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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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@@ -2,6 +2,9 @@
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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.
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This is upstream's desktop build and has no VR: OpenXR is not wired for macOS. To play on the Steam
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Frame, follow the [README](../README.md#quick-start) instead.
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> [!NOTE]
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> 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
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complements `OPENXR.md`, which remains the specification for the presentation
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policy, the virtual screen, the first-person camera and frame interpolation:
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all of that is shared, unchanged, between the Windows D3D12 product and the
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Quest Vulkan product. What differs is everything below the stereo replay: the
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graphics binding, the app shell and the platform glue.
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all of that is shared, unchanged, between the PC products (Windows D3D12 and
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Vulkan), the Steam Frame's native SteamOS product and the Quest Vulkan product.
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What differs is everything below the stereo replay: the graphics binding, the
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app shell and the platform glue.
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## Sources of the design
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@@ -1160,28 +1161,24 @@ or `EndAccess` errors); a black mirror too points at Aurora itself.
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## Known gaps and next steps
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- **Device bring-up.** Run on a Quest 3, capture logcat, fix what the runtime
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rejects. Likely first candidates: the exact `XR_KHR_vulkan_enable2` device
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extension negotiation, Dawn's begin/end layout reporting for AHardwareBuffer
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imports, and swapchain format choice (`R8G8B8A8_SRGB` is expected).
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- **Performance.** The desktop product targets x86-64-v3; nothing has been
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profiled on the XR2. The first run compiles every bundled pipeline recipe
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(about half a minute); later runs load Dawn's pipeline cache from `Cache/`
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next to `DATA`. `render_scale` defaults to 0.8 here (1.0 on
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PC); lower it further if the compositor reports missed frames. It can be
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changed during a race from the headset panel (VR → Render resolution).
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Foveated rendering (above) is off by default: at `render_scale` 0.8 it saves
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nothing measurable, above that 8 to 22% of the eyes' GPU time.
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- **Lifecycle.** Backgrounding (the Quest menu, guardian) pauses the session
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through the ordinary `STOPPING`/`READY` events; SDL's Android surface loss is
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handled by Aurora's existing Android paths. Neither has been exercised.
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- **Input.** D-pad (trick inputs) is not bound; remap in `Config.toml` or bind
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the thumbstick directions in a follow-up. Haptics are wired but nothing calls
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them yet.
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- **Retro Rewind on the headset** runs from a kit-built library (below), but its game must be built
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on a PC and its pack copied next to `DATA` by hand. `adb push` cannot create directories inside
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an app's external files directory (`secure_mkdirs failed`), so push the pack to `Download` and
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copy it over on the device, then `chmod -R a+rX` it. The launcher does not fetch or update the
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pack, and cannot build the mod on the headset.
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- **Release signing and store packaging** are out of scope; `Build-Quest.ps1`
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produces debug-signed APKs for sideloading.
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- **Not yet verified on a headset:** stereo comfort and scale, the lifecycle (the Quest menu,
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guardian and sleep pause the session through the ordinary `STOPPING`/`READY` events, and SDL's
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surface loss goes through Aurora's existing Android paths, but neither has been exercised), and
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a full race to the finish.
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- **Performance.** Heavy tracks are still GPU-bound on a Quest 3 (Retro Rewind's SNES Ghost Valley 2
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at about 40 FPS at `render_scale` 1.0). `render_scale` defaults to 0.8 here (1.0 on PC); lower it
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further if the compositor reports missed frames, live from the headset panel (VR → Render
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resolution). Foveation defaults to `medium`: at 0.8 it saves nothing measurable, above that 8 to
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22% of the eyes' GPU time ([Foveated rendering](#foveated-rendering)). The first run compiles
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every bundled pipeline recipe (about half a minute); later runs load Dawn's pipeline cache from
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`Cache/` next to `DATA`.
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- **Input.** Touch controllers have no D-pad, so the Wii Remote's D-pad is unbound on the Quest
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(the Steam Frame's controller profile binds its left D-pad); remap in `Config.toml` if a mod needs
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it.
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- **Retro Rewind on the headset.** The launcher downloads and updates the pack (**Download Retro
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Rewind** on Home) and can build the mod on the headset with the pack in place. Copying a pack by
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hand instead needs care: `adb push` cannot create directories inside an app's external files
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directory (`secure_mkdirs failed`), so push it to `Download` and copy it over on the device, then
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`chmod -R a+rX` it.
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- **Release signing and store packaging** are out of scope; `Build-Quest.ps1` produces debug-signed
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APKs for sideloading.
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