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saphid--chromium-webxr-stea…/docs/technical-notes.md
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Alex SouthwellandClaude Opus 5.5 2b21324248 Launcher: laser drags scroll like a touchscreen; allow VR on every site
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>
2026-09-28 11:00:15 +10:00

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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::kOpenXR stays off by default, so it needs --enable-features=OpenXR.
  • CL 8441736 runs the XR device service in its own sandbox (xr_compositing, with the XrProcessPolicy seccomp 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") resolves true.
  • 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 from VRApplication_OpenXRInstance to VRApplication_OpenXRScene, followed by controller binding files being created for system.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 sees visibilityState: "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 --stats counted 2,940 submits, 4 dropped frames (all at startup) and 2 reprojected.
  • Controllers: the right controller appears as a tracked-pointer input source with profiles oculus-touch and generic-trigger-squeeze-thumbstick, an xr-standard gamepad (7 buttons, 4 axes), a grip space, and a 25-joint hand. Its target-ray and grip poses were available on every frame, and not emulated. A physical squeeze produced squeezestart/squeeze events 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.hapticActuators is empty, so pages can't vibrate the controllers.
  • Requesting hand-tracking makes 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_GAME property, the app-steam-app<id>-<pid>.scope cgroup, or a reaper SteamLaunch AppId=<id> ancestor): forced to left click, in a code path commented as a workaround for Steam not setting STEAM_TOUCH_CLICK_MODE on 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. Setting STEAM_GAME to 0 on it destroyed that panel and created gamescope.gamescope-0.window.70.
  • With the new launcher, Chromium's parent is systemd, not reaper. Its panel is gamescope.gamescope-0.window.88, GAMESCOPE_FOCUSABLE_APPS is empty, and SIGTERM to 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, including xwayland-touch. Chromium's X11 hotplug code only counts TOUCHSCREEN or xwayland-touch as a touchscreen, so it reports navigator.maxTouchPoints 0 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 see ontouchstart.
  • Chromium's --touch-devices=<id> switch isn't a way around this. It would make every button of the shared xwayland-pointer a 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 vrcmd from /opt/steamvr/bin/linuxarm64: vrcmd --set-settings-bool power.pauseCompositorOnStandby 0, vrcmd --set-settings-float power.turnOffScreensTimeout 3600, then vrcmd --handlewakeup. The session becomes visible and renders at the headset's rate. If it stays visible-blurred, the Steam dashboard is open over it: run SteamClient.OpenVR.VROverlay.HideDashboard() in the Steam client's DevTools (127.0.0.1:8080, page SharedJSContext). Undo with --set-settings-bool power.pauseCompositorOnStandby 1 and --set-settings-float power.turnOffScreensTimeout 5. (The bool setter reads true as 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 URL opens 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://gpu and chrome://webxr-internals show the graphics setup and the XR runtime Chromium picked.

  • SteamVR's logs are in ~/.local/share/Steam/logs/. vrserver.txt shows the session starting and which app SteamVR bound it to.