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
This commit is contained in:
Claude committed 2026-10-05 07:42:16 +00:00
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This guide covers building **WiiCompiled** (base game) and **Retro Rewind** from source on macOS for Apple Silicon (`arm64`). Follow these instructions to compile the native executables directly.
This is upstream's desktop build and has no VR: OpenXR is not wired for macOS. To play on the Steam
Frame, follow the [README](../README.md#quick-start) instead.
> [!NOTE]
> If you only want to build the base game (**WiiCompiled**), look for sections marked **`(Skip if only building WiiCompiled)`** to bypass Retro Rewind and online payload steps.
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This document is the design and build reference for the native Quest build. It
complements `OPENXR.md`, which remains the specification for the presentation
policy, the virtual screen, the first-person camera and frame interpolation:
all of that is shared, unchanged, between the Windows D3D12 product and the
Quest Vulkan product. What differs is everything below the stereo replay: the
graphics binding, the app shell and the platform glue.
all of that is shared, unchanged, between the PC products (Windows D3D12 and
Vulkan), the Steam Frame's native SteamOS product and the Quest Vulkan product.
What differs is everything below the stereo replay: the graphics binding, the
app shell and the platform glue.
## Sources of the design
@@ -1160,28 +1161,24 @@ or `EndAccess` errors); a black mirror too points at Aurora itself.
## Known gaps and next steps
- **Device bring-up.** Run on a Quest 3, capture logcat, fix what the runtime
rejects. Likely first candidates: the exact `XR_KHR_vulkan_enable2` device
extension negotiation, Dawn's begin/end layout reporting for AHardwareBuffer
imports, and swapchain format choice (`R8G8B8A8_SRGB` is expected).
- **Performance.** The desktop product targets x86-64-v3; nothing has been
profiled on the XR2. The first run compiles every bundled pipeline recipe
(about half a minute); later runs load Dawn's pipeline cache from `Cache/`
next to `DATA`. `render_scale` defaults to 0.8 here (1.0 on
PC); lower it further if the compositor reports missed frames. It can be
changed during a race from the headset panel (VR → Render resolution).
Foveated rendering (above) is off by default: at `render_scale` 0.8 it saves
nothing measurable, above that 8 to 22% of the eyes' GPU time.
- **Lifecycle.** Backgrounding (the Quest menu, guardian) pauses the session
through the ordinary `STOPPING`/`READY` events; SDL's Android surface loss is
handled by Aurora's existing Android paths. Neither has been exercised.
- **Input.** D-pad (trick inputs) is not bound; remap in `Config.toml` or bind
the thumbstick directions in a follow-up. Haptics are wired but nothing calls
them yet.
- **Retro Rewind on the headset** runs from a kit-built library (below), but its game must be built
on a PC and its pack copied next to `DATA` by hand. `adb push` cannot create directories inside
an app's external files directory (`secure_mkdirs failed`), so push the pack to `Download` and
copy it over on the device, then `chmod -R a+rX` it. The launcher does not fetch or update the
pack, and cannot build the mod on the headset.
- **Release signing and store packaging** are out of scope; `Build-Quest.ps1`
produces debug-signed APKs for sideloading.
- **Not yet verified on a headset:** stereo comfort and scale, the lifecycle (the Quest menu,
guardian and sleep pause the session through the ordinary `STOPPING`/`READY` events, and SDL's
surface loss goes through Aurora's existing Android paths, but neither has been exercised), and
a full race to the finish.
- **Performance.** Heavy tracks are still GPU-bound on a Quest 3 (Retro Rewind's SNES Ghost Valley 2
at about 40 FPS at `render_scale` 1.0). `render_scale` defaults to 0.8 here (1.0 on PC); lower it
further if the compositor reports missed frames, live from the headset panel (VR → Render
resolution). Foveation defaults to `medium`: at 0.8 it saves nothing measurable, above that 8 to
22% of the eyes' GPU time ([Foveated rendering](#foveated-rendering)). The first run compiles
every bundled pipeline recipe (about half a minute); later runs load Dawn's pipeline cache from
`Cache/` next to `DATA`.
- **Input.** Touch controllers have no D-pad, so the Wii Remote's D-pad is unbound on the Quest
(the Steam Frame's controller profile binds its left D-pad); remap in `Config.toml` if a mod needs
it.
- **Retro Rewind on the headset.** The launcher downloads and updates the pack (**Download Retro
Rewind** on Home) and can build the mod on the headset with the pack in place. Copying a pack by
hand instead needs care: `adb push` cannot create directories inside an app's external files
directory (`secure_mkdirs failed`), so push it to `Download` and copy it over on the device, then
`chmod -R a+rX` it.
- **Release signing and store packaging** are out of scope; `Build-Quest.ps1` produces debug-signed
APKs for sideloading.