gamescope turns the laser into mouse clicks for apps Steam launches, so dragging selected text. When Steam starts it, the launcher now runs Chromium as a systemd user service outside Steam's process tree: its windows get their own gamescope panel and real touches. Steam still tracks it and Stop closes it. CHROMIUM_XR_STEAM_PANEL=1 keeps the old behaviour. --touch-events=enabled because Xwayland labels its touch device as a pointer. Before each start (when Chromium isn't running) the launcher also makes Allow the default VR permission and drops per-site Blocks, so there's no "Allow VR?" prompt. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Technical notes
What we found getting WebXR working on the Steam Frame, for anyone picking this up or taking it upstream. Tested with Chromium 156.0.8071.0 (arm64), SteamOS 0.3.0 (build 20260922.6101926) and SteamVR 2.17.10.
Why stock Chromium on Linux has no immersive WebXR
Chromium 154 was the first release to compile OpenXR on Linux
(enable_openxr includes Linux). But
content/services/isolated_xr_device/xr_runtime_provider.cc only creates an
OpenXR device when ENABLE_OPENXR && IS_WIN. Nothing on Linux calls the
OpenXR code, so the linker drops it. Flathub's arm64 Chromium contains no
OpenXR loader code at all, and flags such as --force-webxr-runtime=openxr
can't bring it back.
The two Gerrit changes this repo builds fill that gap:
- CL 8132979
creates the OpenXR device on Linux, using the Vulkan graphics binding
(
XR_KHR_vulkan_enable2).device::features::kOpenXRstays off by default, so it needs--enable-features=OpenXR. - CL 8441736
runs the XR device service in its own sandbox (
xr_compositing, with theXrProcessPolicyseccomp policy and a file broker), instead of requiring--no-sandbox.
The build uses patch set 44 of CL 8132979, which sits on top of CL 8441736.
The SO_PEERCRED crash
With both CLs, the XR utility process crashed inside xrCreateInstance on
system call 0xd1 (getsockopt on arm64). SteamVR's IPC client calls
getsockopt(fd, SOL_SOCKET, SO_PEERCRED, …) to check which process is on the
other end of its socket, and XrProcessPolicy refuses every getsockopt.
patches/0001-xr-sandbox-allow-getsockopt-SO_PEERCRED.patch
allows exactly SOL_SOCKET/SO_PEERCRED and still returns EPERM for
everything else.
Why the seccomp filter is still off
With the patch, xrCreateInstance gets further but fails with
Unable to init path manager: VRInitError_Init_Internal. SteamVR's client
reads /proc/self/status to find its own process ID. Inside the seccomp
sandbox, file opens go through Chrome's broker process, so /proc/self is
the broker's, and SteamVR registers the broker's PID instead of the XR
process's. Granting the broker /proc/self doesn't help, because the broker
can only answer for itself.
Fixing this properly needs a change in Chromium: for example, having the
broker client rewrite /proc/self to /proc/<caller pid>, or opening the
needed /proc files before the sandbox seals. Until then the launcher passes
--disable-seccomp-filter-sandbox. The namespace sandbox still works:
SteamOS allows unprivileged user namespaces, so the setuid chrome_sandbox
isn't needed.
What a working session looks like
- The page's
isSessionSupported("immersive-vr")resolvestrue. requestSession("immersive-vr")succeeds. (Chromium asks Allow VR? first unless the site's VR permission is Allow; the launcher makes Allow the default, see below.) The first frame has a viewer pose with 2 views and a 2880 × 1440 framebuffer (1440 × 1440 per eye).- SteamVR's log (
~/.local/share/Steam/logs/vrserver.txt) shows the app move fromVRApplication_OpenXRInstancetoVRApplication_OpenXRScene, followed by controller binding files being created forsystem.generated.openxr.chromium 156.chrome. - If nobody is wearing the headset, SteamVR keeps it in standby: the session
stays at
XR_SESSION_STATE_SYNCHRONIZED, the page seesvisibilityState: "hidden", and only the first frame runs. Put the headset on to see it.
Input and frame rate (2026-09-27)
Measured with a session that clears to red, with hand-tracking and
local-floor requested:
- Frame rate: 72 fps. Over 16.6 s the median frame interval was 13.9 ms,
p99 14 ms and max 14 ms, with no frame longer than 1.5× the median.
SteamVR's
vrcmd --statscounted 2,940 submits, 4 dropped frames (all at startup) and 2 reprojected. - Controllers: the right controller appears as a
tracked-pointerinput source with profilesoculus-touchandgeneric-trigger-squeeze-thumbstick, anxr-standardgamepad (7 buttons, 4 axes), a grip space, and a 25-jointhand. Its target-ray and grip poses were available on every frame, and not emulated. A physical squeeze producedsqueezestart/squeezeevents and set button 1 as pressed. - Not covered: trigger (
select), thumbstick axes, face buttons, the left controller (not connected during the test) and bare-hand tracking. - Haptics:
gamepad.hapticActuatorsis empty, so pages can't vibrate the controllers. - Requesting
hand-trackingmakes Chromium ask Allow hand tracking? in the browser panel before the session starts.
The laser pointer on the browser panel (2026-09-28)
gamescope (3.16.28 on the Frame) turns SteamVR's laser events for a panel
into input for the app. A trigger press is VREvent_MouseButtonDown with the
left button, which gamescope sends as a Wayland touch, then Xwayland passes
it on as an XInput 2 touch. What happens next depends on gamescope's touch
click mode for that panel (GetTouchClickMode in
src/Backends/OpenVRBackend.cpp):
- Windows of an app Steam launched (app id taken from the
STEAM_GAMEproperty, theapp-steam-app<id>-<pid>.scopecgroup, or areaper SteamLaunch AppId=<id>ancestor): forced to left click, in a code path commented as a workaround for Steam not settingSTEAM_TOUCH_CLICK_MODEon the Frame. The touch becomes a left mouse button, so holding the trigger and dragging selects text. - Windows with no app id: passthrough. Each gets its own panel
(
gamescope.gamescope-0.window.<n>) and receives real touches. The Desktop Mode panel is one of these, which is why a browser there scrolls when you drag.
The thumbstick sends VREvent_ScrollSmooth, which gamescope turns into mouse
wheel events in either mode.
Chromium registers itself in a systemd scope of its own
(app-org.chromium.Chromium-<pid>.scope), so gamescope finds the app id by
walking up to Steam's reaper. Forking can't escape that, because reaper
is a subreaper. When SteamAppId is set, the chromium-xr launcher starts
Chromium with systemd-run --user instead, and waits for it to exit.
Chromium's parent is then the user's systemd, and its windows get no app id.
Chromium's menus and bubbles are override-redirect windows, which gamescope
shows only over a focused window with the same app id. They come from the
same process, so they get app id 0 as well.
Verified on the Frame (SteamOS build 20260922.6101926), without wearing the headset:
- Launched from Steam, the old launcher's window had app id 2349681812 and
panel
valve.steam.desktopgame.2349681812. SettingSTEAM_GAMEto 0 on it destroyed that panel and createdgamescope.gamescope-0.window.70. - With the new launcher, Chromium's parent is
systemd, notreaper. Its panel isgamescope.gamescope-0.window.88,GAMESCOPE_FOCUSABLE_APPSis empty, andSIGTERMto the launcher, which is what Steam's Stop does, closes Chromium and removes the service. - Xwayland 24.1.9 gives every device the XI1 type
xwayland-pointer, includingxwayland-touch. Chromium's X11 hotplug code only countsTOUCHSCREENorxwayland-touchas a touchscreen, so it reportsnavigator.maxTouchPoints0 and leaves out the touch API. Its XI2 touch handling (TouchFactory) still accepts the device's touches. The launcher passes--touch-events=enabled, and pages then seeontouchstart. - Chromium's
--touch-devices=<id>switch isn't a way around this. It would make every button of the sharedxwayland-pointera touch, including wheel and right-click.
Not yet checked in the headset: dragging a page, fling, and menus and permission prompts showing on the new panel.
The VR permission (2026-09-28)
Chromium's VR permission is the vr content setting, default Ask, with
Allow, Ask and Block all valid defaults
(components/content_settings/core/browser/content_settings_registry.cc).
No policy or command-line switch sets it, and managed policies would have to
go in /etc/chromium, which is on the Frame's read-only root. So before each
start, if Chromium isn't already running (its SingletonLock link names a
live process), the launcher sets profile.default_content_setting_values.vr
to 1 (Allow) in Default/Preferences and deletes vr exceptions whose
setting is 2 (Block). Verified on the Frame: aframe.io, which had no
saved exception, started an immersive session from requestSession with no
prompt, and the value was still 1 after Chromium quit and rewrote the file.
It doesn't cover Allow hand tracking? (the hand_tracking setting).
The same test showed WebXR still works with Chromium outside Steam's
process tree. The launcher keeps Steam's environment, including
SteamAppId, and SteamVR still bound the session to
steam.app.2349681812.
Graphics
Chromium's GPU process uses ANGLE on OpenGL, which runs on zink over the Turnip Vulkan driver (Adreno 750). Chromium's own Vulkan backend stays off; that doesn't stop the session. The OpenXR runtime uses Vulkan.
Panels and the Steam library
The Frame's compositor (gamescope) gives every Steam app ID its own SteamVR
overlay, named valve.steam.desktopgame.<appid>, which appears as a panel in
the headset. A non-Steam shortcut gets an app ID like any game, so launching
Chromium XR from the library gives it a panel. frame/steam-shortcut.py adds
the shortcut through the Steam client's DevTools port (127.0.0.1:8080,
page SharedJSContext) with SteamClient.Apps.AddShortcut, so Steam doesn't
need restarting. (steam steam://addnonsteamgame/<path> adds nothing.)
Steam preloads its in-game overlay, gameoverlayrenderer.so, into everything
it launches through LD_PRELOAD. In Chromium it segfaults the zygote during
library initialisation. The GPU process then fails to launch
(GPU process launch failed: error_code=1002), and after a few tries
Chromium quits with GPU process isn't usable. Goodbye. about 30 seconds
after starting. The chromium-xr launcher removes the overlay from
LD_PRELOAD before starting Chromium, keeping anything else that was
preloaded.
Debugging
-
Testing without wearing the headset. In standby SteamVR keeps the session hidden. With
vrcmdfrom/opt/steamvr/bin/linuxarm64:vrcmd --set-settings-bool power.pauseCompositorOnStandby 0,vrcmd --set-settings-float power.turnOffScreensTimeout 3600, thenvrcmd --handlewakeup. The session becomes visible and renders at the headset's rate. If it staysvisible-blurred, the Steam dashboard is open over it: runSteamClient.OpenVR.VROverlay.HideDashboard()in the Steam client's DevTools (127.0.0.1:8080, pageSharedJSContext). Undo with--set-settings-bool power.pauseCompositorOnStandby 1and--set-settings-float power.turnOffScreensTimeout 5. (The bool setter readstrueas false; use 1 and 0.) Verified 2026-09-27: a WebXR session clearing to red filled both eyes in SteamVR's stereo screenshot. -
If the headset is outside its playspace, SteamVR shows the passthrough camera wherever a page leaves transparent pixels.
-
chromium-xr --remote-debugging-port=9223 URLopens DevTools on the Frame's loopback. It has no password, so close the browser when you're done. If a VPN such as userspace Tailscale forwards traffic to loopback, other devices can reach it. -
chrome://gpuandchrome://webxr-internalsshow the graphics setup and the XR runtime Chromium picked. -
SteamVR's logs are in
~/.local/share/Steam/logs/.vrserver.txtshows the session starting and which app SteamVR bound it to.