Files
UnicronNLandClaude Opus 5.5 4be8e3be37 a32 bridge in FramePort: patch frame.a32_bridge, Spunky Dungeon, Gunjack findings
32-bit-only APKs (Gear VR / Oculus Go games) are no longer "unsupported": the
recipe engine suggests frame.a32_bridge, which converts the APK with the
translator bridge (convert() shared with bridge/convert.py) and ships
liba32bridge.so / liba32rt.so / liba32stub.so (native/build.py --only a32).

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:45:24 +02:00

1.5 KiB

Compatibility

FramePort's catalog has a tested recipe (the patches and settings that work) for many games, each marked as working, working with issues or not running: see the list of tested games. Other games get suggested patches, each with its reason. Every patch can be switched on or off under Customize on the game's page.

Got a game working? Share its recipe.

Patches

Kind of game On the Steam Frame
Quest games Converted to OpenXR (the VR standard the Frame uses) by OVRPort and patched; they run in Lepton, Valve's Android runtime
32-bit Gear VR, Oculus Go and early Quest games Run through FramePort's 32-bit bridge (experimental): it translates the game's 32-bit code inside the app; the Frame's right controller acts as the Gear VR / Go controller
Other Android VR apps using OpenXR (for example Pico builds) Converted the same way; the other headset's own features and store services aren't available
Android apps without VR Installed unchanged and shown as a window in the headset
PC VR games On the Frame through Proton (experimental), or on your PC and streamed to the Frame: see PC VR games
Can't run x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app

Automatic launch tests show that a game starts; only the headset shows whether it looks right.

Steam Frame