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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>
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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.
| 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.

