The owner's tuned room-scan cleanup (2026-10-18) ported to C, pass for pass: plane offsets re-estimated from the
scan, one-sided structural bands, flat wall/floor/ceiling panels (or snap), near clearing, erase spheres, the walked
volume from the recording's head path, furniture tops, clipping with the unseen-edge allowance, islands, thin
floating pieces, Taubin smoothing; label rules on the scanner's volumes (merged/nested/outside boxes removed, shape
relabelling, SCREEN flatness from the raw mesh, door/closet suggestions in scan.json).
room.txt + room-mesh.bin are now refined (ceiling re-estimated); the unrefined output stays as room-raw.txt +
room-mesh-raw.bin with the same UUIDs; scan.json holds heads, settings, report, labels, suggestions. The scan path
refines its raw files as read back, so --refine-only on them reproduces the scan byte for byte; --refine 0 writes
the old output. The fusion grid is freed before the refinement (peak memory unchanged).
- detect: many Meta XR SDK games carry the Depth API without using it; until a headset check shows more games
with the symptom (or OVRPort is found advertising XR_META_environment_depth, which a FrameBridge hide setting
would fix generally), the patch comes from Laser Dance's catalog recipe or the user's choice.
- ApkWorkspace.size/contains: entries are searched in 4 MiB chunks instead of read whole.
- Laser Dance: the fixes' original values at all seven places together identify the build (no versionName was
recorded with them); another build gets none of them.
- tests: lz4 is skipped when missing, the known/unknown Laser Dance build, chunked search.
The PR turned it on for every Unity game with USE_SCENE or MRUK's library: a game-logic change keyed to one
game's symptom (MRUK games mostly don't use OVRSceneManager at all). A scanned room around the player usually
passes IsUserInRoom by itself.
- Limit _patch_shader_proximity_fade to known builds (Laser Dance) and known shader signatures/keywords to avoid modifying unrelated shaders
- Rename HARD_OCCLUSION and SOFT_OCCLUSION keywords in .assets files only, leaving global-metadata.dat intact so managed code cannot enable renamed occlusion variants
- Defer meta_depth_occlusion library migration for entries analysed before the field existed until re-analysis, and update user recipes on re-analysis
- Bump ANALYSIS_VERSION to 23 so older library entries are re-analysed for meta_depth_occlusion
- Implement frame.meta_depth_occlusion to zero out Meta EnvironmentDepthManager methods in libil2cpp.so and neutralize close-proximity depth shader occlusion in Unity assets
- Implement frame.unity_scene_active_rooms to bypass Meta OVRSceneManager active room position evaluations in libil2cpp.so
- Recommend frame.meta_permissions when spatial data or scene permissions are declared
- Remove redundant hand-tracking heuristic forcing controller_fix=0
- Add unit tests for depth occlusion, active room bypass, and manifest heuristics
- Emulate XR_META_spatial_entity_discovery (xrDiscoverSpacesMETA, xrRetrieveSpaceDiscoveryResultsMETA) and XR_META_boundary_visibility
- Add system properties for space discovery and boundary visibility
- Fix semantic labels length and null termination
- Allow xrGetInstanceProcAddr with null handle for emulated procs in xrshim
- Trim composition layers exceeding runtime maxLayerCount in xrEndFrame and validate quad extents
- Hook xrshim when scene_emul is enabled in adapter settings
- Update prebuilt native artifacts and checksums
Adapter rebuilt from the combined source (fixed_resolution + swapchain_pool), libfp_xrruntime.so back in SHA256SUMS, ANALYSIS_VERSION 24 for static OpenXR loaders (23 is frame.main_process), agent v108 for the static-loader launcher line (above the MR branches' 104-107 so a Frame with one of those still updates), patch docs and translations template regenerated, Ruff line length.
Add opt-in swapchain_pool with private GLES images and up to two packed
runtime atlases. Start at eight live app runtime swapchains to reserve
headroom before the session cap. Preserve image ownership, GL state,
source fences, crops and the existing cylinder/equirect layer ordering.
Enable for 4XVR, add count-limit triage without unknown suggestions for
older apps, and document the pending headset menu check. Leave default
recipes and adapter revisions unchanged. Rebuild arm64/arm32 artifacts.
Validation: 132 targeted tests passed (2 skipped), including the native
runtime/GL harness; Ruff and generated docs pass. Full host suite:
2095 passed, 137 skipped, 12 failures and 16 setup errors, all denied
socket creation in this sandbox. No headset validation or push.
Detect and redirect static loader manifests and Android brokers, ship a runtime negotiation shim and the inner loader chain, and maintain per-game manifests on install and launch. Add the PrimedGun recipe, triage and host coverage.
Route OVRPlugin recommendations through the existing extension shim, retain native loader hooks, and log projection rect changes once per second per eye. Enable the fix for Batman, document verification, and rebuild both adapter architectures.
Verified on the Frame 2026-10-18 with 0.2.1 (room, planes, mesh and anchors through FramePort; with frame.meta_permissions and scene_emul, the MR heuristics' picks).
Steam Input's per-game remapping doesn't reach a 2D app; device.steam_gamepad's options now change the buttons
inside the app: the launcher exports FRAMEPORT_GAMEPAD_LAYOUT/_KEYS, the agent's Podman wrapper mounts a per-game
key layout (agent v103). Diagnostics of such games carry gamepad.log and Steam's controller activation lines. The
game page shows a patch's on/off options under it while it's on.
CI: locales template refreshed; frame.main_process counts as a patch that works on the 32-bit bridge.
Halo CE VR's HaloActivity runs in :halo_game; Lepton starts it directly and watches only the main process, which
never exists, so it closed the game about a minute in ('Target app ... did not start'). Analysis field
separate_process (ANALYSIS_VERSION 23), default-on patch, triage app-separate-process, PLAYBOOK row.
SynthRiders is analysed as 'Vulkan (Unity boot.config)' but renders with GLES on Zink, so the dump was hidden in
Game settings and session triage's suggestion was dropped; the dump setting alone also never added the layer.
Verified on the Frame 2026-10-18 with 0.2.2: controller types, highlighting, vibration and passthrough; switching types restarts the app on the Frame (SteamVR runtime limit).
A callout under the controller diagram (Get Test Quest Controllers: FramePort's own install question for its install link; Open … once it's in the library), a tooltip on the button, and the controller buttons help text points to it. ui_smoke gets a settings-controllers step.
Games installed from an install link get a row on the game page (where it came from, the installed version) with Check for updates, and the same entry in the page's menu: it asks the link now instead of waiting for the 6-hourly check. Manifests that named no version (e.g. an app's first release) were never checked; the installed APK's own versionName (from the analysis) is now the version to compare with, in the automatic check, the button and frameport link-updates.
Updating a game from its install link downloads the new APK into its own folder; the scan then finds it as another version of a library game (#351 relinking), switches the entry to it and returns nothing, and add_from_link reported that as an unreadable APK, so the update stopped before the link version was recorded. add_from_link now takes the entry from the scan report; if the scan left the library's copy (still on disk), the link switches the game to the download like Update with a newer APK.
msm reported SteamVR's compositor engine time near 2^64, rising ~1000x faster than real time, so the summed GPU busy
was pinned at 100 % on an idle Frame. Each render fd is now tracked on its own; a delta longer than the interval
falls back to drm-cycles-gpu / GPU clock. Checked on the dev Frame: installed agent 100 %, this one 0.0 % at 231 MHz.
Flet 1.0 keeps toasts in the same stack as dialogs and pop_dialog() closes the topmost open entry. An install link's
job shows a "waiting for your answer" toast just as its question appears; when the toast came second, "Download
and install" closed the toast, the download ran, and the question stayed on screen. pop_dialog now skips toasts
(reproduced and checked with real clicks in the web build). Also a too-long test docstring line.
DETACHED_PROCESS left the restarted FramePort without a console, so every console program it started (ssh, git) opened
its own visible terminal, and the Frame connection's ssh kept one open. CREATE_NO_WINDOW gives it a hidden console,
as the dev shortcut does.
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.
Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
The install page shows a manifest's name, description and icon only when the manifest's host allows CORS. GitHub file pages (github.com/<o>/<r>/blob|raw/<ref>/<path>) are now turned into their raw.githubusercontent.com address by the page (preview and the frameport:// link it hands over) and by deeplink.parse (a /blob/ page is HTML, so FramePort couldn't install from it). Release downloads can't be read by any web page: the page shows the release's name and the repo's description from GitHub's API instead of 'A game or app'. INSTALL_BUTTON.md says where to host a manifest.
Transformers Beyond Reality: Redux ended its first frames with Unreal's "Shader compilation failures are
Fatal." With Lepton's Fossilize layer loaded every graphics pipeline failed with
VK_ERROR_OUT_OF_HOST_MEMORY, even a constant-colour one; the pipeline cache, the app's CPU allocator and
Valve's FDM/RPO layers were ruled out on the device. Without Fossilize a few multiview vertex shaders
still fail in Turnip.
- adapter.vk_no_fossilize: the shim removes VK_LAYER_fossilize from GraphicsEnv's debug layer list when
the engine loads it (library constructor, same GraphicsEnv calls as zinkfix)
- adapter.vk_pipeline_fallback: a refused graphics pipeline is created again with a blank fragment
shader, then blank vertex + fragment shaders
- catalog entry (status unknown, headless only), triage vulkan-pipeline-refused, PLAYBOOK, DEVICE_NOTES
Headless on the dev Frame: RUNNING after 78 s at 72 fps (was: exit within 21 s). Headset check pending.
Settings -> Data picks the PC backup folder (e.g. a cloud-sync folder; old folders stay listed) and turns on
automatic snapshots (off by default): Quest launchers snapshot the saves when the game closes, under the launch lock,
keeping the newest three changed ones on the Frame, and FramePort imports them as automatic backups when it connects.
Agent v101. Checked on the Frame with BlazeRush (snapshot per close, one import per snapshot).
frame.vk_sanitize rewrote "libvulkan.so" in the game's library, but the game builds that name from two pieces, so it
asked for "libfp_vkn.so", Dawn found no Vulkan, fell back to OpenGL ES and left VR. Status stays unknown until it is
checked in the headset.
Summer Sports, Black Hole Pool, The Wizards, Surviving Mars: Pioneer and Survival Nation, all played in the headset.
Foveation choices left out (experimental, per player).
Closes#395Closes#396Closes#397Closes#399Closes#401
The cable wait ran ipconfig every 2 s without CREATE_NO_WINDOW, so the windowed Windows app flashed a console each
time, and it only tried the Frame once ipconfig listed this PC's cable address, which Windows can report differently.
Commands now run hidden and the wait connects as soon as the Frame's SSH answers over the cable.
The old radius setting exported FOVE_INNER/FOVE_OUTER, which Lepton doesn't pass into the container and Valve's
foveation layer doesn't read, so every size looked the same. Game settings now offers Default (large) / Large /
Medium / Small, exported as FOVE_LEVEL=lo/med/hi (the layer's own preset names); saved radius choices map to the
nearest preset. The agent's launcher update accepts FOVE_LEVEL.
Quits at start with the game's own "installed from unknown source" message: Lepton installs the game itself at every
start and the Frame has no Meta store app, so the check can't pass.
Closes#368
The validator required at least one rewritten mmap call, so an Unreal build without the Binned3 reservation
pattern (Lies Beneath) failed to build with "0 rewritten, 0 left" once the patch was on.
On the Frame the atomic-branch detours never installed ("installation failed"): an mmap hint isn't honoured,
so the stub landed out of B range. Stubs now go into free gaps from /proc/self/maps within +-128 MiB of the
entry, mapped with MAP_FIXED_NOREPLACE (a relocated result is rejected); no gap = no hook. Every failure logs
the target and the failing step.
The detour helper from PR #34 (used by the metadata hook and PR #389's two geometry hooks) wrote a 16-byte
branch + literal in two steps while game threads may run the function (installation is retried from
xrPollEvent). Each hook now publishes a single aligned release-atomic AArch64 B to a stub within +-128 MiB;
the trampoline replays the one verified instruction and returns to entry+4. Every mprotect is checked;
failures before publication free the stub and trampoline and leave the function untouched; no stub in range =
no hook. Adapter artifacts rebuilt by us (the PR's binary isn't shipped).
The Frame card starts a stream before the Monitor tab, whose faster interval starts a new one: the hook
returned on the first stream's flag while the new one was still replaying (CI rendered 71 vs 72 fps).
Each frozen session now has its own settled flag; the hook waits for the newest one.
Quest 3 is the default for every Quest game, but the dispatcher patch only knows OVRPort 3.4.3-aa54c3f: an
APK converted with another runtime (found with an already converted Batman copy) failed to build. It now
keeps OVRPort's Quest 2 answers and says so in the build checks.
The Monitor tab asks the frozen fake stream to replay its history; on CI's slower runner the shot came
halfway through, so its numbers differed between renders ("three renders, no two alike"). New hook
monitor_settled waits until the replay is done.
cmd_shortcuts returns without "started" when it queues (later) or skips the change; cmd_uninstall indexed it
and failed after the shortcut removal was already queued, leaving the game installed. Found on the Frame.
Installing on the Frame restarted Steam to add the shortcuts, which also closed FramePort running there.
Settings -> Installing gets a Steam library mode: now (as before; restarts also wait while FramePort runs on
the Frame), later (no restart: Steam's next start re-applies and verifies the shortcuts through bounded
steam.service hooks) or off (no shortcuts; Play starts the game from FramePort). Restart Steam now bypasses
the holds and asks before ending a running game. Agent v99.
Based on the feature branch's two commits (a311498, cf05ce2), merged onto main.
CI's monitor shot fails with "three renders, no two alike" but discarded the renders; the artifact now has
unstable-<shot>-<k>.png to show what changes between them.
- Files: line-style icons for the drive, PC VR and Linux sections (test_ui_consistency).
- test_pc_target: Quest games now also gain device.headset_model from its migration; PC VR games never do.
- test_surface_projection: frame.adapter is revision 2 since the dormant foveation diagnostic (#365).
Their entries open the install folder rather than Android storage, so they get their own "PC VR games" and
"Linux apps" sections next to Game storage. ui_smoke: linux-files step.
Foveation (Default / Eye-tracked / Fixed / Off, radius, test) moves from Customize to Game settings →
Picture. It's a user preference, not part of the recipe: existing recipes are migrated once and Share
working config leaves it out. Agent v98 set_settings rewrites only the launcher's foveation exports, so a
change applies at the next game start without a rebuild (checked on the Frame: Fixed adds the FDM exports,
Default removes them). The APK-side parts (Batman allocation fix, Climb 2 bridge) stay in the build.
The scale setting's label is now "Render resolution (supersampling)". ui_smoke: game-settings-dialog step.
Each drive the agent reports (SD card, USB, other Steam library drives) is a Files location with its free
space; read-only drives allow downloads only. Installed PC VR and Linux games get their install folder.
Agent v97: drives report read_only explicitly (checked on the Frame).
Games saw a Quest 2: OVRPort's dispatcher hardcodes the system name "Oculus Quest2" and a Quest 2
headset UUID (XR_META_headset_id), and OVRPlugin decides the headset type from the UUID first, then the
name. device.headset_model (Customize; Quest 3 default for every Quest game, also Quest 3S, Quest Pro,
Quest 2) rewrites both in the dispatcher after checking the original bytes; Quest 2 leaves the build
byte-identical. FrameBridge reports the same name to games that call the runtime directly. A library
migration adds the default to existing recipes (installed games show Update on Frame).
Lepton's ro.product.model ("Lepton") can't be overridden by boot properties, so Build.MODEL is unchanged.
Verified on the Frame: OVRPlugin logs "systemName Meta Quest 3" (was "Oculus Quest2").
OutRun Quest VR quits before its VR session with "Rec.709 color space unavailable": the Frame's runtime
has no XR_FB_color_space. Adapter setting fb_color_space (off by default; triage color-space-missing
suggests it) offers the extension when the runtime lacks it, reports Rec.709 and accepts any colour
space without converting. OVRPort's dispatcher can't forward the new functions, so it isn't on for every
game. Not yet tried on the device.
An import named after its code name ("Lollipop") matched an adult Steam game by exact title, and the
screenshots stayed after the user renamed it. Details now record whether they were matched by package or
by title; a rename (GUI, CLI, --reset) drops title-matched details and screenshots and fetches them again
under the new name, keeping package-matched details and custom art. Steam matches whose
content_descriptors mark sexual content are treated as no match, for details and artwork.
Lepton's Android is set to English (US), so games that follow the system language start in English.
device.language (Customize -> Game language) sets persist.sys.locale through its own LEPTON_GFXRECON_*
boot-property line, like device.hide_navbar. Verified on the Frame: the container reports de-DE and the
game's VM starts with user.locale=de-DE.
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
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
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).
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.
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.
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.
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.
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.
- 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.
- 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.
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.
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.
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).
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.
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.
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.
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).
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.
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.
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).
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.
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#378Closes#377Closes#376Closes#375Closes#364Closes#363
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.
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.
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.
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.
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.
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).
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.
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.
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.
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).
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
392 changed files with 38346 additions and 1654 deletions
metadata (agent `ROOM_REFINE_DEFAULTS` must match, a test checks), saved non-defaults in the Frame's
`rooms/refine.json`, used by every build; Apply = job → agent `room_refine` (`--refine-only` on a copy of the room
folder from `room-raw.txt`/`room-mesh-raw.bin`, scan.json → status `report`/`labels`/`suggestions`); Labels =
the label rules' decisions + Add as door / Add as closet; Furniture & screens = box editor (click a box in the
canvas: `view3d.pick`) + doors/windows on a wall (`mr.room.plane_on_wall`), Save = `rooms.put_room` → `room_put
edited` (keeps raw files, `edits.txt` survives a new clean-up; "Back to the scan's boxes" = keep_edits false); no
eraser in the GUI (`rooms.refine(erase=)` only)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
@@ -123,8 +138,9 @@ 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
@@ -138,6 +154,7 @@ 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
2026-10-10): needed the native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*, imports.txt), an arm64
libvrapi.so for Java's System.loadLibrary("vrapi") and MOUNTED under OVP_HEADLESS_TEST; it then loads its map and
quit on purpose: AndroidMain compares AndroidThunkCpp_GetSignature() with an obfuscated copy. **Works since
2026-10-11 (owner-verified in the headset):** GameActivity.AndroidThunkJava_GetSignature() = Base64.DEFAULT(SHA-1(
signing certificate DER)) (jadx); `a32_bridge.original_signature` computes it from the original APK's
META-INF/*.RSA|DSA|EC, `convert()` stores it as `assets/fp_a32_signature.txt` for libUE4.so games, the bridge loads
it at activity creation (native_activity.c) and jni.c answers Call*Method on the method ID of
`AndroidThunkJava_GetSignature()Ljava/lang/String;` with it. After loading, Unreal leaves VR mode and enters it again on
the same GL context; a second OpenXR session there aborted in vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL
binding's PreBeginFrame, also with OVP_HEADLESS_TEST) → the VrApi bridge keeps a running GLES session across
LeaveVrMode and reuses it for an EnterVrMode with the same context (upstream-patches/runtime.cpp.patch).
Debugging aids added: A32_BREAK=<guest addr>[,..] (stack of the first hits; guest libs load at fixed addresses, e.g.
libUE4 0xf25d5000), A32_STRACE in bridge mode = path/exit calls to logcat, activity lifecycle + LeaveVrMode caller
logs. Lepton's logcat mirror often dies for these games: read `podman exec <container> logcat` instead. Gunjack input
(2026-10-11): it imports no vrapi input functions and reads the Gear VR touchpad/back as AInputEvents from its
AInputQueue (native_app_glue), so dispatchKeyEvent never reached it (no control at all) → input.c queues synthetic
events there (ALooper_poll* return the queue's ident while one waits; AInputQueue_getEvent/finishEvent and the
AInputEvent/AKeyEvent/AMotionEvent getters are hand-written "!" imports that know them; touch positions scaled to the
window size). Same mapping as AFFECTED: trigger = hold touchpad, A = tap, right stick = swipe, B = back; for NativeActivity games the stick's up/down = swipe forward/back (touchpad X: Gunjack's OnFlick = reload at ~0°, special weapon at ~180°). Not yet
headset-verified. Quest builds on the bridge (2026-10-13, Sports Scramble = a 32-bit Santa Cruz build,
UE 4.21 + OVRPlugin on VrApi 1.21): manifest requires `android.hardware.vr.headtracking` version 1
= "quest" → vrapi.c `quest_touch` (read in vrapi_Initialize via the activity's AssetManager; A32_TOUCH=1/0
overrides) passes the 64-bit bridge's Touch controllers through (enumerate/caps/state/tracking/haptics, struct
tails per VrApi minor) and starts no synthetic input. It also needed AAsset_getBuffer (guest copy, freed in
AAsset_close), AKeyEvent_getFlags and the other AConfiguration getters. Headset (owner, 2026-10-13): plays,
both controllers work. Recenter (holding the Frame's menu button) turned VrApi games ~90-120 degrees aside: the bridge's app space is LOCAL + the start yaw and the runtime moves LOCAL to the head → the bridge now takes the origin from the head again on XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING (LOCAL) and on vrapi_RecenterPose (owner-verified with Gunjack, 2026-10-13). Next: the other 32-bit catalog games (Journey of the Gods, Shadow Point: still "unsupported" until
tested), translator speed. Profiled on the Frame
(2026-10-12, `A32_PERFMAP` + perf): FPCR switches are negligible (8 of 86k samples); the cost was the run loop
(a mutex + hash-chain walk on every dispatch, a contended counter, inline-lookup slots never refilled: Gunjack
~45 % of its CPU) and `jit_invalidate` scanning every block on each Mono `cacheflush` (72 % of Spunky Dungeon's
main thread). Now lock-free lookups, ltab refill, per-thread flags, per-page block lists: Gunjack's dispatcher
23.6 % -> 1.6 %, CPU in the same phase about -55 %, still 72 fps.
(offset = predictedDisplayTime − period − CLOCK_MONOTONIC, sampled in xrWaitFrame).
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
- No XR_FB_display_refresh_rate (`xrGetDisplayRefreshRateFB` -7), yet OVRPort's dispatcher offers it and answered 0 Hz
→ FrameBridge always answers with the measured rate (1/predictedDisplayPeriod, else 72). PreyVR (#306, idTech 4:
`USERCMD_MSEC = 1000 / GetRefresh()`) had 0 ms tics: async thread spinning, `com_frameTime` stuck at 0, menu black.
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m). OVRPlugin treats that rect as a configured
boundary but can't outline it ("ovrpBoundary_Outer is not supported"): Demeter's guardian check indexed an empty
array → with `scene_emul` the app's STAGE `xrGetReferenceSpaceBoundsRect` returns XR_SPACE_BOUNDS_UNAVAILABLE.
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
give GL_INVALID_OPERATION. Some GLES games hit `zink: DEVICE LOST` (Unity MSAA RTT; Sniper Elite VR even without).
@@ -528,28 +540,14 @@ 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
`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
@@ -591,414 +573,66 @@ 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`;
(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.
**Quest controller mode:** adapter `quest_buttons` (0/1/2, per game + library `input.quest_buttons`) suggests Frame Controller bindings translated from the game's Touch set (`suggest_frame`, mapping docs/input/quest_buttons.json = single source for C table, tests, diagram `scripts/controller_diagram.py`); runtime accepts them headless. → docs/DEVICE_NOTES.md#quest-controller-mode-quest_buttons-2026-10-17
**Steam Frame controller models:** adapter setting `controller_models` (`native/adapter/render_model.c`, emulates XR_FB_render_model) + agent `install_controller_models` (Frame's SteamVR models → glb at finalize); no catalog game uses runtime models; Valve's models are never committed or copied off the Frame. → docs/DEVICE_NOTES.md#steam-frame-controller-models
**overport's dispatcher (`libopenxr_loader.so`) only forwards functions in its own table** (`overportOXR: Unknown
proc addr: …`), so adapter emulations of functions it doesn't know are unreachable. For XR_FB_render_model,
`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.
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
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`); lost again (agent v89): Steam
ignores FramePort's entries on that Frame, so `add_devkit_entry` adds the devkit entry instead (`added` gets `via:
devkit`) and only reports an error if that fails too. 0.6.3's Play
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 →
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.
**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
**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).
**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.
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:
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".
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
**Unreal's self-restart (agent v90, 2026-10-13):** UE 4.21+ restarts the app once after its first-run shader
precompile ("optimizing" screen; `r.ProgramBinaryCache.RestartAndroidAfterPrecompile`): it starts its own LAUNCHER
activity and calls System.exit(0); Lepton ends the container with the first process (the restarted one with it).
Skipping `AndroidThunkJava_RestartApplication` or the cvar = 0 (accepted via UE4CommandLine.txt `-ini:`) left Sports
Scramble on that level for good. launch.sh (RESTART_BLOCK, `upgrade_launchers` adds it) starts Lepton once more when
`_restart_requested` sees the app's own LAUNCHER start (system log, uid >= 10000) <= 5 s before its exit; first run
kept as `launch-before-restart.log`; `FRAMEPORT_NO_RESTART=1` off. Owner-verified with Sports Scramble's first start (2026-10-13).
**xrWaitFrame runs ahead (Journey of the Gods, 2026-10-14, owner-verified):** with real frames (headset on) the
Frame's runtime sometimes returns from xrWaitFrame at once with a display time less than one refresh after the frame
just submitted, and then rejects the second submission for that refresh (`VRCompositorError_AlreadySubmitted` in
Steam's `logs/xrclient_<pkg>.txt`; FrameBridge pacing above the display rate). VrApi games that render faster than
the display ran ahead (~120 submits/s at 90 Hz) and the scene slid and snapped back. The VrApi bridge re-waits when
the new display time is under half a period after the last submitted one (`pacing 2s:` counters). Headless runs only
submit empty frames and never show it. Lepton's logcat mirror also missed the whole verifying session (launch.log =
Lepton's own lines only): the keeper now catches a silent mirror too (agent v91).
**Lepton's logcat mirror dies (agent v67, 2026-10-09; v91 2026-10-14):** Lepton's mirror (`podman exec -it <container> logcat -v threadtime,color`) fails three ways: `logcat: Unexpected EOF!` right after the game starts, `Logcat read failure`, or running and writing nothing at all (Lepton 3.0.5: seen twice on 2026-10-14, once in the owner's session, once headless). launch.sh's `_logcat_keeper` reads `podman exec <container> logcat -v threadtime -T <epoch>` itself into launch.log after a failure line or 20 s without a logcat line (from the launcher's start when the mirror never wrote, else from just before its last line), restarts it from where it ended (≤5), stops it when Lepton's coloured lines come back, sets the container's log buffer to 16 MiB (`logcat -G`), and logs every decision to `<base>/logcat-keeper.log`. Checked on the dev Frame: a mirror killed mid-game (hand-over without a gap) and a silent mirror (the whole session recovered).
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
`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).
`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.
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.
+ 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
**Mixed reality: scanned rooms (branch mr-scene):** agent `room_capture` records Valve's RoomView 3D depth mesh -> `fp_roomscan` -> `room.txt` + `room-mesh.bin` (docs/mr/ROOM_FORMAT.md; refined by default: the owner's cleanup passes + label rules in `native/roomscan/refine.c`/`rules.c`, unrefined output kept as `room-raw.txt` + `room-mesh-raw.bin`, head path/settings/report/labels/door suggestions in `scan.json`, `--refine-only <dir>` re-runs it, `--refine 0` = old output; docs/mr/scan.md "Refinement") in `~/.local/share/frameport/rooms/<universe>/`, copied next to settings.conf (`_room_sync`); FrameBridge (`scene_room.c/scene_meta.c/scene_anchors.c`, all through xrshim) serves walls, volumes, planes, the room mesh, META discovery/persistence, saved anchors and `XR_META_boundary_visibility`; `scene_emul` + `frame.meta_permissions` for every USE_SCENE/USE_ANCHOR_API game (migrations `scene_emul_all`, `scene_permissions`); per-game `scene_hide_bounds` (Demeter). → docs/DEVICE_NOTES.md#mixed-reality-scanned-rooms
**Unreal's self-restart:** UE 4.21+ restarts itself after the first shader precompile and Lepton ends the container → launch.sh RESTART_BLOCK starts Lepton once more (`upgrade_launchers`; `FRAMEPORT_NO_RESTART=1` off). → docs/DEVICE_NOTES.md#unreals-self-restart
**xrWaitFrame runs ahead:** the runtime sometimes returns a display time <1 refresh after the last submit and rejects the second submission (`VRCompositorError_AlreadySubmitted`) → the VrApi bridge re-waits (`pacing 2s:` counters). → docs/DEVICE_NOTES.md#xrwaitframe-runs-ahead-journey-of-the-gods
**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
**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
notes:Mixed reality laser obstacle course; requires spatial data and room layout emulation (scene_emul=1). frame.meta_depth_occlusion keeps close lasers visible (its asset fixes only for the build they were made for); tested version not recorded (PR#246).
details:Mixed reality game that projects lasers across your room; needs Meta scene emulation and spatial data permission.
diagnosis:'The game is using a simple fallback room. Scan your room for mixed reality, or use Frame > Room > Use my play area for walls without furniture. A recorded scan can be imported until headset capture is available.'
diagnosis:'The game cannot discover a Meta room. Enable room layout (adapter.scene_emul), rebuild and reinstall for the updated extension shim, then save a room under Frame > Room.'
diagnosis:The game submits an offset projection viewport. With Valve foveation, dynamic resolution can move the sharp centre or expose a white edge. Keeping full resolution may help; it increases GPU load and needs the updated adapter and OVRPlugin shim in a rebuilt APK.
question:With foveated rendering enabled, was the sharp centre misplaced or was there a white line at the picture edge?
suggest:[adapter.fixed_resolution]
- id:static-openxr-loader-bypass
pattern:'RuntimeManifestFile::FindManifestFiles - using global runtime file /[^\r\n]*etc/openxr/1/active_runtime(?:\.[A-Za-z0-9_-]+)?\.json'
unless:'FrameBridge[:]|fp_xrruntime[:]'
severity: warning
diagnosis: A Khronos loader loaded the system runtime without FrameBridge. A statically linked loader may bypass the bundled loader chain; analyze again, enable the embedded OpenXR loader patch when detected, then rebuild and reinstall to write its per-game manifest.
diagnosis:The Frame runtime reached its swapchain count limit (about 15 live swapchains per session), not necessarily a memory limit. Extra menus or video panels may close or stay gray. Updated FramePort builds provide Share panel images (swapchain limit) for GLES apps; Vulkan apps are unaffected.
diagnosis:OVRPlugin sees OVRPort's Quest 2 identity. Quest 3-only graphics options may stay hidden (e.g. Asgard's Wrath 2). Choose Quest 3 under Headset model and rebuild; both the dispatcher name and XR_META_headset_id UUID must change. An intentional Quest 2 selection preserves the original identity.
suggest:[device.headset_model]
- id:meta-asset-status-error
pattern:'Asset status error\s+\(code 100\)'
severity:error
diagnosis:A DLC manager reports a Meta asset-file status error after VR starts (e.g. PixelRipped 1995). The asset-file check failed; the log does not identify the native call or asset ID. Try the experimental asset-file bypass (empty list, installed status with no file path); this does not supply DLC and has not been verified in the game.
suggest:[frame.asset_files_stub]
- id:meta-entitlement
# Quest games (the pcvr oculus-entitlement signature covers Rift games). Only explicit failure results: a bare
# ovr_PlatformInitialize error isn't matched. `error`, not fatal: offline games may log it and play on; an online
# game that then quits (e.g. Deadly Delivery, GitHub #322) fails the test through its exit.
pattern:'(?i)entitlement check failed|\bnot entitled to (use|play)|ovrPlatformInitialize_(NotEntitled|UnableToVerify|FileInvalid|SignatureInvalid)'
severity:error
diagnosis:The game's Meta licence check (entitlement) failed. It needs Meta's online login and licence check,
which the Frame doesn't have; games that depend on it (often online games) quit or stay offline. FramePort
doesn't get around such checks.
suggest:[]
- id:meta-request-failed
# Unity's Oculus.Platform wrapper logs this when a Meta platform call gets no usable answer: OVRPort's platform
# library answers some calls without Meta's services (request id 0), so the game's callback never runs and it
diagnosis:A Meta platform request made by the game failed (it needs Meta's online services, which the Frame
doesn't have). If the game then stays on a loading screen or doesn't go on, it is waiting for that answer;
some games have a per-game fix that skips the call. A problem report with diagnostics shows which call it is.
suggest:[]
report:true
- id:meta-system-activities
# The game ships its own (renamed) copy of Meta's platform loader instead of going through OVRPort's, which
# tries to open Meta's system activities (Horizon OS) and aborts when Android can't start them (Breachers, #357).
pattern:'DisplayErrorAndExit:Failed to launch SystemActivities'
severity:fatal
diagnosis:The game's own Meta platform library tried to open Meta's system screens (Horizon OS), which the
Frame doesn't have, and quit on purpose. Games built this way are usually online games that depend on Meta's
services; FramePort can't provide those.
suggest:[]
supersedes:[native-crash]
- id:lua-lightuserdata-pointer
pattern:'bad light userdata pointer'
severity:fatal
@@ -51,6 +117,13 @@ signatures:
severity:fatal
diagnosis:32-bit-only APK (e.g. a Gear VR or Oculus Go game). The Steam Frame has no 32-bit ARM support; FramePort's 32-bit bridge translates the game (experimental).
suggest:[frame.a32_bridge]
- id:a32-jit-overflow
pattern:'a32:block at 0x[0-9a-f]+ overflowed the code buffer'
severity:fatal
diagnosis:The 32-bit bridge's translator stopped the game on a long run of instructions it hands to its
interpreter, for example OpenSSL's ARMv8 SHA-1 code in Pinball FX2 VR. Fixed in newer FramePort versions;
update FramePort and rebuild the game ("Update on Frame").
suggest:[frame.a32_bridge]
- id:android-too-new
pattern:'(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
severity:fatal
@@ -61,6 +134,13 @@ signatures:
severity:fatal
diagnosis:This app is a website, not a game, and it can't open on the Frame. It is a Trusted Web Activity that opens Meta's browser (com.oculus.browser), which the Frame doesn't have; open the website (TWALauncherActivity's "Using URL" line) in a browser instead.
# library's Java side missing on the 32-bit bridge, or a bind to Daydream's VrCore service
pattern:'Google VR Error \[(Daydream|Cardboard)\]|Google VR had a fatal issue while loading|class com/google/vr/sdk/base/CardboardViewNativeImpl not found|act=com\.google\.vr\.vrcore\.\S+ pkg=com\.google\.vr\.vrcore'
severity:fatal
diagnosis:This is a Google Daydream / Cardboard VR build (Google VR SDK), and its VR can't reach the Frame's headset. Daydream needs Google's VR services (VrCore) and Cardboard draws for a phone in a viewer; FramePort has no translation for either, so the game runs as a flat window at best, usually without working controls. An Oculus build of the same game (Meta Quest, Oculus Go or Gear VR) goes through FramePort's normal path.
diagnosis:The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames; FrameBridge from FramePort 0.11.0 clamps the rects, so rebuild and reinstall the game.
diagnosis:The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames (FrameBridge from FramePort 0.11.0 clamps the rects), or is empty (0x0, for example BattleTalent's first frames right after Unity switches its MSAA level; a newer FrameBridge shows the whole swapchain image instead), so rebuild and reinstall the game.
suggest:[frame.adapter]
- id:cylinder-menu-layers-rejected
pattern:'xrEndFrame failed -16\b'
severity:error
diagnosis:The game draws a curved (cylinder) screen to each eye separately (for example the Doom3Quest / PreyVR menu). The Frame's runtime has no cylinder layers, so FrameBridge shows each as flat quad strips; a per-eye pair makes too many quad layers for one frame and the runtime rejects the whole frame (XR_ERROR_LAYER_INVALID), leaving the menu black while the game runs. FrameBridge from this build shows the left eye's strips to both eyes to halve the count; rebuild and reinstall the game to try it.
severity:info
# PreyVR (GitHub #306): one rejected frame at the start of every session (its space isn't locatable yet); the black
# menu there had another cause (a 0 Hz refresh rate stopped the game clock), so this alone is no error
diagnosis:The runtime rejected a frame's layers once (XR_ERROR_LAYER_INVALID). At the start of a session that is
harmless. If it repeats every frame the picture stays black; FrameBridge shows a curved (cylinder) screen drawn
to each eye separately (for example the Doom3Quest / PreyVR menu) as one set of flat strips for both eyes to stay
within the runtime's layer limit, so rebuild and reinstall the game with the current FrameBridge.
pattern:'(XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING|Failed to create XR session:-50\b|xrCreateSession[^\n]*-50\b)'
severity:fatal
@@ -293,8 +413,12 @@ signatures:
diagnosis:Frame controller models are on, but the converted models are missing from the game's files. The agent found no Frame controller render models in SteamVR at install time; see the install log, or run the agent's controller_models command.
suggest:[]
- id:scene-missing
# not OVRPlugin's routine "Unavailable OpenXR extension: XR_FB_scene" (printed by every OVRPlugin game)
diagnosis:The game wants Meta's room data (scene API), which the Frame lacks. The adapter can emulate a room from the guardian bounds.
suggest:[adapter.scene_emul]
@@ -309,6 +433,13 @@ signatures:
diagnosis:'The Frame''s Vulkan driver crashed on a call from Unreal. Unreal 5 passes things Quest''s driver ignores:a depth resolve in a subpass without a depth attachment (handled by the Vulkan shim), and image barriers and views for a missing image when it expects fragment density maps (foveation) from the headset (for example Metro Awakening).'
question:Did the Vulkan game stop on its first frames?
diagnosis:OVRPlugin enabled Quest Vulkan foveation but received no density image. For a first-frame failure, compare with Quest foveation suppressed. This message alone does not prove the crash cause; a null Unreal graphics pipeline can also follow an earlier fatal error.
suggest:[adapter.hide_fb_foveation]
- id:unreal-fdm-missing
pattern:'vk shim:left out \d+ image barrier\(s\) without an image \(first:layout \d+ -> 1000218000'
unless:'vk shim:fragment density map extensions hidden'
@@ -337,6 +468,13 @@ signatures:
diagnosis:The game crashed creating a very large image (over 4096 px, for example in video players). OVRPort's OpenXR dispatcher aborts on such swapchains.
suggest:[frame.swapchain_limit]
supersedes:[native-crash]
- id:cortopia-org-id-wait
# Meta's C# wrapper logs this when the native call returned request id 0 (no callback ever follows); Cortopia's
diagnosis:The game waits forever on its loading screen for an answer from Meta's platform (an org-scoped user id, used as its analytics id) that OVRPort's platform library doesn't give. The patch makes the game skip that one request, as it does without Wi-Fi.
diagnosis:The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR). The patch makes Vivox's audio-route check return early (voice chat keeps the default route).
diagnosis:The game's Photon Voice microphone plugin calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes when voice chat starts (for example Table Troopers at the tutorial). The patch makes Photon's audio-device pick return early (the microphone keeps the default route).
diagnosis:Code in the game (often a voice-chat SDK) calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes. FramePort has fixes for Vivox and Photon Voice; this one comes from another library, so please report it with the log.
report:true
supersedes:[java-crash]
- id:lepton-data-link-failed
pattern:"ln: cannot create symbolic link from '[^']*' to '/data/data/|Couldn't create directory for SharedPreferences file /data/user/0/"
@@ -361,6 +511,24 @@ signatures:
diagnosis:The game has no internal storage (saves, settings) inside Lepton. Usually its folder's path has a space (a microSD card named for example "Steam Frame 512g"), which Lepton's own scripts can't handle; FramePort's launcher (agent 83 and newer) gives Lepton a path without spaces. Connect FramePort once so the launcher is updated, then start the game again.
diagnosis:Google Play services' code in the game called an Android 12 method (the game was built for Android 12 and newer, so its version checks were built in as "always true") and Lepton runs Android 11; the game crashes on its GoogleApiHandler thread at start (for example Titan Isles). The patch makes those checks answer "no" again; Play services themselves aren't on the Frame, so sign-in and other Google features stay off.
suggest:[frame.gms_platform_version]
supersedes:[java-crash]
- id:usb-midi-watcher
pattern:'UsbManager\.getDeviceList\(\)'' on a null object reference|at jp\.kshoji\.driver\.midi\.device\.MidiDeviceConnectionWatcher\$MidiDeviceConnectionWatchThread\.checkConnectedDevices'
severity:fatal
diagnosis:The app's USB MIDI driver (kshoji's, used by Unity MIDI plugins, for example PianoVision) asked Android's USB service for MIDI devices; the Frame's Android has no USB service, so the app crashed. The patch stops that poll; USB MIDI devices can't reach the app on the Frame anyway.
diagnosis:The game's start activity uses Android 12's VibratorManager (Unity's App UI package, for example PianoVision) and Lepton runs Android 11, so it quits before the game starts. The patch starts the activity without a vibrator; its UI haptic feedback then does nothing.
suggest:[frame.unity_appui_vibrator]
supersedes:[java-crash]
- id:bhaptics-permission-prompt
pattern:'GrantPermissionsActivity:Permission grant result .*permission=android\.permission\.BLUETOOTH_CONNECT'
severity:error
@@ -399,6 +567,12 @@ signatures:
diagnosis:The game crashed while leaving VR, inside Valve's foveation layer when it destroys a swapchain (for example Lambda1VR). This can happen after manually quitting; it is not a startup crash and does not explain distorted geometry seen before quitting.
suggest:[]
supersedes:[native-crash]
- id:batman-audio-geometry-allocation
pattern:'(?s)\A(?=.*com\.camouflaj\.manta)(?=.*Trying to allocate:[1-9][0-9]{10,}B)(?=.*MetaXRAudioUnityMemoryAllocator\.cpp)'
severity:fatal
diagnosis:"Batman's Meta XR Audio geometry loader requested tens of gigabytes while loading a scene. Its background task can outlive the UnityWebRequest that owns the input buffer. Update Batman on Frame with the current FramePort: the adapter retains a private copy until parsing finishes, for the verified Batman build. This is a game allocation crash, not evidence of a headset thermal shutdown."
suggest:[frame.adapter]
supersedes:[native-crash]
- id:native-crash
pattern:'Fatal signal (\d+) \(SIG[A-Z]+\)'
severity:fatal
@@ -419,6 +593,12 @@ signatures:
severity:fatal
diagnosis:'Games can''t start until the Frame restarts:it ran out of kernel keys. Rootless podman leaks one session keyring per container start; the FramePort agent sets keyring=false in ~/.config/containers/containers.conf, and a reboot frees the leaked keys.'
suggest:[]
- id:app-separate-process
pattern:'Start proc \d+:[\w.]+:\w+/\S+ for (pre-)?top-activity'
severity:error
diagnosis:The game's activity runs in an Android process of its own, while Lepton watches only the app's main process, which never starts. About a minute in, Lepton decides the app "did not start" and closes it, wherever the game is. Newer FramePort versions run the activity in the main process (patch "Start the game in the app's main process"); update FramePort and use Update on Frame.
relocated mmap results and mprotect failure cleanup/rollback.
- On the headset, the affected save loaded successfully with the repair. Logs
showed private copies of 2,599,300, 159,020 and 628,088 bytes made before dispatch;
each original parser completed and each copy was released. Another 180,120-byte
geometry input also completed normally.
- The game continued for over seven minutes after that load with zero allocation
failures, rejected meshes or fatal signals. Acoustic geometry was loaded, not
disabled. That device test used the ownership repair with diagnostic guards;
none of the guards rejected a mesh. The production repair omits those guards.
- The rebuilt latest adapter passes the repository checks recorded in the PR;
the device result above is for the experimental build tested before integration.
This does not establish long-term stability or resolve the separately observed
whole-headset power-offs. Those require their own power/reset investigation.
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