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Give the Steam Frame's native build the standalone headset defaults
MKW_VR_STANDALONE (runtime_config.h) names the standalone headsets: the Quest, and the Steam Frame in its Android flavour and its native SteamOS build. They share render scale 0.8, foveation medium, the GX thread, the game's object culling, and the headset panel's foveation and tracked-hands rows; passthrough stays Quest-only. The Frame's native build also sets AuroraConfig::xrHeadsetOnly, so Aurora neither presents the desktop window nobody watches nor renders it past the last pass the eyes sample, which Android does always (4 to 6 ms of a 12 ms GPU frame on a Quest 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -289,6 +289,10 @@ typedef struct {
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bool hasD3D12AdapterLuid;
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uint32_t d3d12AdapterLuidLow;
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int32_t d3d12AdapterLuidHigh;
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// Nobody watches the desktop window while the headset runs (a standalone
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// headset such as the Steam Frame's native build): skip presenting it and stop
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// the mono render after the last pass the eyes sample, as Android always does.
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bool xrHeadsetOnly;
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} AuroraConfig;
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typedef struct {
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@@ -1416,7 +1416,7 @@ bool headset_owns_display() noexcept {
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#if defined(__ANDROID__)
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return stereo_frame_provider_active();
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#else
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return false;
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return g_config.xrHeadsetOnly && stereo_frame_provider_active();
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#endif
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}
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