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README: what the game needs from SteamOS
Checked on a Frame with ldd: the executable needs only glibc, libstdc++, libgcc, libpng and zlib from the system, and no symbol version newer than SteamOS 0.4.3's glibc 2.39 offers, although the build container has 2.41. So it runs both from Steam, inside Steam Linux Runtime 4, and straight from a Desktop Mode terminal. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -375,6 +375,12 @@ Unraid keeps `/usr/local/bin` in memory, so repeat this after a reboot.
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Vulkan hook and density map ABIs that Aurora compiles against.
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- **Headset only.** The game neither shows nor finishes rendering a desktop window, and is compiled
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for the Frame's Cortex-X4 cores (`-mcpu=cortex-x4`, overridable with `--cpu`).
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- **What it needs from SteamOS.** Dawn, SDL and the OpenXR loader are linked in, and Vulkan and the
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OpenXR runtime are found at run time. From the system it takes only glibc, libstdc++, libgcc,
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libpng and zlib, all part of SteamOS, and it is built against glibc symbols that SteamOS 0.4.3's
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glibc 2.39 has (`ldd ~/devkit-game/WiiCompiled/WiiCompiled` lists them and flags anything
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missing). Steam starts it in Steam Linux Runtime 4 (`SteamLinuxRuntime_4-arm64`), which brings
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its own copies; started from a terminal it uses SteamOS's.
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- **Every refresh from the game.** The game draws 60 frames a second. When it handed SteamVR only
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those, SteamVR ran it at half rate and made up every other refresh itself, even with Motion
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Smoothing off. With `[vr] repeat_frames`, the pacing thread waits for the next frame until 1.5 ms
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