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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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Give the Steam Frame build its own passthrough default
SteamVR has no XR_FB_passthrough, so the Steam Frame build neither asks for it nor offers the setting: [vr] passthrough defaults to false there, and the F10/headset panel and the launcher hide the switch. The Frame keeps the Android defaults that suit it (render scale 0.8, foveation medium, the GX thread, object culling, performance level boost) and starts at 120 Hz (previous commit). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -147,7 +147,9 @@ int g_vrRaceView = static_cast<int>(RuntimeConfigFile::GetVrRaceView());
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bool g_vrFlatScreen = g_vrRaceView == static_cast<int>(RuntimeConfigFile::VrRaceView::FlatScreen);
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constexpr std::array<const char*, 3> kVrRaceViewLabels{"Immersive", "Immersive window", "Flat screen"};
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#if defined(__ANDROID__)
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#if !defined(MKW_HEADSET_STEAM_FRAME)
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bool g_vrPassthrough = RuntimeConfigFile::VrPassthrough();
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#endif
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bool g_vrHandTracking = RuntimeConfigFile::VrHandTracking();
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// Menu labels for the foveation levels, index-matched to RuntimeConfigFile::kVrFoveationLevels and to
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// aurora_set_stereo_foveation.
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@@ -1489,6 +1491,7 @@ void DrawVrSettings() {
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}
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}
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#if defined(__ANDROID__)
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#if !defined(MKW_HEADSET_STEAM_FRAME)
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if (ImGui::Checkbox("Passthrough around the menu screen", &g_vrPassthrough)) {
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mkw::vr::OpenXRSetPassthrough(g_vrPassthrough);
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RuntimeConfigFile::SetVrPassthrough(g_vrPassthrough);
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@@ -1500,6 +1503,7 @@ void DrawVrSettings() {
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"fully virtual; the immersive window and the Flat Screen race have the room "
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"around them too. Applies immediately.");
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}
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#endif
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// Shows the live level Aurora holds.
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g_vrFoveation = static_cast<int>(aurora_get_stereo_foveation());
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if (ImGui::Combo("Foveated rendering", &g_vrFoveation, kVrFoveationLabels.data(),
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@@ -423,7 +423,11 @@ public:
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"XR_KHR_convert_timespec_time",
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"XR_KHR_android_thread_settings",
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"XR_FB_display_refresh_rate", "XR_EXT_performance_settings",
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"XR_FB_passthrough", "XR_VALVE_frame_controller_interaction"};
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"XR_VALVE_frame_controller_interaction"};
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#if !defined(MKW_HEADSET_STEAM_FRAME)
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// Horizon OS's room view; the Steam Frame build neither asks for it nor offers the setting.
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config.optional_extensions.push_back("XR_FB_passthrough");
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#endif
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AddHandMeshExtensions(config);
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config.instance_create_next = OpenXRAndroidInstanceCreateNext();
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#endif
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