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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>
39 lines
4.1 KiB
Plaintext
39 lines
4.1 KiB
Plaintext
# Frametop settings, read by session/frametop-session.sh on the Frame.
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# Installed to ~/.config/frametop.conf. Environment variables with an FT_ prefix override these.
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BACKEND=screens # screens: ft-screens, each screen its own resolution and size (set in Frametop Display Settings,
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# saved in ~/.config/frametop-layout.json) | gamescope: the old path, settings below
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SCREENS=2 # gamescope: number of desktop screens (VR panels)
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WIDTH=1920 # gamescope: pixels per screen (at most 1920x1080 worth)
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HEIGHT=1080
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PHYS_WIDTH=1.6 # gamescope: panel width in metres, docked
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REMOTE=0 # 1 = serve the desktop over VNC on the tailnet (port 5900; see README)
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POINTER=0 # 1 = the mouse drives the universal 3D pointer (ft_pointer driver) instead of a plain mouse
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POINTER_SENSITIVITY=0.03 # degrees per mouse count
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POINTER_IDLE=30 # seconds without mouse use before the controllers get their laser back
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POINTER_WAKE_COUNTS=40 # mouse counts within 1 s needed to wake or re-claim the laser (ignores desk jitter)
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POINTER_CONTROLLER_PICKUP=1 # how hard a controller must move (x 0.35 m/s or 2 rad/s, for 100 ms) to take the laser back; raise it if resting controllers do (0.5 to 5)
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POINTER_DISTANCE=1.5 # metres to the cursor when it isn't on a panel
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POINTER_CURSOR_DEG=0.4 # size of the free-space dot, in degrees
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POINTER_ORIGIN_FRACTION=0.95 # laser starts this far along eye->cursor: its beam is a few cm, SteamVR's hit dot tiny
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POINTER_LASER_WIDTH=0.8 # controller beam width (dashboard.laserRayWidthScale), set once at helper start
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POINTER_ORIGIN_MARGIN=0.15 # the laser starts at least this far (m) in front of its target, so small floating controls stay hittable
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POINTER_SCENE_RADIUS=0.5 # texture-less dashboard overlays (dock, window controls): hit radius (m) around their origin
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POINTER_EDGE_REACH=0.3 # just off a panel, the cursor stays on its plane this far (m), to reach its resize edges and window controls
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POINTER_FOLLOW=0 # 1 = the cursor follows your head on a leash (a mouse button mapped to Head follow on/off toggles it)
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POINTER_LEASH_DEG=10 # head follow: how far (degrees) your head can turn before the cursor comes along; 0 locks it to your view
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POINTER_LEASH_DELAY=0.2 # head follow: how long (s) your head has to stay past the leash, so a glance doesn't move the cursor
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POINTER_LEASH_RETURN=0.2 # head follow: once it comes along, how quickly (s) the cursor settles back to its place in your view
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POINTER_FOLLOW_REACH=70 # head follow: how far (degrees) from the middle of your view the mouse can move the cursor
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POINTER_GAZE=0 # 1 = the pointer goes where you look, the mouse does the last bit (needs the gaze service: gaze/run.sh install)
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POINTER_GAZE_RETAKE=5 # gaze mode: how far (degrees) you look away from the pointer before the gaze takes it back from the mouse
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POINTER_GAZE_NUDGE_MAX=8 # gaze mode: a mouse nudge up to this far (degrees) before a click is learned as the eye tracker's error
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POINTER_GAZE_HOLD=0.5 # gaze mode: a press held this long (s) without moving becomes a real press (to drag); moved or released sooner, it clicks where you let go
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POINTER_GAZE_SHOW=1 # gaze mode: the dot shows this long (s) after the mouse moves it; also while a press is held, and a pulse per click
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META_DASHBOARD=0 # 1 = a Meta tap on a pass-through keyboard toggles the SteamVR dashboard (pointer mode only)
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SHARE_KEYS=0 # 1 = keys of keyboards grabbed for the desktop also go to @frametop_keys, for hotkey tools (any local process can listen)
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DISPLAY_OFF_MIN=0 # minutes without use before frametop-power turns the displays off, even if the headset seems worn (0 = never)
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DISPLAY_MOVE_MM=5 # displays off: the headset or a controller moving this far (mm) within 10 s counts as use
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DISPLAY_MOVE_DEG=0.5 # displays off: or turning this far (degrees) within 10 s
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LAYOUT_GRAB_OFFSET=0.075 # arranging screens: where the floating window's grab bar is, in metres below the screen
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LAYOUT_SLIDE_SPEED=0.5 # arranging screens: how fast the invisible controller slides a grabbed screen (m/s)
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