Needed the GLES/sRGB swapchain fallback.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Also available as a native PC SteamVR title.
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 158f7c4f5e8558029dc8cc5e8dcb4e67e846b261bf34e3e448fee7f657c74597
updated: '2026-10-15'
+20
View File
@@ -0,0 +1,20 @@
package: com.CreaTeam.Sclerosis
title: Sclerosis
status: works
notes: Copy the "Amnesia The Dark Descent" folder from a Windows/Proton install to "FramePort/com.CreaTeam.Sclerosis/lepton-data/external".
Default hand positions are rather askew and should be amended via VR Controller Mappings in Steam itself. FOV
warping effects are EXTREMELY disorienting in VR, beware. Otherwise seems to work without issue.
tested_version: 1.10.7
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-16'
known_good_sha256: e17421ad9894f5e57fb9b1b8110544715166756ef924b5a86831f6f20e70a6d5
app: 1.2.0
overport_cli: 1.2.5
issue: 339
source_hint: Sclerosis_v1.10.7
@@ -0,0 +1,24 @@
package: com.Curve.LawnMowingSimulatorVR
title: Lawn Mowing Simulator VR
status: issues
notes: Left eye textures flicker only when mowing in specific areas.
tested_version: 1.0.50
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_consistency: 1
hide_space_warp: 1
verified:
date: '2026-10-16'
known_good_sha256: 2653e9b1dfbd11d607b5dd17b9c07ab19d9e98e1004ef9b14cb52867b5f959dc
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 344
source_hint: com.Curve.LawnMowingSimulatorVR
@@ -0,0 +1,22 @@
package: com.FireproofStudios.GhostTown
title: Ghost Town
status: works
tested_version: '1.01'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-14'
known_good_sha256: 248b59ade696bdd4808fc05c2117aa9e8debe133d3d0874a276cc8cb67439f58
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 299
source_hint: Ghost Town
@@ -0,0 +1,10 @@
package: com.FlatHeadStudio.DeadlyDelivery
title: Deadly Delivery
status: unsupported
notes: "Quits after Meta's entitlement check fails: it needs Meta's online services."
tested_version: 1.0.30
engine: Unity
xr: OpenXR
verified:
date: '2026-10-15'
issue: 322
@@ -6,8 +6,14 @@ engine: Unity
xr: OpenXR
status: works
notes: Recommended pilot title.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 2300f628ce04c1da60b52fed18335d6a31b88cc88313fd6d2c0e1a8e7785126f
updated: '2026-10-15'
+21
View File
@@ -0,0 +1,21 @@
package: com.GenderGames.Ladder
title: Ladder
status: works
tested_version: Release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
app: 1.0.4
overport_cli: 1.2.5
issue: 243
source_hint: Ladder
@@ -0,0 +1,23 @@
package: com.HarmonixMusic.DCVRQuest
title: Dance Central
status: works
tested_version: 1.2.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 228
source_hint: com.HarmonixMusic.DCVRQuest
@@ -0,0 +1,22 @@
package: com.HypetrainDigitalLtd.Breathedge
title: Breathedge VR
status: works
notes: Loading fade is broken and only shows a small square but the game works!
tested_version: 1.0.7
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 4975a32fbf36b4d417142a944bf7d771c18a184dc0320b5937ac2c67bd013575
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 347
source_hint: Breathadge
@@ -13,8 +13,9 @@ details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Kl
the captured modules are from Lepton 2.8.14 and stop matching if a Frame update changes the driver's output -
the layer logs that). OVRPlugin asks for poses at its own clock (pose_time_fix). Unreal's Oculus input animates the
thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch reads the touches instead; binding
the proximity to the touch inputs in FrameBridge didn't reach the game). The Frame's SteamVR runtime
leaks about 20 MB a second while the game runs (reported to Valve).
the proximity to the touch inputs in FrameBridge didn't reach the game). The game leaves GL errors
pending; the runtime's GL check took one as its own failure and then allocated a command buffer every frame
(~20 MB a second until the frame rate collapsed). gl_error_clear clears them first (GitHub #285).
tested_version: 1.1.1+667256.cl.387770
engine: Unreal
xr: VrApi
@@ -27,10 +28,11 @@ frame:
- frame.zink_shader_fix
adapter:
pose_time_fix: 1
gl_error_clear: 1
zink_shader_fix: 12016:b2919629761ad268e0b21c72ac8520f81b76e72c3adc26897f97eae9a3e70a66:3092:0x0003003e,166,82,0x0003003e,177,82,0x0003003e,183,82,0x0003003e,189,82,0x0003003e,256,82,0x0003003e,266,82,0x0003003e,272,82,0x0003003e,278,82,0x0003003e,318,82,0x0003003e,328,82,0x0003003e,334,82,0x0003003e,340,82;11436:6f18be49f2aaa2452f962eb16f7af744c5c22a7b25f37ce681e0d6399e35a869:2932:0x0003003e,164,80,0x0003003e,175,80,0x0003003e,181,80,0x0003003e,187,80,0x0003003e,254,80,0x0003003e,264,80,0x0003003e,270,80,0x0003003e,276,80,0x0003003e,316,80,0x0003003e,326,80,0x0003003e,332,80,0x0003003e,338,80
verified:
date: '2026-10-09'
issue: 49
updated: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode I
@@ -18,7 +18,9 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
gl_error_clear: 1
verified:
date: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode II
@@ -18,7 +18,9 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
gl_error_clear: 1
verified:
date: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode III
@@ -0,0 +1,20 @@
package: com.InnoverseLtd.FrenzyVR
title: FrenzyVR
status: works
notes: Works, runs good
tested_version: '107'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 216
source_hint: Frenzy VR
@@ -5,9 +5,14 @@ source_hint: 'Sniper Elite VR- Winter Warrior'
engine: Unity
xr: OpenXR
status: works
notes: ''
notes: frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 6b8170da5826b9a35326a20967a0e5a242d46fb569a0a3c669e1cbd368102dd3
updated: '2026-10-15'
@@ -0,0 +1,22 @@
package: com.LocoMotionDevs.Superfly
title: Superfly
status: works
notes: Works, take a bit to launch but works
tested_version: 1.3.3
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 217
source_hint: Superfly
+24
View File
@@ -0,0 +1,24 @@
package: com.MeatSpace.Nakatomi
title: Vendetta Forever
status: works
tested_version: 1.0.4.0
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 72885ad42f1b730a1bd7fad271b87665914e3cf14fde60409395868458ac7b06
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 321
source_hint: com.MeatSpace.Nakatomi
@@ -0,0 +1,28 @@
package: com.Miragesoft.RealVrFishingQ
title: Real VR Fishing
status: issues
notes: Seems to be almost 100% functional with meta permissions enabled. In the new Mixed Reality mode, the room
scan doesn't seem to do anything and I can't seem to manually place anything either.
tested_version: '3.06096'
engine: Unity
xr: OpenXR
frame:
- frame.vivox_audio_route
- frame.unity_text_input
- frame.oculusos
- frame.meta_permissions
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
controller_models: 1
verified:
date: '2026-10-16'
known_good_sha256: 8b17dd26ef0486618ec006f9d948a60dabea4d7763bbe6061db07ee8aad27c76
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 333
source_hint: Real VR Fishing
@@ -0,0 +1,19 @@
package: com.NiVision.RacketPinball
title: RacketPinball
status: works
tested_version: '2.06'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-13'
known_good_sha256: 80e850f81c24112e8c35a560a333846163a3e783da391290db7663b9015ca58f
app: 1.0.4
overport_cli: 1.2.5
issue: 262
source_hint: RacketPinball
+5
View File
@@ -6,11 +6,14 @@ engine: Unity
xr: OpenXR
status: works
notes: Passthrough + Meta scene/room emulated from the Steam guardian (scene_emul=1).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Mixed-reality-only; builds its level from the room model, which the adapter emulates from the Steam guardian.
overport_extra:
- patch_force_passthrough
adapter:
scene_emul: 1
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
@@ -18,3 +21,5 @@ verified:
known_good_sha256: 9f900fc86fbb2663abe83c82ab79cc72bbf1f93fea54f7583fd274dd07e3d09c
frame:
- frame.meta_permissions
- frame.unity_text_input
updated: '2026-10-15'
@@ -0,0 +1,23 @@
package: com.PotamWorks.SmashDrums
title: Smash Drums
status: works
tested_version: 5.2.1.4
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: 67d36cdcadaf14c2f744849ae25af4f92bf8ea14ff935318562f40d7f2ddc88f
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 320
source_hint: com.PotamWorks.SmashDrums
+20
View File
@@ -0,0 +1,20 @@
package: com.PubTest.PubTest
title: Drunkn Bar Fight 2 - Early Access
status: works
notes: Game launches and plays fine
tested_version: '0.515'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 218
source_hint: Drunkn Bar Fight 2 - Early Access
@@ -0,0 +1,25 @@
package: com.RealitiesIO.puzzlingPlaces
title: Puzzling Places
status: issues
notes: Works fine, but pointers dont show well on main menu, easy to work around.
tested_version: '2.14'
engine: Unreal
xr: OpenXR
overport_extra:
- patch_disable_space_warp
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
equirect_emul: 1
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 8d9bb64b0af4c34269fffb64c5ef7515d6ba4715f5234f95517975b8e2b56c00
app: 1.2.0
overport_cli: 1.2.5
issue: 359
source_hint: Puzzling Places
@@ -0,0 +1,24 @@
package: com.RuneSkovboJohansen.EyeOfTheTemple
title: Eye of the Temple
status: works
tested_version: '1.528'
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 78ad96eaf4383b02666e0a1af99c5985f718f97982466e5dca9ebb636974af00
app: 1.1.1
overport_cli: 1.2.5
issue: 302
source_hint: Eye of the Temple
+22
View File
@@ -0,0 +1,22 @@
package: com.SDI.TWD
title: 'The Walking Dead: Saints & Sinners'
status: works
tested_version: Shipping / 2024.01.19 / build 400355 - STAGECH1
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.ovr_microphone
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-17'
known_good_sha256: 4b172a5abba0901c75278fb55b867f344120c658c26ae07c8558d90e0c38cec3
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 376
source_hint: The Walking Dead- Saints & Sinners
@@ -0,0 +1,22 @@
package: com.SchellGames.LostRecipes
title: Lost Recipes
status: works
tested_version: 1.0.1+273175
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: f071a1deea3e3b6dce0c3a923127f540a48b88532106536c1838f496e9d3e6c9
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 340
source_hint: Lost Recipes
@@ -0,0 +1,21 @@
package: com.StatusPro.NFLProEra2
title: NFL PRO ERA II
status: works
tested_version: 2.4.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: caf2e8f148ca4929ba5e73112fa7e0958c00d7ee0c5f28926c3f39714db6c923
app: 1.0.4
overport_cli: 1.2.3
issue: 226
source_hint: com.StatusPro.NFLProEra2
@@ -0,0 +1,25 @@
package: com.TacticalNounours.QuantumVoid
title: Quantum Void
status: issues
notes: no hands
tested_version: '1.11'
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
foveation: tracked
verified:
date: '2026-10-14'
known_good_sha256: 1c7afccbd627b9bd2342884679aeca0efc2429df700f3c73ec162498db320098
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 307
source_hint: Quantum Void
@@ -6,12 +6,18 @@ engine: Unity
xr: OpenXR
status: issues
notes: Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Hand-tracking-only game; Steam Frame has no optical hand tracking. Built with controller_fix=0 so hand
data passes through if the runtime ever provides it.
adapter:
controller_fix: 0
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: a19b80db0c300d422cbba35a4924ab59211b39bcb6485e200d310e3e1372ddb7
updated: '2026-10-15'
@@ -0,0 +1,23 @@
package: com.TinyBuild.killitwithfirevr
title: Kill It With Fire VR
status: works
notes: Works
tested_version: 1.0.5.4208
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: fcadbdaf3255e2909edf763d0c61fb55808ba448d4f277e91ba37b0a0ff9f497
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 219
source_hint: Kill It With Fire VR
+12 -10
View File
@@ -1,22 +1,24 @@
package: com.UNIVRS.Freedom
title: Freedom
status: issues
notes: Volume can't be changed in the game.
title: 'Attack on Titan VR: Unbreakable'
status: works
notes: Keep the extra files that come with the APK and OBB next to the OBB (they hold the audio). Cutscenes are
detached from the head but still viewable.
tested_version: 1.0.2950
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.asset_files
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
app: 0.12.0
date: '2026-10-16'
known_good_sha256: 1b3ced1a24b3b708f66aba6aa879863b667c0e502ef153d8a8cfa03e529d21fd
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 132
source_hint: AOT VR
frame_build: '20261015.6141207'
agent: 91
issue: 337
source_hint: Aot
+11 -3
View File
@@ -4,16 +4,24 @@ tested_version: MAIN.450412.207706.final
source_hint: Assassins Creed Nexus VR
engine: Unity
xr: OpenXR
status: issues
notes: Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. Ubisoft login
may not work.
status: works
notes: FrameBridge turns its upside-down UI panels upright (flip emulation, in place since FramePort 1.2.0). Ubisoft
login may not work.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
- patch_ac_nexus_no_appsw_90
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
flip_in_place: '2026-10-14, owner in the headset: launch warnings and tutorial pop-ups upright (GitHub #138)'
updated: '2026-10-15'
min_app: 1.2.0
@@ -0,0 +1,27 @@
package: com.VertigoGames.The7thGuestVR
title: The 7th Guest VR
status: issues
notes: Runs and is playable. Foveated rendering (fixed and eye-tracked) sits offset toward the bottom right, and
changing the foveated region size has no visible effect.
tested_version: 1.1.3.12072
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
scale: 2.0
foveation: fixed
foveation_radius: 0.1
verified:
date: '2026-10-16'
known_good_sha256: 11a1208888adedf4aa48a672b2af5535f0e8f11e5bb1ce0a28bafe5d272bb672
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 363
source_hint: Guest
@@ -0,0 +1,22 @@
package: com.Virtuallyz.OperationWolf
title: 'Operation Wolf Returns: First Mission VR'
status: works
tested_version: '0.28'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: aff311f10d3e938e1eeef22263da7fe84ca38f25786ca4483543596de335c702
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 318
source_hint: com.Virtuallyz.OperationWolf
+19
View File
@@ -0,0 +1,19 @@
package: com.Virtuos.R6DLM
title: 'Medal of Honor: Above and Beyond'
status: unknown
notes: 'Not yet tested on the Frame (the game is ~41 GB, too large to install on the dev unit). Its first-run
Downloader screen is invisible in Lepton, so it stayed stuck there; frame.unreal_skip_obb_delivery skips the check.
The OBB files still have to be present. Please report back whether it reaches the game (GitHub 159).'
details: 'Medal of Honor packs its data in OBBs behind Epic''s DownloaderActivity, whose name/size check is
obfuscated (its methods are renamed), so FramePort didn''t recognise it and the "skip the OBB delivery check"
option never appeared. Detection now recognises the obfuscated predicate and frame.unreal_skip_obb_delivery
rewrites it to pass. frame.hw_video_decode gives the game''s videos the Frame''s hardware decoder.'
tested_version: '0.518'
engine: Unreal
xr: VrApi
frame:
- frame.hw_video_decode
- frame.unreal_skip_obb_delivery
updated: '2026-10-15'
min_app: 1.2.0
source_hint: Medal of Honor
@@ -0,0 +1,21 @@
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
title: Munkr Funkr (The Legacy Days)
status: works
tested_version: '2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 241
source_hint: Munkrfunkr
+25
View File
@@ -0,0 +1,25 @@
package: com.arkio.arkio
title: Arkio
status: works
notes: The quest version allows for passthrough mode
tested_version: 2.3.1
engine: Unity
xr: OpenXR
overport_extra:
- patch_force_passthrough
frame:
- frame.meta_permissions
- frame.unity_text_input
device:
- device.text_input_window
adapter:
scene_emul: 1
verified:
date: '2026-10-13'
known_good_sha256: e17f9b2dc56cb49b4469d81f2e075ca5953f73152804ff1a00fba0931048e103
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 266
source_hint: com.arkio.arkio
+1 -1
View File
@@ -1,5 +1,5 @@
package: com.asg.clockworkdev
title: Clockwork
title: The Last Clockwinder
status: works
tested_version: '1.29'
engine: Unity
+11 -8
View File
@@ -2,19 +2,22 @@ package: com.beatgames.beatsaber
title: Beat Saber
status: works
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
tested_version: 1.40.8_7379
tested_version: 1.45.2_28848
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-03'
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
app: 0.6.1
date: '2026-10-11'
known_good_sha256: b7976f36d39b22eb0fd9c8eb6cce204125430cd2a3e2bfab8ba5d1f7c86f0ac6
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 6
source_hint: Beat Saber
frame_build: '20261007.6125817'
agent: 79
issue: 210
source_hint: beat-saber
+7 -2
View File
@@ -2,6 +2,7 @@ package: com.camouflaj.manta
title: 'Batman: Arkham Shadow'
status: works
notes: Large data set (~27 GiB) incl. all language packs.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: 'Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Cutscenes are 8K HEVC panoramas: frame.hw_video_decode
decodes them on the Frame''s hardware, adapter.surface_native shows them in stereo (PRs #96, #128). Includes all
language packs (~28 GB). sync_guard (to test, GitHub #102) - a reporter''s game quit to Steam''s waiting screen
@@ -13,14 +14,18 @@ overport_extra:
- patch_disable_space_warp
frame:
- frame.hw_video_decode
- frame.unity_text_input
adapter:
sync_guard: 1
surface_native: 1
fade_quad: 1
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-10'
min_app: 0.12.1
updated: '2026-10-15'
min_app: 1.1.0
source_hint: Batman- Arkham Shadow
+4
View File
@@ -8,6 +8,8 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
fade_quad: 1
verified:
date: '2026-10-05'
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
@@ -15,3 +17,5 @@ verified:
overport_cli: 1.2.5
issue: 47
source_hint: Marvel's Iron Man VR
updated: '2026-10-13'
min_app: 1.1.0
+20
View File
@@ -0,0 +1,20 @@
package: com.ccpgames.gunjack
title: Gunjack
status: works
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls (right
controller): trigger = fire (hold the touchpad), A = tap, stick down = reload (swipe back), stick up = special
weapon (swipe forward), B = back.'
details: 'Unreal Engine 4.10 NativeActivity, VrApi, GLES, OBB inside the APK (assets/main.obb.png). The bridge answers
the game''s APK signature check with the original APK''s certificate and keeps the GLES session when Unreal leaves
and re-enters VR after loading. Controller input goes into the game''s AInputQueue as Gear VR touchpad events.
Runs in the headset (owner, 2026-10-12).'
tested_version: 1.4.1
engine: Unreal
xr: VrApi
headset: gearvr
frame:
- frame.a32_bridge
verified:
date: '2026-10-12'
min_app: 0.12.1
source_hint: Gunjack (Gear VR)
@@ -0,0 +1,23 @@
package: com.coatsink.augmentedempireremastered
title: AugmentedEmpire
status: works
tested_version: '1.1'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: e07afd561c305493cf09efe9c869be892e475a48538dfdf617e33a0be2e6c678
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 311
source_hint: com.coatsink.augmentedempireremastered
+11 -8
View File
@@ -4,13 +4,16 @@ tested_version: '1.4'
source_hint: Shadow Point
engine: Unity
xr: VrApi
status: unsupported
notes: 32-bit only; the Frame has no AArch32.
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32. 64-bit conversion was researched and dropped (IL2CPP
+ FMOD + custom rasterizer).
status: works
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Plays in the headset.
details: 'Unity with OVRPlugin + VrApi, GLES. Needed the bridge''s vrapi_GetTrackingTransform/SetTrackingTransform
(the game sets its floor level through them; without them the player stood below the floor). Plays in the headset
(owner, 2026-10-14).'
frame:
- frame.a32_bridge
device:
- device.text_input_window
pcvr_alternative: Rift version via Revive + SteamVR.
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: ea0c0d09d2c3d8da04d165732ead64875fef7573a5739608de0de9c93654007e
date: '2026-10-14'
min_app: 1.2.0
@@ -6,9 +6,15 @@ engine: Unity
xr: OpenXR
status: works
notes: Co-op unavailable.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: 'Release notes: for DLC use an older version. Co-op likely unavailable.'
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 06428a6328a49b3ca769e070dd0d2bb55c2122c8fba5d07a69b1b206a532c212
updated: '2026-10-15'
+21
View File
@@ -0,0 +1,21 @@
package: com.crytek.climb
title: The Climb
status: works
tested_version: '666.0'
engine: CryEngine
xr: VrApi
frame:
- frame.vrapi_bridge
device_files:
user.cfg: 'r_vr_foveated = 0
'
verified:
date: '2026-10-16'
known_good_sha256: 3899967dd6d3ee0ce3409e94d543405c779e9c282ead29536abe93b3531ca285
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 341
source_hint: TheClimb
+20
View File
@@ -0,0 +1,20 @@
package: com.edde746.plezy
title: Plezy
status: issues
notes: Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding.
Otherwise works.
tested_version: 2.22.0
engine: Other
xr: '?'
frame:
- frame.hw_video_decode
as_is: true
verified:
date: '2026-10-13'
known_good_sha256: 893ae7c01d3d7688b27cbf4e7fc1260fb617614baeaf378fe5ca0af41febc92f
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 270
source_hint: plezy
+21
View File
@@ -0,0 +1,21 @@
package: com.fallen.affected
title: 'AFFECTED: The Manor'
status: issues
notes: 'Gear VR game (32-bit only), runs through FramePort''s 32-bit bridge (experimental). Controls:
left stick = walk and strafe (the touchpad), right stick sideways = turn, stick press or A = touchpad click, right
trigger = trigger, B = back.'
details: 'Unity 5.6 + Mono, VrApi 1.0.4, GLES. The bridge translates its 32-bit libraries and VrApi to the 64-bit VrApi
bridge on OpenXR. Picture and sound confirmed in the headset by the owner (2026-10-10); the controller mapping was
reworked afterwards and is not yet confirmed.'
tested_version: '1.52'
engine: Unity
xr: VrApi
headset: gearvr
frame:
- frame.a32_bridge
device:
- device.text_input_window
verified:
date: '2026-10-10'
min_app: 0.12.1
source_hint: AFFECTED The Manor (Gear VR)
@@ -0,0 +1,22 @@
package: com.farbridge.vastreaches
title: 'Homeworld: Vast Reaches'
status: issues
notes: The game starts but after selecting to start a new game it seems to crash.
tested_version: 1.2.0-25215
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 6c5cb4b56fd01d20cb854e834b1611c2b2e8f10d889585606e631104d2a9323e
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 314
source_hint: com.farbridge.vastreaches
@@ -0,0 +1,26 @@
package: com.fasttravelgames.lollipop
title: 'Vampire: The Masquerade - Justice'
status: issues
notes: Game runs fine and playable, on loading there's a random sphere in the middle of the sceen. Also control
input images are missing so you get text like press <img>wmr.Rstick...
tested_version: 1.00.1653
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.bhaptics_permission
- frame.hw_video_decode
adapter:
haptic_fix: 1
scale: 2.0
foveation: tracked
verified:
date: '2026-10-17'
known_good_sha256: 5669f8e9c52e4fa00a3bbce79d323c7f521e098b08dacaf330db0083c7993dee
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 377
source_hint: vampire
@@ -0,0 +1,22 @@
package: com.fasttravelgames.mascot
title: 'Cities: VR'
status: works
notes: Loading screen Cities VR Logo doesn't load right.
tested_version: 1.00.502
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 5537e4e9333a04eda8c1b2f96cdc9572c1bbed52a9d3af42269ba442ce9ba801
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 345
source_hint: CitiesSkylines
+16
View File
@@ -0,0 +1,16 @@
package: com.fgovr.quest
title: FGO VR
status: issues
notes: Audio stuttering and popping sounds
tested_version: 0.2.0-fgo-resolution
engine: Other
xr: OpenXR
adapter:
scale: 1.2
verified:
date: '2026-10-17'
known_good_sha256: e26a0755297961e5131fe4bd404cbd956e18aef01bed71a79114805f6d805032
app: 1.2.1.dev433
overport_cli: 1.2.5
issue: 364
source_hint: com.fgovr.quest
@@ -0,0 +1,20 @@
package: com.fulldivegames.majorasmaskvr
title: Majora's Mask VR
status: issues
notes: Audio on the file select screen sounds crunchy. Controls may need rebinding in the game. Quest build from https://github.com/fulldivegames/Majoras-Mask-VR.
tested_version: '0.36'
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
adapter:
refresh_rate: 144.0
verified:
date: '2026-10-13'
known_good_sha256: 220096c70fb515ec7b8db1cc7a9075836b4d09f7df63026908af3c30e9fdb7e5
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 268
source_hint: MMVR-Quest-0.36
+23
View File
@@ -0,0 +1,23 @@
package: com.greensky.swarm2
title: Swarm 2
status: issues
notes: MSAA creates visible seams around edge geometry and also the skybox edge
tested_version: '8472'
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 79
issue: 224
source_hint: SWARM 2
@@ -0,0 +1,25 @@
package: com.halfbrick.fruitninjavr
title: Fruit Ninja
status: works
notes: Works, launches and plays
tested_version: 1.7.3.696775
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5afd1383c6f4aab50425bea955202c74e1706a8a8ba4219689ef5b6e0c984318
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 220
source_hint: Fruit Ninja
@@ -6,11 +6,17 @@ engine: Unity
xr: OpenXR
status: works
notes: Passthrough emulated with the Frame cameras (greyscale).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Mixed-reality-only title; relies on passthrough (emulated).
overport_extra:
- patch_force_passthrough
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 65ca3a8f46cc9acfd268949418f9adeecb0cf9f59d11591ba95fe2ba9ea966d8
updated: '2026-10-15'
+25 -8
View File
@@ -1,15 +1,28 @@
package: com.ilmxlab.tales
title: 'Star Wars: Tales from the Galaxy''s Edge'
status: unknown
notes: Not working yet - after the intro logos and a loading animation the picture goes black (GitHub issue 61).
Gets the controller fixes found for Vader Immortal (same studio) to test.
status: works
notes: >-
Headset tested for GitHub issue 61: full view, loading into gameplay, both eyes, controller input and sound
work with the splash bypass and multiview depth-size fix. Keep the main OBB and all three content/sound-bank PAKs.
GitHub issue 369 (headset, Lepton 3.0.5): the GPU hang at a later loading screen is fixed by zink_shader_fix;
played ~28 min at 72 fps.
details: Unreal Engine 4 (GLES) by ILMxLAB, like Vader Immortal, but a different engine build - it has none of Vader's
Quest-only branches (no GetQuestShaderPrecompilePercent or RPOC key map; it precompiles shaders through Unreal's
own pipeline cache), so frame.unreal_quest_precompile/_keymap don't apply. Its seasons and Wwise banks are Meta
platform asset files (frame.asset_files). Vader's OVRPlugin findings apply to it as well - poses asked for at
OVRPlugin's own clock (pose_time_fix) and thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch).
Ruled out for the black picture so far (see the diagnostics in issue 61) - asset-file paks, Valve's foveation,
GL errors; the game's own eye image reads back black.
Map travel stalls with the game thread waiting in FlushRenderingCommands and the render thread waiting in
FSplash::RenderFrame_RenderThread / ovrp_WaitToBeginFrame. frame.unreal_splash_bypass lets loading finish.
SideQuest backups with sibling apk/ and obb/ folders must include all three PAKs; old scans omitted them and
lost sound. The scanner and library refresh recover that layout. Eye clipping came from cached Android window
dimensions for the depth attachment (1920x1016 versus the 1728x1728 eye color texture).
frame.unreal_multiview_depth refreshes both cached dimensions from the current eye render size; multiview and
multisampling remain enabled. The two engine fixes check exported symbols, function sizes and instruction bytes
before changing one instruction each; unrecognized engine builds are left unchanged.
A fragment shader (module 16800_8dbab031..., as Zink compiles it) reads 12 int loop counters/accumulators before
setting them and hangs the GPU (kernel hangcheck) at a loading screen, the same bug as Vader Immortal's lightspeed
shaders; the Vulkan layer under Zink inserts stores of 0 (frame.zink_shader_fix, zink_shader_fix). Captured with
Lepton 3.0.5, so a Frame update that changes Zink's output stops it matching (the layer logs that).
tested_version: 1.1.9+734762.cl.439699
engine: Unreal
xr: VrApi
@@ -18,10 +31,14 @@ alt_overport:
frame:
- frame.asset_files
- frame.unreal_thumb_touch
- frame.unreal_splash_bypass
- frame.unreal_multiview_depth
- frame.zink_shader_fix
adapter:
pose_time_fix: 1
zink_shader_fix: 16800:8dbab031be7975e23452e333fe63afe44d5c8f4fd2b096aa21ed300426747757:4008:0x0003003e,219,102,0x0003003e,229,102,0x0003003e,235,102,0x0003003e,241,102,0x0003003e,302,102,0x0003003e,312,102,0x0003003e,318,102,0x0003003e,324,102,0x0003003e,369,102,0x0003003e,379,102,0x0003003e,385,102,0x0003003e,391,102
verified:
issue: 61
updated: '2026-10-09'
min_app: 0.12.1
issue: 369
updated: '2026-10-17'
min_app: 1.0.4
source_hint: Star Wars- Tales from the Galaxys Edge
@@ -0,0 +1,26 @@
package: com.nDreams.Ghostbusters
title: 'Ghostbusters: Rise of the Ghost Lord'
status: works
notes: 'Needs the game''s offline mode: it is built for online play, and without a profile the player name is a random
number. The flat loading screen floats in front of you instead of following your head, so assets can be seen loading
in behind it.'
tested_version: 1.325635.prod.shipping
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-14'
known_good_sha256: 7556a78c8772aed70c38fc4781677c0900e9dfd4be085a79c421a31323af7888
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 279
source_hint: GBRotgl
@@ -0,0 +1,26 @@
package: com.nextgenreality.mmrx
title: Mini Motor Racing X
status: works
tested_version: 1.3.6
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: f1df011117c918794b9d9da0c5a170fc7ac7cb7ec10eddc2dd4db649d855a531
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 317
source_hint: com.nextgenreality.mmrx
+8 -1
View File
@@ -2,10 +2,17 @@ package: com.nexxr.nexplayer
title: NEX Player
status: works
notes: 'Confirmed in the headset by the owner (2026-10-01): 72 fps, local 2D/360/3D videos play (it browses /sdcard/Movies
itself). USB-drive browsing can''t work in Lepton.'
itself). USB-drive browsing can''t work in Lepton. Typing (frame.unity_text_input + device.text_input_window,
owner in the headset 2026-10-15): SteamVR''s keyboard button works and typed text reaches the fields; the keyboard
doesn''t open by itself when a field is selected.'
tested_version: 1.3.1.0
frame:
- frame.unity_text_input
device:
- device.text_input_window
engine: Unity
xr: OpenXR
verified:
date: '2026-10-01'
source_hint: NEX - NEXt-Gen Video Player
updated: '2026-10-15'
@@ -0,0 +1,23 @@
package: com.notdead.COMPOUNDQUEST
title: COMPOUND
status: works
tested_version: 1.0.12
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-13'
known_good_sha256: 5da7aac9863412daec7ba909dcfd2d5cfa6cb5d078150011c006165058cd76bd
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 260
source_hint: COMPOUND
@@ -0,0 +1,26 @@
package: com.orbusvr.OrbusVRCommunity
title: OrbusVR
status: works
tested_version: '31.01'
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: fe569ffe52ca73f2384162ce80769f05f7cf177edbf26d8e429ca0e9b4aa27e8
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 378
source_hint: OrbusVR
+24
View File
@@ -0,0 +1,24 @@
package: com.othergate.doe
title: Dungeons of Eternity
status: issues
notes: It can not connect to servers
tested_version: '1.3'
engine: Unity
xr: OpenXR
frame:
- frame.vivox_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 006a53b81988f1bb088ccb0847c9e4085ee89743ed6b4d5acf161abf99e30365
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 206
source_hint: com.othergate.doe
+5 -1
View File
@@ -1,12 +1,15 @@
package: com.parkline.wander
title: Wander
status: works
tested_version: '0.3569'
notes: 0.3570 (Unity 6.5) runs out of thread keys at start without the thread-key pool (fix found by Klownicle,
GitHub #198).
tested_version: '0.3570'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_tls_key_pool
device:
- device.text_input_window
verified:
@@ -17,4 +20,5 @@ verified:
frame_build: '20260930.6234839'
agent: 35
issue: 17
updated: '2026-10-12'
source_hint: Wander
@@ -0,0 +1,27 @@
package: com.picselica.OceanRiftFullQuest
title: Ocean Rift
status: works
notes: eye tracked foveated rendering works great!
tested_version: '2.09'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scene_emul: 1
foveation: tracked
verified:
date: '2026-10-14'
known_good_sha256: 63020505f27af3d463798679999000e2d9bc671e72913138a16171461e3c95d2
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 304
source_hint: Ocean Rift
+22
View File
@@ -0,0 +1,22 @@
package: com.polyarc.Moss2
title: 'Moss: Book II'
status: works
notes: Just played the very begining but controlls worked. Did nothing other than install it.
tested_version: 1.0.3.149619
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 686db536ced97d8a151c82955174ec01d67987c466ecd326d3deb557d8c4fd1d
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 248
source_hint: Moss- Book II
+22
View File
@@ -0,0 +1,22 @@
package: com.polyarc.MossGame
title: Moss
status: works
notes: The initial loading image looks glitchy, but otherwise it works well.
tested_version: 1.0.3.151047
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 4aaae261dcc67de1d04309e31c0ea17dbc980b431adc8ce1917ae72ac4f9d417
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 315
source_hint: com.polyarc.MossGame
@@ -0,0 +1,21 @@
package: com.poncle.vampiresurvivorsvr
title: Vampire Survivors
status: works
tested_version: 1.0.717
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 42c3c18fd6b69a79d9e337d359aa9940428b9193a9ffc3ef987571be6aa6901a
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 234
source_hint: Vampire Survivors
@@ -0,0 +1,22 @@
package: com.resolutiongames.demeo
title: Demeo
status: works
tested_version: 1.42.40696-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: adae217584c956e5574c5248868afdbb50a1f3ffd0609783215412d39b54e9ee
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 313
source_hint: com.resolutiongames.demeo
@@ -0,0 +1,24 @@
package: com.resolutiongames.jade
title: Battlemarked
status: works
tested_version: 7.2.39817-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: 670c7c16ec8d85b3865b120d143143dc73387ec325feaa028320608b1f377e7d
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 312
source_hint: com.resolutiongames.jade
@@ -0,0 +1,22 @@
package: com.s3d.ExplodingKittensVR.TestRelease
title: Exploding Kittens VR
status: issues
notes: Requires online for most modes. Practice lobby does work though.
tested_version: 1.4.25779
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 4b0a2348a5553851dcec820835e02c93a1a64927a30533d554943a9b81b3baa0
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 343
source_hint: com.s3d.ExplodingKittensVR.TestRelease
+27
View File
@@ -0,0 +1,27 @@
package: com.schellgames.ieytd2
title: I Expect You To Die 2
status: works
notes: loaded up and played 5 minutes looks fine.
tested_version: 1.0.1.171177 (ReleaseCandidate_1.0.1_QuestStore)
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-16'
known_good_sha256: fc626ec62e49e19210a188d90f94c370e956d0de729cbd04cbe8866430d77730
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 358
source_hint: Expect
@@ -6,8 +6,14 @@ engine: Unity
xr: OpenXR
status: works
notes: Layers with failed swapchains are dropped by the adapter.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: c3f8cba1c22762231b6a6fbd881668db859d83224884ebeae0c1a3ba716f298c
updated: '2026-10-15'
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