Turn the displays off while the headset isn't used, and keep it awake on a charger

A display mount that covers the proximity sensor makes the headset seem
worn, so SteamVR never turned its displays off and they stayed on all
night. The new power service, ft-powerd (frametop-power.service), goes by
use instead: after DISPLAY_OFF_MIN minutes in which the headset and
controllers didn't move and no input device was used, it turns the
backlight off, and the next movement or input turns it back on.

The new Power tab in Frametop Display Settings sets that time and has a
Stay awake while plugged in switch. The switch sets Steam's own "When
Plugged In and Idle -> Sleep after" to Never through Steam's UI, so the
Frame stays reachable remotely while the power button still works.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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DeeJanuzandClaude Opus 5.5 committed 2026-09-29 09:34:34 -06:00
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@@ -117,7 +117,7 @@ The session is modeled on SteamOS's `steamos-nested-desktop` and runs beside it.
The VR launcher starts the session from the Steam client, and the client's environment came along: `LD_LIBRARY_PATH` pointing at Steam's own runtime, whose `libavcodec` has no H.264 decoder, so VLC in the desktop couldn't play most videos, plus the client's overlay and launch settings. The session script drops the client's variables before it starts anything. SteamOS's global Mesa settings (`/usr/share/deckard/mesavars.sh`) stay, and the gamescope session's Vulkan layer (`ENABLE_GAMESCOPE_WSI`) is only kept for the gamescope backend.
Steam, not systemd, suspends the Frame: after `system_idle_suspend_ac_sec` (an hour by default) without input on AC power, it logs `Switching to power state: k_ESystemPowerState_Sleep` and suspends, even while charging. It's a Steam setting (Settings → Power → When Plugged In and Idle → Sleep after), so the README recommends setting it to Never. SteamVR's standby, which turns the displays off when the headset comes off, is separate.
Steam, not systemd, suspends the Frame: after `system_idle_suspend_ac_sec` (an hour by default) without input on AC power, it logs `Switching to power state: k_ESystemPowerState_Sleep` and suspends, even while charging. It's a Steam setting (Settings → Power → When Plugged In and Idle → Sleep after), which the Stay awake while plugged in switch in Frametop Display Settings sets to Never. SteamVR's standby, which turns the displays off when the headset comes off, is separate; see below.
Flatpak apps need `XDG_DATA_DIRS` to include Flatpak's exports, or Plasma opens Discover instead of launching them, so the session sources `/etc/profile.d/flatpak.sh`.
@@ -127,6 +127,16 @@ A podman container's monitor process (conmon) stays in the cgroup of whatever st
Program names stay within 15 characters, because Linux truncates process names there and the scripts find programs with `pgrep -x` and `pkill -x`. That's why the prefix is `ft-`.
## Displays off on a stand
SteamVR decides the headset is off from its proximity sensor, which the driver reads through the DSP, and turns the displays off 5 seconds later. On a display mount that covered the sensor, that never happened: SteamVR kept the headset in use all night (no `entering standby` for device 0 in vrserver.txt, and XRService's user presence stayed at 1), and Steam didn't sleep either, because its idle count treats a present user as active. The battery went from 100% to 12% overnight on a 5 V, 3 A charger, with the headset drawing about 17 W.
There's no client call that puts the headset in standby. The cv driver's `teststandby` debug request (`IVRDebug::DriverDebugRequest`) only answers "Standby unknown hmd" on the Frame. But what the driver does for the displays in standby is write `/sys/class/backlight/ae94000.dsi.0/brightness` ("cv: Set displays off" writes 0, "Set displays on" the old value), and the `video` group can write that file, from the container too. So `ft-powerd` goes by use instead of the sensor and turns the backlight off itself. Tracking and rendering keep running. Turning the backlight off moved the battery current by only about 75 mA (0.5 W), so they're most of the load, but they're also why the displays can wake the moment the headset moves.
Movement is judged within 10-second windows. On the mount, the head pose jittered within 0.5 mm and 0.1 degrees over 20 seconds, and its position drifted 1.7 mm (0.16 degrees) in 4 minutes. Compared with a fixed reference, that drift would count as movement sooner or later and keep the displays on; within 10 seconds it never reaches the 5 mm and 0.5 degree thresholds, and anyone wearing the headset passes them now and then.
Staying awake while charging uses Steam's own setting rather than a logind sleep inhibitor. Steam suspends with `dbus-send ... login1.Manager.Suspend boolean:true`, and a block inhibitor does stop that (`CanSuspend` answers "challenge" while one is held), but it stops the power button too. `system_idle_suspend_ac_sec` is field 24004 of Steam's CMsgClientSettings. In Steam's SharedJSContext, reachable over CDP on port 8080 because Steam runs with `-cef-enable-debugging`, `SteamClient.Settings.SetSetting` takes a change as a base64 protobuf, the way Steam's Power page sends it (0 is never), and `settingsStore.clientSettings` has the current values.
## Approaches we dropped
- WayVR, an existing Wayland desktop for VR. It built and connected to SteamVR on the Frame, but nothing showed in the headset. It has no bindings for the Frame's controllers, and its KDE screen capture needs `xdg-desktop-portal-kde`, which SteamOS doesn't ship.
@@ -140,3 +150,4 @@ Program names stay within 15 characters, because Linux truncates process names t
- Drawing KWin's cursor on the screens.
- Plasma can lose its panels when the number of screens goes down, because they're saved against a screen that no longer exists. Removing `plasma-org.kde.plasma.desktop-appletsrc` and `plasmashellrc` from `~/.config/frametop` brings the default panels back.
- Frame pacing and GPU cost with several busy screens haven't been measured.
- Real standby on a stand, with rendering and tracking paused, not just the backlight off. SteamVR has no call for it, and its activity level follows the proximity sensor.