Revise the Markdown docs against the code and the fork's state

Checked every claim that names a setting, default, log line, binding or
script against the source, and brought the docs up to date with the
Steam Frame build:

- README: the recommended settings show their Frame defaults (render
  scale 0.8, resolution multiplier 1) and add eye-tracked foveation and
  the refresh rate; the settings panel's gamepad-mode button (both
  sticks); by-hand release tags moved to frame-beta-2; the AI usage note
  points at a section that exists.
- OPENXR.md: the intro and requirements cover all three backends; the
  Linux Vulkan backend, its patched Dawn and time conversion; Frame
  defaults for render scale and culling; the Frame controller profile in
  the binding list and limitations; foveation on the Frame and its
  per-map memory; scope of passthrough and tracked hands; Linux log path.
- quest-port.md: Known gaps rewritten (it still said the app had not run
  on a Quest, foveation was off by default, haptics unused and the pack
  not downloadable); intro names every product sharing the spec.
- DISTRIBUTION.md: how this fork's source-only frame-* releases are made.
- THIRD-PARTY-NOTICES.md: libco's aarch64 backend, Dawn built from source
  for the Quest and the Frame, and the tools the Frame installer fetches.
- CONTRIBUTING, RELEASE_VALIDATION, android/README, translator/README,
  building-macos: fork context, broken pointers, list formatting, typos.
- aurora-main/README: drop a screenshot that was not vendored.

All relative links and anchors resolve.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -96,7 +96,8 @@ curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/op
### 3. Play
Start **WiiCompiled** from the library in the headset. Open the settings panel with the left
shoulder button, go to the **VR** tab and set the [recommended settings](#recommended-settings).
shoulder button (with the controllers as a gamepad: both sticks clicked together), go to the **VR**
tab and set the [recommended settings](#recommended-settings).
### Updating
@@ -107,17 +108,19 @@ so), so an update usually takes minutes. `--release <tag>` builds a given releas
## Recommended settings
All of these are in the headset's settings panel (left shoulder button, **VR** tab) and in
All of these are in the headset's settings panel (**VR** tab) and in
`~/.local/share/WiiCompiled/Config.toml`. Quit the game before editing the file; it writes its
settings back when it closes.
| Setting | Value | Why |
| --- | --- | --- |
| `[vr] render_scale` | `1.25` | Scales SteamVR's recommended eye size, 1728x1728 on the Frame: 1.25 is the panels' native 2160x2160, which the Frame renders in 9 to 11 ms a frame with medium foveation. |
| `[vr] foveation` | `medium` | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] repeat_frames` | `true` (default) | Without it SteamVR halves the game's rate and fills refreshes itself. |
| `[vr] frame_interpolation_fps` | `0` | Rendering in-between frames needs 120 eye pairs a second, which made things worse on the Frame. |
| `[video] resolution_multiplier` | `2` | The game's own frame, which the eyes are made from. 4x is far too heavy for the Frame's GPU. |
| Setting | Value | Default | Why |
| --- | --- | --- | --- |
| `[vr] render_scale` | `1.25` | `0.8` | Scales SteamVR's recommended eye size, 1728x1728 on the Frame: 1.25 is the panels' native 2160x2160, which the Frame renders in 9 to 11 ms a frame with medium foveation. |
| `[vr] foveation` | `medium` | `medium` | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] eye_tracked_foveation` | `true` | `true` | Centres the sharp region on your gaze instead of the middle of each eye. |
| `[vr] repeat_frames` | `true` | `true` | Without it SteamVR halves the game's rate and fills refreshes itself. |
| `[vr] refresh_rate` | `120` | `120` | Two refreshes per game frame. SteamVR must be set to 120 Hz as well. |
| `[vr] frame_interpolation_fps` | `0` | `0` | Rendering in-between frames needs 120 eye pairs a second, which made things worse on the Frame. |
| `[video] resolution_multiplier` | `2` | `1` | The game's own frame, which the eyes are made from. 4x is far too heavy for the Frame's GPU. |
Keep SteamVR's refresh rate at 120 Hz. Motion Smoothing makes no difference to this game.
@@ -138,6 +141,9 @@ The Frame's controllers are bound through their own profile, so the left D-pad w
| Grips, stick clicks, motion, aim | as on Quest Touch ([`OPENXR.md`](OPENXR.md), Controllers) | as on Touch |
| Right X, Y, menu and shoulder | unbound | unbound |
In gamepad mode (`[vr] controller_mode = "gamepad"`) the left shoulder is the GameCube Y button, so
the settings panel opens with both sticks clicked together instead.
## Known issues
- **Doubled images** in races and on the HUD, worst while racing, sometimes in the right eye only.
@@ -195,11 +201,11 @@ emulation as in [Quick start](#quick-start) step 1 first.
### 1. Download the release and extract your disc
Take the newest release from the [Releases](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases)
page; the commands use `frame-beta-1`, so put the newest release's tag in its place:
page; the commands use `frame-beta-2`, so put the newest release's tag in its place:
```bash
mkdir -p ~/wiicompiled/Wiicompiled_VR_Frame; cd ~/wiicompiled
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-1.tar.gz \
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-2.tar.gz \
| tar -xz --strip-components=1 -C Wiicompiled_VR_Frame
curl -fL -o nodtool https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-linux-x86_64
chmod +x nodtool
@@ -270,12 +276,12 @@ the executable. `rsync -c` copies just the files whose content changed and stamp
current time, so the build recompiles exactly those. Unpacking over the source would restore each
file's commit date, which can be older than the last build, and changes would be skipped. Your
`Assets/` and build folders stay. Install `rsync` if your system lacks it, and put the new release's
tag in place of `frame-beta-2`:
tag in place of `frame-beta-3`:
```bash
cd ~/wiicompiled
mkdir -p release-new
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-2.tar.gz \
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-3.tar.gz \
| tar -xz --strip-components=1 -C release-new
rsync -rcE release-new/ Wiicompiled_VR_Frame/
rm -rf release-new
@@ -426,8 +432,10 @@ Leave out `--headset steam_frame` and pass `--cpu` for your CPU to get a generic
it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Untested.
## AI usage
AI coding tools were used during development of this project.
All translated output is verified against real hardware behavior and most importantly, physics accuracy is proven synced across Wii, Dolphin, and WiiCompiled (see FAQ).
AI coding tools were used during development of this project. Translated output is checked against
real hardware behaviour and, most importantly, the physics are proven identical across Wii, Dolphin
and WiiCompiled by ghosts that stay in sync (see [From upstream](#from-upstream)).
## Credits
- **inkwreck** - making the logo
@@ -459,7 +467,6 @@ All translated output is verified against real hardware behavior and most import
Bundled third-party components and their licenses live in
[`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md).
## License
WiiCompiled is free software: you can redistribute it and/or modify it under the terms of the