# WiiCompiled VR on the Steam Frame Valve's Steam Frame runs SteamOS on a Snapdragon 8 Gen 3 (Cortex-X4, A720 and A520 cores, Adreno 750), with 2160x2160 panels per eye at 72 to 144 Hz, eye tracking, and SteamVR as its OpenXR runtime. A game can run on it two ways, and this project has both: - **Natively on SteamOS** (Linux ARM64), with SteamVR's own OpenXR runtime. This is the Frame's build: [The native SteamOS build](#the-native-steamos-build) says how to make and run it. - **As an Android app in Lepton**, SteamOS's Android layer, as a third flavour of the Quest app (`steamFrame`). It is built, but it cannot show a picture there: Lepton's Vulkan driver has no external memory or sync fd extensions, and the Quest backend's two-device eye handoff needs them (see [What the Frame reported](#what-the-frame-reported)). Most of what this document describes is shared by both: the Frame controller profile, the 120 Hz request, eye-tracked foveation and the Frame's defaults. The native build gets them through `MKW_HEADSET=steam_frame` (`MKW_HEADSET_STEAM_FRAME`), as the Android flavour does. **Status: not yet run on a Steam Frame.** The native build's VR code compiles and the unit tests pass; building it on the Frame and the device checks are still to do. ## The native SteamOS build The backend is the PC's same-device Vulkan backend (`openxr_vulkan_win32.cpp`, on Linux too): the OpenXR runtime creates Dawn's own Vulkan instance and device through Aurora's patches to Dawn, and each eye is copied into SteamVR's swapchain on Dawn's queue, so nothing is shared between devices. On Linux, Dawn links statically, so the patched Dawn is built once on the build machine (`Launcher/build-dawn-linux.sh`); `aurora-dawn.json` in its package declares the Vulkan hook and density map ABIs, and only against such a package does Aurora compile the bridge (`AURORA_DAWN_VULKAN_HOOKS`) and the density maps (`AURORA_DAWN_FDM`). Against a stock Dawn the build still links, and VR falls back to the desktop. What the Frame build changes, beyond the Android flavour's settings: - `-mcpu=cortex-x4` (`MKW_LINUX_CPU`, which `--cpu` overrides). - `AuroraConfig::xrHeadsetOnly`: Aurora neither presents the desktop window nor renders it past the last pass the eyes sample, as on Android (4 to 6 ms of a 12 ms GPU frame on a Quest 3). - Fragment density maps are asked for on Linux as on the Quest; `AURORA_FDM=0` or `1` overrides the settings, as `debug.wiicompiled.fdm` does there. - Controller motion uses `XR_KHR_convert_timespec_time` when SteamVR offers it. ### Building it on the Frame SteamOS's root file system is read-only, so the build runs in a Debian container on the Frame, started with the `podman` SteamOS already ships. Over SSH (`ssh steamos@`): ```bash mkdir -p ~/wiicompiled && cd ~/wiicompiled git clone -b claude/peaceful-keller-2ek99b https://github.com/mitch030504/Wiicompiled_VR_Frame.git podman run -it --name wiicompiled-build -v ~/wiicompiled:/work:Z docker.io/library/debian:trixie bash ``` Inside the container (`podman start -ai wiicompiled-build` gets back into it later): ```bash apt-get update && apt-get install -y --no-install-recommends \ ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev zlib1g-dev \ libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev libxinerama-dev \ libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev libwayland-dev wayland-protocols \ libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev libgbm-dev libasound2-dev libpulse-dev \ libpipewire-0.3-dev libudev-dev libdbus-1-dev libusb-1.0-0-dev cd /work/Wiicompiled_VR_Frame Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools # clang 22, CMake, Ninja T=/work/tools/toolchain-aarch64/bin curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc $T/clang --cxx $T/clang++ --cmake $T/cmake --ninja $T/ninja ``` Then the game. `local-build.sh` translates your own disc, so it needs `main.dol` and `StaticR.rel` from your extracted PAL `RMCP01` disc in `Assets/` (the extracted disc's `sys/main.dol` and `files/rel/StaticR.rel`; `translator/README.md` explains): ```bash mkdir -p Assets && cp /sys/main.dol /files/rel/StaticR.rel Assets/ Launcher/local-build.sh --output-dir /work/out --cc $T/clang --cxx $T/clang++ --fuse-ld lld \ --cmake $T/cmake --ninja $T/ninja --dotnet /work/dotnet/dotnet \ --openxr --dawn-package /work/dawn/package --headset steam_frame ``` The game lands in `~/wiicompiled/out` on the Frame. Debian trixie's C library is not newer than SteamOS's, so the binary runs on SteamOS outside the container. If CMake reports a missing package, install its `-dev` package in the container and run the same command again; both scripts resume where they stopped. ### Running it The game reads its `Config.toml` from `~/.local/share/WiiCompiled/` on SteamOS (it is created on the first start): set `[paths] dvd_root` there to your extracted disc (the directory holding `sys/` and `files/`). Start SteamVR on the Frame, then start `~/wiicompiled/out/WiiCompiled`, from Desktop Mode or as a non-Steam game added to the library. The run log is in `Logs/` next to `Config.toml`; it should show, in order: 1. `OpenXR runtime offers N extensions: ...`, and `OpenXR initialized: runtime 'SteamVR/OpenXR'`; 2. `OpenXR Vulkan requirements: ... Dawn will create its device through the runtime`; 3. `Fragment density maps: enabled` (the patched Dawn and Turnip's density maps); 4. `OpenXR Vulkan swapchains ready ... same-queue native eye copies`; 5. `display refresh rate 120 Hz requested`, the session reaching `FOCUSED`, and `OpenXR interaction profiles: left /interaction_profiles/valve/frame_controller_valve`; 6. `OpenXR eye gaze: available`, then `tracking`. `Linux Vulkan OpenXR requires a Dawn built with Aurora's patches` means the build used a stock Dawn: check that `--dawn-package` pointed at `build-dawn-linux.sh`'s `package` directory. ## The Android flavour in Lepton Everything from here to [Building and installing](#building-and-installing) is the `steamFrame` flavour of the Quest app. Its controller, refresh rate and foveation work is shared with the native build; its launch and manifest are Lepton's. ### What the flavour changes | | Quest flavours | `steamFrame` | | --- | --- | --- | | CPU target (`kit.json` `androidCpu`) | `cortex-a77` (`kryo` on Quest 1) | `cortex-x4` | | `MKW_HEADSET` | empty | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) | | Library entry | `LauncherActivity` (Quest 1: `QuestActivity`) | `FrameEntryActivity` | | Horizon OS manifest entries | present | removed | | `[vr] refresh_rate` default | `0` (the headset's own) | `120` | | `[vr] passthrough` | default on (`XR_FB_passthrough`) | not asked for, default off, setting hidden | | `[vr] eye_tracked_foveation` default | off | on | The application ID stays `org.wiicompiled.quest`, so the storage paths in `docs/quest-port.md` hold as they are. The kit's CPU string differs from the Quest ones, which gives the Frame its own kit fingerprint: a game built for a Quest is refused on the Frame and the other way round, by the same checks that keep Quest 1 and modern Quest games apart. **CPU.** Every core of the 8 Gen 3 implements ARMv9.2, so the products target the Cortex-X4 with its whole feature set. That includes SVE and SVE2, which clang auto-vectorises with (a simple loop compiled with `-O3` used SVE registers ten times). Phones with this chip do not expose SVE, but the Frame's kernel does: `/proc/cpuinfo` lists `sve`, `sve2`, `svei8mm`, `svebf16` and the SVE2 crypto extensions, on SteamOS and inside Lepton alike. A build for a device without SVE would need `cortex-x4+nosve`. The flavour-to-CPU map lives once in `android/app/build.gradle.kts` (`headsetCpus`), which the kit export also reads now instead of guessing from the variant name. **Launch under Lepton.** Lepton starts the one real activity that is both `MAIN` and `LAUNCHER`, and runs the app in VR when that activity carries a VR category; it ignores `activity-alias` entries. Quest builds put `LAUNCHER` on the 2D panel (or, on Quest 1, add an alias), so neither works there. `src/steamFrame/AndroidManifest.xml` makes `FrameEntryActivity` the only `MAIN`/`LAUNCHER` activity, with `org.khronos.openxr.intent.category.IMMERSIVE_HMD` and `com.oculus.intent.category.VR`. It shows nothing: it always opens the setup panel (`LauncherActivity`), and when the selected game can start as it is (game files, a game built for this kit, Retro Rewind's pack, and no enabled mods still to copy into the pack), it opens `QuestActivity` on top of it. The headset therefore goes straight into VR, and quitting the game returns to the panel for setup, imports and mods. `adb logcat -s WiiCompiledLauncher` shows which way it went. The manifest also removes Horizon OS's own entries (`com.oculus.supportedDevices`, `focusaware`, `trade_cpu_for_gpu_amount`, the passthrough feature and the hand tracking permissions and feature) and keeps the Khronos broker queries and the `OPENXR_SYSTEM` permission, which any Android OpenXR runtime needs. ## Controllers With `XR_VALVE_frame_controller_interaction` the runtime offers the Frame controller's own profile, `/interaction_profiles/valve/frame_controller_valve`. Without it SteamVR presents the controllers as Touch controllers, which loses the left D-pad. `openxr_input.cpp` suggests it after Touch and the simple controller. Each hand has a thumbstick, trigger, grip and shoulder button. The right hand has A, B, X, Y and a menu button; the left hand has a D-pad and a View button. Binding paths follow DolphinXR's port (iChris4/dolphinXR#9). Windows asks for the same extension, so a Frame streaming from a PC through SteamVR gets the D-pad too. | Frame controller | Wii Remote mode | Gamepad mode | | --- | --- | --- | | Right A | A | South (A) | | Right B | C (look behind) | East (B) | | Right trigger | B | Right trigger | | Right stick up / down | 1 / 2 | Right stick | | Left View | + (pause) | Start | | Left shoulder | Settings panel (Touch's left Y) | North (Y) | | Left D-pad | Wii Remote D-pad | D-pad | | Left stick, left trigger | Nunchuk stick, Z | Left stick, left trigger | | Grips, stick clicks, motion, aim | as on Touch (`OPENXR.md`, Controllers) | as on Touch | | Right X, Y, menu and shoulder | unbound | unbound | The four D-pad actions are new and also reach the virtual gamepad's D-pad; Touch leaves them unbound, so nothing changes on a Quest. ## Refresh rate `[vr] refresh_rate` (Hz, `0` = the headset's own rate) is asked of the runtime through `XR_FB_display_refresh_rate` each time the session starts running and whenever the setting changes. The request uses the runtime's own value within half a hertz of the setting (runtimes report 119.98 for 120). Setting it back to `0` restores the rate the session started at. The game renders 60 frames a second, so at 120 Hz each frame shows for exactly two refreshes. At 72 or 90 Hz some frames show for one refresh and others for two, which judders. The Frame starts at 120. Render-first pacing (`docs/quest-port.md`) already waits for each sealed game frame, so on the Frame the pacing summary should read about 60 `skipped-slots` a second with no `late` cycles. Lepton may decline the request (frame-control found SteamVR keeping its own rate there). The session log then says `display refresh rate 120 Hz refused` with the rates it offers, and nothing else changes. The setting is in the headset panel and in the launcher (VR → Headset); other headsets offer it as well, at their own default of `0`. ## Eye-tracked foveation `[vr] eye_tracked_foveation` (default on for the Frame) moves the foveation level's full-density region to where the player looks: 1. At launch the runtime asks for `XR_EXT_eye_gaze_interaction`. If the system reports an eye tracker, `OpenXRInput` binds the gaze pose (`/user/eyes_ext/input/gaze_ext/pose`) and locates it for each packet's display time, in the space the eye views are located in. 2. `vr/eye_gaze.h` turns the gaze into tangents of each eye's own view, which may be canted. `AuroraStereoFrame` carries them as `gaze` and `gazeValid`, appended after its existing fields. 3. Aurora snaps the gaze to a cell of two map texels (64 pixels, about 3 degrees) and builds that cell's density map with the level's rings centred on the gaze (`gfx/foveation.hpp`). Each eye keeps up to 32 maps, one per cell looked at, so a glance back reuses its map instead of uploading a new one. A new map is bound once its upload has completed, and until then the eye keeps the map it had. A blink, lost tracking or the setting turned off returns to the map centred on the forward direction, which is byte-identical to the fixed foveation map. No change to the Dawn patch was needed: maps stay immutable, and the patch already lets a view be rebound to another map. The session log reports `OpenXR eye gaze: available` (or that the runtime has no eye tracker), `OpenXR eye gaze: tracking` at the first tracked sample, and `eye foveation medium following the gaze` for each eye's first gaze map. Foveation pays only when an eye is pixel-bound (`OPENXR.md`, Foveated rendering), which the Frame's larger eyes make more likely. If the Frame's driver offers `VK_QCOM_fragment_density_map_offset` or `VK_EXT_fragment_density_map_offset`, shifting one map per pass would replace switching between maps. That needs the Dawn patch to create the eye textures with the offset flag, so it waits for the device's extension list. ## Building and installing On the Windows build host described in `docs/quest-port.md`: ```powershell powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # the steamFrame APK; checks kit.json says cortex-x4 powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset frame -Product base -Data # a .wcgame for the Frame's kit ``` The APK lands in `android/app/build/outputs/apk/steamFrame/`. WheelWizard VR's "Build for Quest" builds a Frame game unchanged once it is given the Frame APK (Setup takes the headset from the APK's kit). WheelWizard itself still needs a Steam Frame choice that fetches that APK from the release, published as `…-SteamFrame.apk`. Lepton opens an adb port (5555 and up) for each running Android instance, reachable over the network. With an Android app running on the Frame, `adb connect :5555` reaches it from the build PC. How the APK reaches the Steam library (adb into a Lepton instance, frame-control, or Steam's own sideloading) is to be confirmed on the device. ## What the Frame reported Read on 2026-10-04 from a Steam Frame running SteamOS (`holo`), kernel 6.18.0, with the commands below: | Reading | SteamOS | Lepton | | --- | --- | --- | | Page size | 4096 | 4096 | | CPU | 8 cores; `sve sve2 svei8mm svebf16 sveaes svepmull svebitperm svesha3 svesm4 i8mm bf16 bti paca pacg ...` | the same | | Android | — | 11 (API 30, LineageOS), `ro.product.model` Lepton, device `lepton_arm64_only`, platform `waydroid`, `ro.steam.running_in_app_container=true` | | Vulkan driver | Turnip, Mesa 26.3.0-devel, Vulkan 1.4.362: `VK_EXT_fragment_density_map` (non-subsampled images, not dynamic), `VK_EXT_fragment_density_map_offset` and `VK_QCOM_fragment_density_map_offset`, `VK_KHR_external_{memory,semaphore,fence}_fd`, `VK_EXT_external_memory_dma_buf`, `VK_EXT_queue_family_foreign`, `VK_KHR_dynamic_rendering`; Valve's `fdm_injection` and `rpo` Vulkan layers | `ro.hardware.vulkan=freedreno`: the same Mesa 26.3.0-devel Turnip built for Android (`vulkan.pastel.so` is also present, not selected). `/dev/kgsl-3d0` is the DRM render node | | OpenXR runtime | SteamVR, `bin/linuxarm64/vrclient.so` (`~/.config/openxr/1/active_runtime.json`); SteamOS ships the SDK headers, `libopenxr_loader.a` and `openxr.pc` | `/vendor/etc/openxr/1/active_runtime.json`, from the host's `/usr/share/guestos/android/vendor/etc/openxr`; no runtime broker package | | Implicit OpenXR layers | `XrApiLayer_VALVE_fdm_injection` (also listed as explicit) | `XrApiLayer_VALVE_fdm_injection` | What follows from them: - **Fast memory path.** 4 KB pages keep the translated code's flat memory path. A 16 KB kernel would have sent it through the checked path. - **CPU target.** The Frame exposes SVE, so the build targets the whole `cortex-x4` (above). - **Android version.** API 30 meets the app's minimum of 29. - **Driver workarounds.** Lepton is a Waydroid container, and its Vulkan driver is Turnip. The Adreno workarounds in `docs/quest-port.md` were found on Qualcomm's own driver. The vertex padding stays on (it is correct either way); `debug.wiicompiled.vtxpad 0` can check whether Turnip needs it. - **Foveation.** The host's Turnip has density maps for non-subsampled images through dynamic rendering, what the Dawn patch needs, and both density map offset extensions, which would let eye-tracked foveation shift one map instead of switching maps. - **No buffer sharing between devices in Lepton.** The Vulkan Hardware Capability Viewer (4.03, the last release for Android 11), run inside Lepton, reports Turnip `26.2.99` (Vulkan 1.4.362, display name "Valve Lepton") with `VK_EXT_fragment_density_map`, both density map offset extensions, `VK_VALVE_fragment_density_map_layered`, `VK_KHR_timeline_semaphore` and the maintenance extensions, but **no** `VK_ANDROID_external_memory_android_hardware_buffer`, `VK_KHR_external_memory_fd`, `VK_KHR_external_semaphore_fd` or `VK_KHR_external_fence_fd`. The Quest backend (`openxr_vulkan.cpp`) hands each eye from Dawn's device to its own OpenXR device through exactly those, so it cannot present under Lepton. What can: binding Dawn's own device to the session, as the Windows Vulkan backend (`openxr_vulkan_win32.cpp`) does, so the eyes are copied into the swapchain on Dawn's queue with no sharing at all. That backend is also the core of a native SteamOS build ([above](#the-native-steamos-build)). - **Finding the runtime.** An app inside Lepton reaches SteamVR's OpenXR runtime through the system runtime file, not a broker. The Khronos loader the game links statically (`DYNAMIC_LOADER OFF`) tries the runtime brokers first, then reads `/{product,odm,oem,vendor,system}/etc/openxr/1/active_runtime.json`, so no app change is needed; the manifest's broker queries are simply unused here. Walkabout Mini Golf, an Android VR game, runs in the same Lepton. - **Valve's foveation layer.** `XrApiLayer_VALVE_fdm_injection` is implicit, so it wraps every Android OpenXR app. By its name it adds fragment density maps to apps' own render passes. This game draws its eyes on Dawn's device and only copies them into the swapchain on the OpenXR device, so the layer has no render pass of the game's to change; the game's own maps (eye-tracked foveation, above) do that. If the layer gets in the way, `DISABLE_VULKAN_FDM_INJECTION_LAYER` turns it off (its manifest loads `libVkLayer_VALVE_fdm_injection.so`; the runtime itself is `/data/steamvr/runtime/bin/androidarm64/vrclient.so`). ### SteamVR's Android OpenXR extensions Walkabout Mini Golf, a Unity game in the same Lepton, logs what the runtime offers (`adb logcat -d | grep -F '[XR]'`). Its extensions: ``` XR_EXT_active_action_set_priority XR_EXT_debug_utils XR_EXT_dpad_binding XR_EXT_eye_gaze_interaction XR_EXT_frame_composition_report XR_EXT_frame_synthesis XR_EXT_hand_interaction XR_EXT_hand_joints_motion_range XR_EXT_hand_tracking XR_EXT_hand_tracking_data_source XR_EXT_hp_mixed_reality_controller XR_EXT_interaction_profile_battery_state_display XR_EXT_interaction_render_model XR_EXT_local_floor XR_EXT_palm_pose XR_EXT_performance_settings XR_EXT_render_model XR_EXT_user_presence XR_EXT_uuid XR_EXT_view_configuration_views_change XR_FB_display_refresh_rate XR_FB_foveation XR_FB_foveation_configuration XR_FB_foveation_vulkan XR_FB_space_warp XR_FB_swapchain_update_state XR_HTC_vive_cosmos_controller_interaction XR_HTC_vive_focus3_controller_interaction XR_HTC_vive_wrist_tracker_interaction XR_HTCX_vive_tracker_interaction XR_KHR_android_create_instance XR_KHR_binding_modification XR_KHR_composition_layer_depth XR_KHR_generic_controller XR_KHR_locate_spaces XR_KHR_opengl_enable XR_KHR_opengl_es_enable XR_KHR_visibility_mask XR_KHR_vulkan_enable XR_KHR_vulkan_enable2 XR_META_foveation_eye_tracked XR_META_performance_metrics XR_META_recommended_layer_resolution XR_META_vulkan_swapchain_create_info XR_MND_headless XR_MNDX_egl_enable XR_VALVE_analog_threshold XR_VALVE_app_space_delta_pose XR_VALVE_frame_controller_interaction XR_VALVE_timing_utils ``` Environment blend modes `OPAQUE` and `ALPHA_BLEND`; reference spaces `LOCAL`, `STAGE` and `VIEW`. What this build asks for and gets: | Extension | Offered | What it means here | | --- | --- | --- | | `XR_KHR_android_create_instance`, `XR_KHR_vulkan_enable2` | yes | The Android backend's instance and Vulkan binding | | `XR_VALVE_frame_controller_interaction` | yes | The Frame controller profile and its D-pad | | `XR_FB_display_refresh_rate` | yes | `[vr] refresh_rate` (120 Hz) can be requested | | `XR_EXT_eye_gaze_interaction` | yes | Eye-tracked foveation | | `XR_EXT_performance_settings` | yes | `performance_level` | | `XR_EXT_hand_tracking`, `XR_EXT_hand_tracking_data_source` | yes | Tracked hands; `XR_FB_hand_tracking_mesh` and `_aim` are not offered, so the cockpit draws its procedural gloves and bare hands get no pinch gestures | | `XR_KHR_convert_timespec_time` | **no** | VR frame interpolation is unavailable, and controller motion is sampled at the frame's display time rather than the current time | | `XR_KHR_android_thread_settings` | no | Thread hints are skipped (logged as refused) | | `XR_FB_passthrough` | no | As expected; the build does not ask for it | Later candidates the runtime offers: `ALPHA_BLEND` could bring back the room around the menu screen without `XR_FB_passthrough`, `XR_KHR_visibility_mask` would skip the pixels the lenses never show, and `XR_FB_foveation` with `XR_META_foveation_eye_tracked` only shapes render passes into the runtime's swapchain images, which this game's eyes reach by copy, so it does not apply. ## Device checklist Information to collect first, from any PC over Lepton's adb port (the commands work in bash, zsh and fish; in PowerShell only the adb lines do), with an Android app running on the Frame: ```sh adb connect :5555 adb -s :5555 shell 'getprop ro.build.version.release; getprop ro.build.version.sdk; getprop ro.product.manufacturer; getprop ro.product.model; getprop ro.product.device; getprop ro.hardware.vulkan; getprop ro.board.platform' adb -s :5555 shell 'uname -a; getconf PAGE_SIZE; grep -m1 Features /proc/cpuinfo; grep -c processor /proc/cpuinfo' adb -s :5555 shell cmd gpu vkjson > frame-vkjson.json adb -s :5555 shell "pm list packages | grep -i -E 'xr|valve|steam|khronos|openxr'" # The parts of frame-vkjson.json that matter: grep -oE '"(deviceName|driverName|driverInfo|apiVersion|driverVersion)": *[^,]*' frame-vkjson.json | sort -u grep -oE '"extensionName": *"[^"]*"' frame-vkjson.json | grep -iE 'hardware_buffer|external_semaphore|external_fence|external_memory|fragment_density|shading_rate|dynamic_rendering' | sort -u ``` and on the Frame itself (Desktop Mode, Konsole): ```bash uname -a; getconf PAGESIZE; grep -m1 Features /proc/cpuinfo; head -5 /etc/os-release cat ~/.config/openxr/1/active_runtime.json 2>/dev/null; ls /usr/share/openxr/1/ /etc/xdg/openxr/1/ 2>/dev/null ``` What each answers: - `vkjson`: whether Lepton's Vulkan driver has what the Android bridge needs: - `VK_ANDROID_external_memory_android_hardware_buffer`; - `VK_KHR_external_semaphore_fd` and `VK_KHR_external_fence_fd` with sync fd handles. Without these the APK route cannot present at all, and the native route becomes the way. It also shows `VK_EXT_fragment_density_map` (foveation), the density map offset extensions, and which driver Lepton uses. - The CPU features line: no `sve`, as the CPU target assumes. - The page size: on a 16 KB-page kernel the runtime finds out at launch and routes translated memory accesses through the checked path (`guest_flat_memory.h`, `RequiresCheckedAccess`), which works but is slower. That is worth knowing before measuring. - The Android version: the app needs API 29 (Android 10) or newer. Then, on the first launch, the session log (`Logs/__pid/console.log` next to `DATA`) and `adb logcat -s SDL WiiCompiledQuest WiiCompiledLauncher` should show, in order: 1. `OpenXR Android loader initialized`; 2. `OpenXR runtime offers N extensions: ...`, the whole list SteamVR's Android runtime has; 3. `OpenXR initialized: runtime '...'` with SteamVR's name; 4. the negotiated Vulkan binding, then `OpenXR Vulkan swapchains ready`; 5. `display refresh rate 120 Hz requested` (or `refused`, with the rates on offer); 6. the session reaching `FOCUSED`; 7. `OpenXR interaction profiles: left /interaction_profiles/valve/frame_controller_valve, right ...`; 8. `OpenXR eye gaze: available`, then `tracking`; 9. `presentation=virtual-screen` for the menus, and `first immersive packet consumed` on race entry. Then, in the game: - the D-pad does tricks, the left shoulder opens the settings panel, and View pauses; - `debug.wiicompiled.fpslog 1` on a race start shows the pacing summary and the GPU time per pass with foveation off, fixed and following the gaze; - `render_scale` starts at 0.8, the Quest's value. The runtime's recommended eye size (logged at startup) and those measurements decide whether the Frame keeps it. A black headset with a working mirror points at the AHardwareBuffer copy, as on the Quest (`docs/quest-port.md`, Validation status). Open questions only the device can answer: - Whether Lepton's driver supports the AHardwareBuffer and sync fd bridge. - Whether Lepton shows the 2D setup panel while the app runs in VR mode. If it does not, the game still starts directly once a `.wcgame` with the game files has been imported, but importing needs the panel. - Whether SteamVR grants 120 Hz. - Whether the gaze needs an Android permission under Lepton. - Whether "Build on this headset" can run its toolchain through `/system/bin/linker64` inside Lepton. A game built on the PC does not depend on it.