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
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
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
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data.
- Implemented unit tests for InstallReset to ensure correct functionality and file handling.
- Updated RetroRewindPackTest to include new test cases for update and deletion order.
- Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android.
- Improved error handling and logging for GPU submission failures in Vulkan backend.