docs/steam-frame.md is gone. The README now opens with a quick start that
goes from the disc to playing (emulation setup, disc extraction, the
container build, installing with Frame Control, updating), and carries what
the guide held that a player or contributor needs: recommended settings, the
Frame controller map, known issues, troubleshooting (log lines, the pacing
line, crash backtraces), building on the Frame or with Docker (including
Unraid's qemu registration), how the native build works and why the Android
flavour cannot show a picture. Links to the old guide point at the README.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The README and docs/steam-frame.md now describe the Frame build as a beta
that runs on the headset: what works, the recommended settings (render_scale
1.25 is the panels' native 2160x2160), the known issues (doubled images,
right-eye foveation), building with Docker on another machine (including
registering qemu on hosts whose binfmt_misc is per container), and
installing with Frame Control. A frame-* tag now publishes a source-only
pre-release with the notes in docs/releases/<tag>.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The first repeat_frames waited a millisecond for the eyes before spending a
refresh on the retained layer, so nearly every packet also cost a needless
repeat, the next packet missed the game's next frame, and the Steam Frame
showed about 35 new frames a second. The pacing thread now waits until
1.5 ms before the next wake, a period after the last xrWaitFrame returned,
which OpenXRRuntime records.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
SteamVR on the Steam Frame ran the game at half the 120 Hz display rate,
since render-first pacing submits only when a game frame is sealed, and
filled every other refresh itself even with Motion Smoothing off, which
doubled the HUD and the menu screen while the head turned. With the new
[vr] repeat_frames (default on for the Frame, off elsewhere, live), the
pacing thread waits a millisecond for the eyes and otherwise spends the
refresh on a keep-alive cycle that resubmits the retained layer with its
rendered poses, paced by xrWaitFrame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
On the Steam Frame the full-density region was too small and lagged the
eyes. Gaze-centred maps now widen both of the level's rings by 8 degrees,
covering a saccade until the next frame's map is bound, the tracker's error
and Turnip's per-bin density, and each eye keeps 128 maps instead of 32 so
fewer glances wait for an upload. The fixed, forward maps are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The README now introduces this repository as the Steam Frame fork of
WiiCompiled OpenXR VR: what the fork adds, its untested status, the
requirements and build steps, where to report problems, and what it keeps
from upstream. docs/steam-frame.md gains the emulated ARM64 container route
for building on an x86_64 Linux PC, disc extraction with nodtool and the
copy to the Frame, and clones the default branch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
Launcher/build-dawn-linux.sh builds the pinned Dawn with Aurora's Vulkan hook
and density map patches into a package local-build.sh takes through the new
--dawn-package option, together with --openxr, --headset steam_frame and
--cpu. docs/steam-frame.md now leads with the native SteamOS build (building
in a podman container on the Frame, running it, the log lines to expect);
OPENXR.md's backend table records the Linux Vulkan backend and why the Lepton
flavour cannot present.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
Lepton's Vulkan driver has no external memory or sync fd extensions,
so the Steam Frame gets a native SteamOS build instead. Its backend is
the PC's: OpenXR creates Dawn's own Vulkan instance and device, and the
eyes are copied into the swapchain on Dawn's queue, with nothing shared
between devices.
- openxr_vulkan_win32 and Aurora's vulkan_win32_interop now compile on
desktop Linux. Dawn links statically there, so the bridge calls the
patched package's hooks directly, and exists only when the package's
aurora-dawn.json declares the Vulkan hook ABI (AuroraDawnProvider
turns AuroraVulkanAbi into AURORA_DAWN_VULKAN_HOOKS); a stock Dawn
keeps the stubs and VR falls back to the desktop.
- openxr_integration.cpp gains a Linux branch: XR_KHR_vulkan_enable2,
the timespec clock, refresh rate, performance level, the Frame
controllers and eye gaze; fragment density maps are requested on
Linux as on the Quest (fdm.cpp and gpu.cpp, AURORA_FDM=0/1 overrides).
- Controller motion uses XR_KHR_convert_timespec_time on any Linux.
- CMake: Vulkan headers are fetched for Linux OpenXR builds, the
headset option is MKW_HEADSET on Android and Linux, and Linux aarch64
builds take MKW_LINUX_CPU (cortex-x4 for the Steam Frame, else native).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The Capability Viewer inside Lepton shows no AHardwareBuffer, external
memory fd, semaphore fd or fence fd extension, so the Quest backend's
two-device eye handoff cannot present there; the eyes need to be copied
on Dawn's own device bound to the session, as on Windows Vulkan.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
Read from Walkabout Mini Golf's Unity log on the Frame: the Frame
controller profile, display refresh rate, eye gaze and performance
settings are all there; XR_KHR_convert_timespec_time is not, so VR
frame interpolation is unavailable on the Frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
Lepton ships /vendor/etc/openxr/1/active_runtime.json and Valve's
implicit fdm_injection layer instead of a runtime broker; the statically
linked Khronos loader falls back to that file, so the app needs no
change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The Frame's kernel reports sve, sve2 and the SVE2 extensions in its
HWCAP, on SteamOS and inside Lepton alike, unlike phones with the same
Snapdragon 8 Gen 3. The steamFrame flavour now builds with
-mcpu=cortex-x4 instead of cortex-x4+nosve.
docs/steam-frame.md records what the headset reported: 4 KB pages,
Android 11 (API 30) in a Waydroid-based Lepton, Mesa's Turnip as its
Vulkan driver, and SteamVR's native linuxarm64 OpenXR runtime on the
host, with the questions still open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The adb commands named the device through a PowerShell variable, which
fish and bash do not read; each line now names it, and two grep lines
pull the driver and the relevant extensions out of the vkjson dump.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
docs/steam-frame.md covers the steamFrame flavour: the CPU target and
why it excludes SVE, the Lepton entry activity and manifest, the Frame
controller map, the refresh rate and eye-tracked foveation, building and
installing, the device checklist (what to collect from the headset, the
log lines a first session should show, the open questions), and what a
native SteamOS build would need. OPENXR.md documents refresh_rate and
eye_tracked_foveation and the Frame controller profile; the Quest doc,
the Android README and the README point to it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3