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