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
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
With [vr] eye_tracked_foveation (on by default on the Steam Frame, off
elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the
system reports an eye tracker, OpenXRInput binds the gaze pose and
locates it for each packet's display time, in the space the eye views
are located in; vr/eye_gaze.h turns it into tangents of each eye's own
view, which AuroraStereoFrame now carries (appended, after the existing
prefix).
Aurora centres the eye's fragment density map on the gaze snapped to a
cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps,
one per cell looked at, so a glance back reuses its map; a new map is
bound once its upload completes, and until then the eye keeps the map
it had. Without a tracked gaze (a blink, no tracker, the setting off)
foveation centres on the forward direction exactly as before: the
forward maps are byte-identical.
Also logs every extension the OpenXR runtime offers at startup, so the
first Steam Frame session shows what SteamVR's Android runtime has.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
[vr] refresh_rate (Hz, 0 = the headset's own) is requested through
XR_FB_display_refresh_rate each time the session starts running and
whenever the setting changes, matched against the runtime's own list
within half a hertz. Setting it back to 0 restores the rate the session
started at. A rate that is not offered, or one the runtime declines, is
logged and changes nothing.
The game renders 60 frames a second, so at 120 Hz every frame shows for
exactly two refreshes, where 72 or 90 Hz hold some frames longer than
others. The Steam Frame build defaults to 120; every other build keeps
the headset's own rate unless the player picks one.
The F10/headset panel and the Android launcher's Headset section offer
the choice; the interpolation tooltip points at it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
The Steam Frame runs Android apps through Lepton with SteamVR's OpenXR
runtime. A third headset flavour, steamFrame, targets it:
- -mcpu=cortex-x4+nosve for the Snapdragon 8 Gen 3 (its firmware does
not expose SVE, which clang otherwise auto-vectorises with), from one
flavour-to-CPU map that the kit export now reads instead of guessing
from the variant name.
- MKW_ANDROID_HEADSET=steam_frame defines MKW_HEADSET_STEAM_FRAME for
the runtime's own targets, for Frame-specific defaults.
- A manifest without the Horizon OS entries, and FrameEntryActivity as
the single real MAIN/LAUNCHER activity with the Khronos and Oculus VR
categories, which Lepton needs to start an app in VR. It opens the
setup panel and, when the selected game can start, the game on top.
- XR_VALVE_frame_controller_interaction: the Frame controller profile
with its left D-pad (new dpad_* actions, the Wii Remote's D-pad or the
gamepad's), View as menu and the left shoulder as the panel button.
Also requested on Windows for SteamVR streaming to a Frame.
- Build-Quest.ps1, Build-QuestGame.ps1 and Run-Quest.ps1 take
-Headset frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
- Updated stereo_frame_worker_smoke.cpp to allow dynamic headset rates and prediction lead time.
- Improved logging to include motion diagnostics and adjusted frame submission logic based on headset frequency.
- Enhanced stereo_interpolation_test.cpp with additional tests for camera motion separation and playback cadence.
- Introduced MkwVRReadSceneView function to read the camera view matrix for improved scene rendering.
- Modified VR first-person logic to support scene view reading and validation.
- Added scene_camera.hpp to encapsulate camera motion handling and inverse view calculations.
- Ensured that the VR integration layer correctly logs motion diagnostics and handles scene playback accurately.
- Introduced `vrCockpitItemThrow` configuration option to enable throwing items in VR.
- Implemented `ThrowDetector` and `ThrowSequence` classes to manage item throwing mechanics based on hand movements.
- Updated `OpenXRInput` to handle item throwing based on hand swings, integrating with existing VR input systems.
- Enhanced settings overlay to allow users to toggle item throwing functionality.
- Added tests for item throwing mechanics, ensuring correct behavior for various hand movements and conditions.
- Implemented DVDReadVrAsset function to read mapped disc paths for VR assets.
- Created HeldItem structure and ReadHeldItem function for managing held items in the game.
- Developed unit tests for ReadHeldItem to ensure correct functionality and edge case handling.
- Added cockpit item data tests to validate model indexing and parsing of archives.
- Introduced a new configuration option for object culling in VR, allowing the game to hide objects outside the camera's view.
- Implemented native replacements for the Mario Kart functions responsible for scene culling, ensuring accurate behavior in VR.
- Added a new header file `mkw_vr_culling.h` to define the culling logic and structures.
- Created `mkw_vr_culling.cpp` to implement the culling logic, including frustum intersection checks and screen info updates.
- Updated runtime configuration to include the new object culling option, with appropriate getters and setters.
- Enhanced the settings overlay to allow users to toggle object culling in VR.
- Added tests in `vr_culling_tests.cpp` to validate the frustum intersection logic and ensure compliance with original behavior.
- Updated CMake files to include new source files and tests.
- Added support for hiding model arrays in the rendering pipeline to optimize performance during VR gameplay.
- Introduced new functions in `gx_model_visibility` to manage hidden model arrays and their visibility based on game state.
- Enhanced cockpit recentering logic to ensure accurate seat measurements and eye positioning during gameplay.
- Updated `FirstPersonState` to track cockpit height and forward direction, improving VR experience.
- Added tests for Bullet Bill model visibility and cockpit height adjustments to ensure functionality and stability.
- Refactored existing code to accommodate new features and improve overall code organization.
- Added SetRenderScale method to both D3D12 and Vulkan backends to adjust the render scale dynamically.
- Updated eye size calculations to reflect the new render scale in both backends.
- Implemented ResizeWritablePair method to handle resizing of swapchains based on the requested eye sizes.
- Modified BeginFrame methods to ensure swapchains are resized appropriately before rendering.
- Enhanced error handling to maintain current eye sizes when the requested sizes cannot be allocated.
- Added tests to validate render scale functionality, ensuring correct behavior when scaling up and down, including handling of refused sizes.
- Started with the controllers connected, a race stayed on them: Horizon OS switches all input
between controllers and hands, and back to the controllers as soon as one lying on a table moves
(a Quest 3 log went touch_controller, simple_controller, touch_controller within seconds). An
app cannot disconnect the controllers.
- With tracked hands on, the input now resumes XR_META_simultaneous_hands_and_controllers (Meta's
multimodal), which overrides that switching: a controller not in a hand no longer owns it, so the
cameras track that hand at once, and a held controller keeps working. Paused again when the
option goes off; a refused resume is logged and not retried until the option is toggled.
- A hand is bare when its squeeze action is inactive and it either drives khr/simple_controller or
has camera-tracked joints, since a free hand under simultaneous tracking may get a profile our
actions are not bound in. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Now that holding the wheel engages the race controls, closing the other hand on the rim could
bring thumb and index together on the way and fire an item. A pinch uses an item only while the
hand's grasp is under 0.5; a relaxed hand reads about 0, a hand closed on a rim about 0.9.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- On a Quest 3 the race controls never engaged: grabbing the wheel gave no gas and a right pinch
stayed A. They waited for the game to switch the remote's pointer off, and MKW keeps it on in a
race (the log only ever said "the game's pointer is on").
- The race controls now apply while a bare hand holds the wheel: that holds the gas, and a free
hand's pinch (either hand) uses an item. With no bare hand on the wheel a right pinch stays A,
which is what the pause menu and the results need. The flick still works in the whole cockpit.
- The game-pointer publication (KPAD hook and bridge) is gone. The "tracked hands" source line is
logged at most once a second: camera-tracked hands drop in and out of view often.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- A bare hand already feeds no Wii Remote motion (camera-tracked poses are too noisy to
differentiate twice). In a cockpit race, both hands on the wheel rising together or a free bare
hand rising fast now plays one shake on the remote's accelerometer: 150 ms, so the guest sees it
on at least three frames, one cycle up to +2 g and down to the -3.6 g limit, as Dolphin's
emulated shake does. A turn (one hand up, the other down) never flicks, nor does a lone hand on
the wheel; a rise must last three samples and cover 5 cm within 150 ms, tracking jumps reset it,
and flicks are 0.5 s apart. Wii Remote presentation only.
- debug.wiicompiled.inject <n>:flick plays the same shake, with the controllers or unattended, to
tune it apart from the gesture. Docs: OPENXR.md, docs/quest-port.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- With tracked hands on, a hand driving khr/simple_controller with camera-tracked joints is bare:
latched through wheel_tracking_grace (Meta drops the select action while a hand is lost),
cleared as soon as a controller's squeeze is back. Its palm joint stands in for the grip and a
grasp from the middle, ring and little fingers' flexion (0 below 1.2 rad, 1 from 3.0) for the
squeeze, so closing a hand on the rim takes hold under the wheel's own press and release. The
grasp never reaches the game's buttons.
- In a cockpit race a bare hand holding the wheel holds the gas (A / South) and a pinch from a free
bare hand uses an item (Z / L) once the hand has been off the wheel for 0.15 s. Only while the
game has the remote's pointer off: KPAD publishes the game's pointer switch for the VR remote,
so the pause menu and the results keep a right pinch as A. The pacing thread logs each change,
to confirm on the headset that MKW turns the pointer off while driving.
- A held bare hand keeps its last joints drawn through a short loss; bare hands get no haptics.
The headset panel's readout shows grasp, hold and pinch. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and
the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located
every XR frame: with the controllers held the Quest builds the joints from their touch sensors
(XR_EXT_hand_tracking_data_source's controller source), once they are put down from its
cameras. The trackers exist only while the option and hand steering are on and also serve the
runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is
on at launch.
- Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose,
no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only
that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii.
- The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated
com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and
oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only.
Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is
inactive and select active is treated as bare: with the option off it presses nothing but the
menu gesture, is not drawn and feeds no Wii Remote motion.
- Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger
flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free
vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are
wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The pacing thread aims each immersive window eye through the window itself (AimEyesThroughWindow):
it keeps its position but looks square-on at the window's plane through an off-axis frustum just
around it, so the eye image is the window, at the display's pixel density (about 680x380 per eye
at render_scale 0.8 instead of 1344x1408), with a two-pixel border the mask leaves transparent.
The frame's views carry that pose and field of view to the projection layer.
- vulkan_interop.cpp copies an eye smaller than its AHardwareBuffer into the buffer's corner, and
the Quest layer's imageRect is the rendered part of the swapchain image.
- These eyes are not foveated: their field of view follows the head, which would rebuild the
density map every frame.
- Quest only (kWindowShapedEyesSupported); the PC backends copy whole eyes and keep masking them.
debug.wiicompiled.window_eyes 0 renders them whole and masked again for A/B timing.
- Quest 3, paused Retro Rewind race, render_scale 1.0: Immersive window runs the GPU at level 1
(456 MHz, app GPU 11.0 ms, eyes 8.4 ms) where Immersive needs level 3 (599-640 MHz, 13.4 ms,
10.3 ms), about 42% fewer GPU cycles. No edge artifacts, image as sharp. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Introduced a new configuration option for immersive window mode in runtime_config.h.
- Updated the parsing and setting functions to handle the immersive window state.
- Modified the OpenXR backend to support rendering with the immersive window, blending the race view with the surrounding environment.
- Enhanced the settings overlay to allow users to select between immersive, immersive window, and flat screen race views.
- Implemented GPU rendering logic for the immersive window mask, ensuring correct visual output in various rendering paths.
- Added tests to validate the immersive window functionality and its interaction with existing race view settings.
The panel was drawn into the eye images, so below a 1.00x OpenXR
resolution its 1440x1080 canvas was minified into a small eye region and
the text became hard to read. It is now submitted as a quad layer of its
own over the scene's projection or menu quad, which the compositor samples
directly at any render scale.
Each backend (D3D12, Windows Vulkan, Quest) makes the panel's swapchain
pair (plus two shared buffers on the Quest) the first time the panel
opens. While it is open, the frame hands Aurora one more stereo target
after the eyes, which the bridge fills with the panel texture or a
transparent image. The panel image follows the eyes' displayed/retained
pairing, so a cancelled frame never shows an unwritten panel. The quad
hangs where the pointer's hits are tested. Aurora leaves the panel out of
the eyes in layer mode, and a backend that cannot make the layer falls
back to drawing it into the eyes.
On the Quest, debug.wiicompiled.panel_layer 0 selects the old path at
run time. Measured there at a race start (render_scale 0.8), the layer
costs nothing while the panel is closed; while it is open, app GPU time is
10.5 ms against 9.7 ms drawn into the eyes, with unchanged frame rates.
The replay tests cover lazy creation, cancelled frames, closed and
unplaced panels, and render-first pacing on D3D12 and Windows Vulkan.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Clicking the right thumbstick flips first person exactly as the F10
checkbox does, and saves it the same way. It works on the VR controllers
in either presentation (with a short tick on the right controller) and on
any other gamepad while VR is running. It never reached the game: SDL's
stick click only lands in Aurora's extended buttons.
A click counts on release, and only if the left thumbstick stayed up and
the headset settings panel stayed closed throughout, so the two-thumbstick
panel chord in gamepad mode never toggles the camera. A gamepad whose
right stick click is bound to a GameCube control on its port, as a button
or in an input expression, keeps it for the game. The XR side only posts
a request; the toggle itself runs on the game thread with the checkbox.
[vr] first_person_toggle_click (default true) and a checkbox under the
camera toggle turn the click off. mkw_vr_camera_toggle_tests covers the
click rule.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every XR frame in the cockpit seat the pacing thread locates both grips in
the seated frame (the immersive base turned by the lean-back angle, the
frame the eye transforms place the vehicle in) and publishes a driving
snapshot. The wheel or handlebar shows the left stick's steering at the
configured full-lock angle, eased; the vehicle's own wheel reads that angle
on the guest thread.
With hand_steering on (off by default), squeezing a grip near the wheel or
handlebar takes hold of it (a short pulse on grab and release); one or two
hands turn it through heurazy's SteeringWheel, and while it is held the
wheel replaces the left stick's X axis in both the Wii Remote and gamepad
presentations, the stick's Y still aims items, and a holding grip no
longer presses C or a shoulder. The settings panel withholds it like any
other input.
The stereo packet carries the cockpit overlay: the hands, in the runtime's
hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only
when hand steering is on at launch) or procedural gloves, and the separate
VR wheel or handlebar whenever the vehicle's own is not the one turning.
The pure pieces of the first-person cockpit and hand steering, ported from
heurazy's mario-kart-wii-VR-port: the SteeringWheel grab/turn model, the
native wheel vertex rotation, the level seat stabiliser, the seated-eye and
wheel/handlebar geometry, and the XR_FB_hand_tracking_mesh loader. Adds
openxr_driving.h, the OpenXR-free snapshot the pacing thread will publish for
the guest thread, with the hand-off rule (a held wheel replaces the left
stick's X and releases that hand's grip for the game) and the wheel's
displayed angle.
New [vr] keys: first_person_seat (cockpit), cockpit_units_per_meter (100),
steering_wheel (true), native_steering_wheel (true), hand_steering (false)
and the seven wheel_* tuning keys. Nothing reads them yet.
The fresh-config template now writes the first-person defaults the
constants hold (50 / 1.5 / 0); d86dcb0 updated the constants but not the
template.
Tests: mkw_steering_wheel_tests (the fork's), mkw_vr_cockpit_tests,
mkw_vr_hand_steering_tests.
- 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.