Files
daniel-lynch--ovrplugin-ope…/docs
Daniel LynchandClaude Opus 5 1f3dc40c07 docs+build: hygiene pass — close leak risk, de-drift docs, fix build prereqs
Repo hygiene round following a full review. No shim behaviour changes.

Leak risk:
- .gitignore: ignore CLAUDE.md (personal assistant-lane config, was one
  `git add -A` away from a public commit) and scratch_obj/.

Docs vs. reality:
- shim/README.md: rewritten. It described a pre-implementation skeleton with
  "core fns are TODO stubs returning -1005", three mutually inconsistent stub
  counts, and four completed milestones listed as open. Now carries the verified
  breakdown: 438/438 exports = 371 generated stubs + 46 core + 7 layers + 2
  Vulkan queries + 12 passthru trampolines.
- TESTING.md: dropped the self-contradicting "NOT yet" block (5 of 6 items were
  done or misstated, and contradicted the same file 45 lines above). Path B now
  points at tools/desktop-harness, which exists, instead of the orphaned
  shim/tests/harness.c. Path A prereqs marked as the record they are.
- HOST.md: corrected the runtime assumption. The OpenXR runtime inside Lepton is
  SteamVR (vendor/etc/openxr/1/active_runtime.json -> vrclient.so), not Monado.
  Favourable: SteamVR emulates Oculus Touch by default and advertises the
  XR_FB_foveation family, so the existing input and foveation paths should carry
  over. The old "remaining unknowns" are resolved by Lepton's published source
  and replaced with the items to check before a first Frame boot.
- README.md: same runtime correction.
- docs/research/RECON.md: the four passages prescribing an entitlement
  NOP/stub/bypass are corrected in place rather than merely disclaimed by the
  top banner, which they contradicted.

Build correctness:
- shim/build_android.sh: missing patchelf is now fatal. It warned and exited 0,
  producing a .so that cannot resolve the OpenXR loader at runtime.
- scripts/fetch_deps.sh + packaging/build_openxr_loader.sh: pin the OpenXR and
  Vulkan header versions (were tracking `main`), overridable via OPENXR_TAG /
  VULKAN_HEADERS_TAG; require cmake for the loader build.
- packaging/steamframe_patches.sh: use the apktool.jar that fetch_deps.sh
  downloads. Its prereq check demanded an `apktool` binary on PATH that the
  documented setup never provides, so it could not run after a clean setup.
- shim/gen_stubs.sh: it reads all_exports.txt, not shim_surface.txt; comment and
  emitted banner corrected. stubs.c regenerated (banner line only).
- shim/src/core.c: split seven `if (out) ...; return ...;` one-liners. Host
  build now compiles with zero warnings, down from seven.

Verified: host build 0 warnings; gen_stubs.sh output identical on regeneration;
bash -n clean on all edited scripts; pinned header/tarball URLs return 200 and
the tag tarball extracts to the expected directory name.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 02:15:10 -04:00
..

RE4 VR shim — docs

Research trail and session handoffs for the OVRPlugin→OpenXR shim that runs RE4 VR on non-Meta OpenXR runtimes (Quest 2 today; Steam Frame the goal).

  • handoffs/ — chronological session handoffs (the day-by-day journey).
  • research/ — reverse-engineering notes, design docs, the ghost-fix writeup, and related-work.md (how Overport/others run Quest games elsewhere; why this shim is novel).
  • ../analysis/ — raw RE dumps (*.txt, mostly gitignored; all_exports.txt + shim_surface.txt feed shim/gen_stubs.sh).
  • Operational docs live at repo root: README.md, TESTING.md, HOST.md.

The "ghost" — how it was actually solved (the short version)

For weeks the headline bug was a VR "ghost": doubled/tripled hands and watches, seated-mode deform, standing-mode black flashes. It survived every theory it looked like — stereo geometry, FOV/IPD, depth reprojection, render-submit ordering, GPU load.

The break came from building P4 passthru (research/ghost-fix-2026-06-27.md): running the real Meta libOVRPlugin inside our app proved native is flawless, so the bug was in our path. Then always-on anomaly logging caught the real signature — dropped frames — and a recording + frame-blending showed it was whole-frame temporal judder, not a stereo/geometry artifact. Localizing the stall showed UE's render thread blocking ~85–150ms during motion at only ~14ms of GPU work.

Root cause: the shim left ovrp_WaitToBeginFrame a no-op and ran xrWaitFrame on the render thread, so the game thread was unpaced and UE's pipelined renderer desynced → render-thread stalls → dropped frames → the compositor's timewarp filled the gaps → judder. Fix: pace the game thread like vrapi (xrWaitFrame in xrr_wait_frame, frameState handed to the render thread via a 1:1 FIFO ring). Result: render stall 150→3ms, drops 0.79% (~native 0.34%), steady 72Hz — ghost gone. Commits 79476c3 (fix) + c0ecff3 (XR_FRAME_DISCARDED guard).

Secondary wins kept as defaults: game-driven FFR (apply the game's foveation), and the per-frame luma readback off.

Reading order if you're new

  1. research/ghost-fix-2026-06-27.md — the full diagnosis chain (start here).
  2. handoffs/ newest → oldest — the journey, including the dead ends (reproject, submit-ordering, depth) that were ruled out.
  3. research/RECON.md, RE-NOTES.md, SHIM-SCOPE.md — how the shim was reverse-engineered.
  4. research/render-submit-sync-design.md — the render/submit sync design.