Claude 60fdb4b447 Widen the eye-tracked foveation region and keep more gaze maps
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
2026-10-04 15:49:18 +00:00
2026-09-09 14:41:58 +02:00
2026-09-16 22:06:34 +02:00
2026-08-23 17:12:04 +02:00
2026-08-23 17:10:50 +02:00
2026-09-09 22:34:27 +02:00

Mario Kart WiiCompiled VR logo (logo by Inkwreck)

WiiCompiled VR for the Steam Frame

Steam Frame, SteamOS ARM64 Status: untested on the headset Fork of WiiCompiled OpenXR VR License: GPLv3

Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS: a fork of WiiCompiled OpenXR VR (itself built on WiiCompiled), the static recompilation of Mario Kart Wii to native code. There is no emulator, interpreter or JIT at runtime: your own disc is translated to C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's OpenXR runtime.

Important

There is no Nintendo code, no assets and no game data anywhere in this project. You need your own legally dumped copy of the PAL version of the game; the translation runs on your machine against your disc image, and nothing is uploaded.

Warning

Not yet run on a Steam Frame. The Frame build compiles and its unit tests pass, but nobody has played it on the headset yet. Expect it to fail in ways only the device shows; reports with the run log are what moves it forward (see Reporting problems).


What this fork adds

Everything below is in docs/steam-frame.md, with the reasoning and the readings it is based on.

  • A native SteamOS build. The game links SteamVR's OpenXR runtime directly and lets it create the GPU device it renders with, so each eye is copied straight into the headset's swapchain with no second device and no sharing between them. It runs fullscreen in the headset only; there is no desktop window to draw.
  • Built for the Frame's Snapdragon 8 Gen 3: compiled with -mcpu=cortex-x4.
  • The Frame's controllers. Its own interaction profile is bound, so beside what the Quest Touch layout already does, the left D-pad is the Wii Remote's D-pad (tricks, menus), the left View button pauses and the left shoulder opens the settings panel.
  • 120 Hz. The headset is asked for 120 Hz, exactly two display refreshes per game frame at the game's 60 FPS, so motion is even. [vr] refresh_rate changes it.
  • Eye-tracked foveation. Variable-resolution rendering whose sharp centre follows your gaze through the Frame's eye tracking, instead of staying fixed straight ahead. [vr] foveation sets the strength and [vr] eye_tracked_foveation turns the tracking off.
  • Standalone defaults: 0.8 render scale, the game's own object culling and medium foveation, as on the Quest, sized for a mobile GPU driving 2160x2160 per eye.
  • Build tooling. Launcher/build-dawn-linux.sh builds the patched Dawn (Aurora's WebGPU layer) the VR backend needs, and Launcher/local-build.sh gained --openxr, --dawn-package, --headset steam_frame and --cpu.

The Steam Frame also runs Android apps through its Lepton layer, and the Quest app gained a steamFrame flavour for it, but it cannot show a picture there: Lepton's graphics driver lacks the memory-sharing extensions the Android backend needs. The native build is the way to play.

Requirements

  • A Steam Frame with SteamVR, reachable over SSH (ssh steamos@<frame-ip>).
  • A clean, unmodified PAL RMCP01 disc image of Mario Kart Wii, dumped by you. ISO, GCM, GCZ, CISO, WBFS, WIA and RVZ can all be extracted. Other regions and patched executables are rejected.
  • Somewhere to build. Either:
    • an x86_64 Linux PC with podman and qemu: it builds in an emulated ARM64 container, which is slow (the first build takes hours) but spares the Frame; or
    • the Frame itself, in a podman container there.
  • Several GB of free disk space for the toolchain, Dawn and the game.

Note

Nobody here will tell you where to get the game. Dumping your own disc is on you, and links to game files won't be provided or tolerated.

Building and installing

The commands are in docs/steam-frame.md: Building it on a Linux PC or Building it on the Frame. In short:

  1. Extract your disc with nodtool and copy sys/main.dol and files/rel/StaticR.rel into Assets/.
  2. Start a Debian trixie ARM64 container and install the build packages, the bundled clang 22, CMake and Ninja (Launcher/prepare-portable-tools.sh --arch aarch64), and .NET 8.
  3. Build the patched Dawn: Launcher/build-dawn-linux.sh.
  4. Build the game: Launcher/local-build.sh ... --openxr --dawn-package <dawn>/package --headset steam_frame.
  5. Copy the output and the extracted disc to the Frame, set [paths] dvd_root in ~/.local/share/WiiCompiled/Config.toml, start SteamVR, then start WiiCompiled.

Reporting problems

Open an issue on this repository with the run log from ~/.local/share/WiiCompiled/Logs/ on the Frame, or the last lines of the failing build step. Running it lists the log lines a working start shows, in order; the first one missing says where it stopped.

Problems that also happen on a PC or a Quest belong upstream, in WiiCompiled OpenXR VR.

From upstream

The fork keeps everything WiiCompiled OpenXR VR does; its README covers it in full. In the headset that means:

  • Menus and unsupported scenes on a head-locked virtual screen, and races in immersive stereo.
  • A first-person cockpit whose steering wheel or handlebar turns with your steering, and hand steering by heurazy: grab the wheel with the tracked controllers and turn it.
  • The settings panel in the headset (render scale, foveation, refresh rate, controls), saved to Config.toml on the spot.
  • Physics identical to the original game, proven by ghosts that sync across Wii, Dolphin and WiiCompiled.
  • Retro Rewind as its own statically translated profile.

The PC (Windows D3D12 and Vulkan) and Meta Quest builds are still here and unchanged; see OPENXR.md and docs/quest-port.md. For those, use upstream's WheelWizard VR instead of this fork.

WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard, Retro Rewind and this fork are developed independently, each with its own rules. What applies here does not automatically apply there, and vice versa. Check each project's own CONTRIBUTING and README files.

FAQ

Is this an emulator? No. Everything is compiled to native ARM64 code before you press play. At runtime nothing emulates a Wii CPU or GPU.

Do you provide the game, or a ready-built binary? No. Nothing in this repo contains Nintendo code or assets, and the translated game is never shipped: it is built from your own disc, a one-time cost on your machine.

Which game version works? Clean PAL RMCP01. Other regions and modified executables are rejected.

Why not install the Quest APK on the Frame? The Frame runs it in Lepton, whose graphics driver cannot share images between the two GPU devices the Android backend uses, so it shows nothing. The native build uses one device and needs no sharing.

Can it run on other SteamOS or Linux ARM64 devices? Leave out --headset steam_frame and pass --cpu for your CPU to get a generic Linux VR build; it needs an OpenXR runtime with XR_KHR_vulkan_enable2. Untested.

AI usage

AI coding tools were used during development of this project. All translated output is verified against real hardware behavior and most importantly, physics accuracy is proven synced across Wii, Dolphin, and WiiCompiled (see FAQ).

Credits

  • inkwreck - making the logo
  • aurora - the GX rendering/windowing backend this project's whole graphics layer sits on. MIT licensed.
  • Dawn - Google's WebGPU implementation, powering aurora's Direct3D, Vulkan and OpenGL backends.
  • OpenXR - the Khronos cross-platform API used by the experimental VR renderer.
  • WiiCompiled OpenXR VR by iChris4 and WiiCompiled by patchzyy - the projects this fork is built on.
  • heurazy - the VR cockpit's turning steering wheel and hand steering, ported from mario-kart-wii-VR-port (GPL-3.0).
  • Dolphin Emulator - an invaluable reference for Wii hardware behavior during development, plus the source of the free DSP coefficient ROM and the unmodified default WiiConnect24 bootstrap tree bundled with the runtime.
  • Retro Rewind by ZPL and team - the mod distribution this project supports.
  • Wheel Wizard - the mod manager this project integrates with as a launch backend.
  • nod - nodtool, the disc image extractor.
  • DolphinXR - the Steam Frame controller profile's input paths.
  • Everyone in the static recompilation community.

Bundled third-party components and their licenses live in THIRD-PARTY-NOTICES.md.

License

WiiCompiled is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License, version 3 as published by the Free Software Foundation.

WiiCompiled is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

Any mkwii distribution making use of WiiCompiled must be licensed under GPL v3.0.

Not affiliated with, endorsed by, or associated with Nintendo. Mario Kart Wii is a trademark of Nintendo. No Nintendo intellectual property is contained in, distributed with, or obtainable through this project.

S
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GitHub pull mirror of mitch030504/Wiicompiled_VR_Frame. GitHub repository ID: 1404113766. Gitea import mode: github-full.
https://github.com/mitch030504/Wiicompiled_VR_Frame Readme GPL-3.0
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