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Merge main into vr-utilities: the performance HUD alongside comfort, keyboard, panels and media
Also from review: a SteamVR build without the timing exports can't break status (AttributeError), and the device test class runs when the file is run directly. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -128,3 +128,164 @@ a limit on the number of floating panels.
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- **Our performance HUD:** Home → VR comfort and performance → Open HUD in
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headset creates its own gamescope panel using built-in tools. It needs no
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third-party overlay app. [Metrics and verification](vr-utilities.md).
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## Frame Control's panel switcher
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**Verified 2026-09-28**, SteamOS 0.4.1, BUILD_ID `20260925.6191901`,
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SteamVR 2.18.1: **Tools → Panel switcher** lists SteamVR's open main panels,
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including panels that are currently hidden. **Show** asks SteamVR to bring one
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forward. **Open in headset** opens the same switcher as its own panel; choose
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it again from Steam's dashboard after switching away. Refresh updates the list.
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This is a list, not thumbnail Exposé.
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This is our own Python/HTML implementation (`ui/frame_panels.py`), using the
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Frame's shipped `vrcmd` OpenVR client and gamescope. The headset page uses
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Chromium (Chromium XR when present, then system Chromium, then the existing
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Chromium Flatpak). No XSOverlay, OVR Toolkit, WayVR or other overlay application
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is needed. This dependency boundary also applies to future layout and panel
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persistence work: platform APIs and bundled libraries are fine; another app
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must not implement the feature for us.
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The companion runs the helper over SSH. Opening it in the headset installs a
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copy under `~/.local/share/frame-control/panels/` and starts a loopback HTTP
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server and an isolated Chromium profile. There is no startup service or global
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setting change. Close the switcher to stop its server and browser. Other
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Chromium profiles, Steam and SteamVR are left alone. If the window or runtime
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closes, use **Open in headset** again.
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The page carries a random, per-process access key in its URL fragment, removes
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it from the address bar, keeps it in tab session storage for page reloads, and
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sends it in a header. Panel lists and actions need
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that key; Host and Origin checks reject other sites. The key permits only
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listing panels, requesting focus and closing this switcher. Like Mac viewer
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launch tickets, it is initially readable by another process running as the
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same Frame user. Panel titles are rendered as text, never HTML. The companion
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retains its existing request guards. No Mac capture credentials cross this API.
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**Verified:** the real headset page rendered its panel list (image above), its
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HTTP focus request changed `GAMESCOPE_FOCUSED_APP` to `2000999030`, a request
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without the key returned HTTP 403, and Close stopped the helper and its browser.
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Opening an already running switcher requests its focus rather than creating a
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second one. The companion uses the same list/focus helper. **Unverified:** laser
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selection while wearing the headset, physical placement, and non-XR Chromium.
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The API reports that focus was *requested*: another action can take focus before
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we observe the result. Closed panels are rejected after re-enumeration.
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### Shared-device recheck, 2026-09-29
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**Verified:** the follow-up's atomic `mkdir /tmp/frame-test.lock` attempts
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failed because another thread held the lock. The existing lock was left alone;
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no applications were installed, launched or stopped in this follow-up. The last
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read-only battery check showed 62%, charging. The 180 Python and 8 website tests
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passed again locally.
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**Unverified in this follow-up:** the prepared browser-button test (Refresh,
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selection, reload and Close) and repeated OpenXR transition could not run under
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the shared lock. The device results elsewhere in this page are the earlier
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2026-09-28 observations, not results from this blocked recheck. In particular,
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HTTP focus is not evidence of worn-headset laser input. Follow the
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[shared-device test procedure](testing.md#headset-smoke-test) for the next run.
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## Saved spatial layouts: blocked on the current panel route
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**Verified 2026-09-28**, same build, using a temporary xterm panel with
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`STEAM_GAME=2000999031` and `FnTable:IVROverlay_028` from
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`/opt/steamvr/bin/linuxarm64/libopenvr_api.so`:
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| OpenVR call | Result |
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|---|---|
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| `FindOverlay("valve.steam.desktopgame.2000999031")` | Success |
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| `GetOverlayWidthInMeters` | Success, 2.67 m |
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| `SetOverlayWidthInMeters` (same width) | Success |
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| `GetOverlayTransformType` | Success, type 5 (`VROverlayTransform_DashboardTab`) |
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| `GetOverlayTransformAbsolute` | 18 (`WrongTransformType`) |
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| `SetOverlayTransformAbsolute` (identity rotation, 1.2 m up, 1.5 m forward) | 12 (`PermissionDenied`); type remained 5 |
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The public interface names type 5 **DashboardTab**; SteamVR's dashboard code
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places these panels through its scene graph. It owns the frame/docking
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transforms. A successful width setter does not grant permission to restore the
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position. `vrcmd --dock-overlay world <key>` dispatched a docking request but
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the dashboard logged `Failed to get SGTransform in setInitialTransformForLocation.
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Invalid transform ID`. This does not establish working world placement.
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**Inferred:** saving X11 pixel rectangles or Mac window IDs would not restore
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this spatial arrangement. Mac window IDs also change when an application
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reopens; viewer tickets and reconnect keys must not go into a layout file.
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The base Mac stream reconnects after a network break, but that is different
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from recreating windows and their room positions after a reboot.
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There is consequently no Save/Restore control yet. A durable layout needs a
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working transform restore path, stable source identity, and a fresh capture
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permission/ticket flow. The tested gamescope-owned overlay route denies that
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transform operation. A future Frame Control-owned overlay renderer, or a
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supported platform API for dashboard frame transforms, needs its own device
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proof before building layout UI. This is a blocker for the current approach,
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not a claim that all possible implementations are impossible. Reboot recovery
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was not tested: the shared headset was not rebooted.
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## Panels during an immersive session
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**Verified 2026-09-28**, same build: our Chromium switcher panel remained in
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OpenVR's overlay list before, during and after the Frame's shipped `helloxr -g
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Vulkan` sample. During the test `vrcmd --stats` identified
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`system.generated.openxr.helloxr.helloxr`, with 242 frame submissions. The test
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ended only its own sample process; no SteamVR, Steam, power or global settings
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were changed. The switcher was still selectable afterwards.
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This proves survival of that panel across an OpenXR scene session, **not** that
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it stayed visibly composited over the scene: OpenVR reported it `not_visible`
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before, during and after. **Verified:** calling `ShowOverlay` on our
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*gamescope-owned* switcher overlay returns 12 (`PermissionDenied`). A helper
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cannot force that panel visible using the public overlay call. Use the
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switcher/dashboard to request access to it; we do not fight the runtime with a
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repeated force-focus loop.
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**Verified in a second controlled run:** a live H.264 test-pattern stream from
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this checkout's Mac helper, through its own SSH tunnel and a temporary Chromium
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profile, survived the same OpenXR sample (257 scene-frame submissions). Its
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panel `2000999032` changed from `visible` before launch to `not_visible` during
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and after the scene. The Mac helper still reported the same `test` stream;
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captured frames increased from 35 to 232, with 29.5 decoded/drawn fps afterwards.
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The test did not capture personal Mac windows or inject Mac input. The sample,
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viewer, temporary profile, tunnel and Mac helper were cleaned up. This proves
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stream survival, and also shows why it must not be advertised as always visible.
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**Unverified:** persistent visible placement while playing a Steam-launched VR
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game, Plasma desktop and real Mac-window behavior during that launch, and worn
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headset input. Other threads were launching games and changing the runtime on
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the shared device, so those transitions were not treated as controlled evidence.
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A runtime/X-server restart can destroy the viewer windows; a network reconnect
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cannot recreate them. No “always visible during games” guarantee is shipped.
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## Keyboard passthrough feasibility
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**Verified 2026-09-28**, same build, using `FnTable:IVRTrackedCamera_006`:
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`HasCamera(0)` returned success and true. `GetCameraFrameSize` returned 100
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(`OperationFailed`), with zero dimensions, for all three public frame types
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(distorted, undistorted and maximum-undistorted), including after acquiring the
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video service. Acquisition returned success and a handle; release returned 101
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(`InvalidHandle`). The probe shut down its OpenVR client afterwards. No camera
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frames were captured and no camera settings were changed.
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**Documented:** the public OpenVR camera interface provides camera frame sizes,
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intrinsics, projections and streaming handles; these are prerequisites for a
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spatially aligned camera cutout. See Valve's
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[OpenVR C API](https://github.com/ValveSoftware/openvr/blob/master/headers/openvr_capi.h).
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**Inferred:** camera presence alone does not establish access to camera pixels.
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The failed frame-size path blocks a keyboard cutout in our current panel
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implementation. We have not established a keyboard detector or a calibrated
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camera-to-panel mapping. Built-in full-room passthrough is not proof of a
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public, selectively masked camera stream. No keyboard cutout is offered, and
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no third-party camera/overlay app is substituted for it.
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## Frame Control's media theatre
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[The owned media player](vr-video.md) can show its video or stereo image on a
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larger, head-relative screen with its own dark surround. **Verified remotely
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2026-09-28**, SteamOS 0.4.1 / BUILD_ID 20260925.6191901: screen, eye isolation,
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surround and cleanup. It does not alter panel docking or global settings.
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Its `Overlay` RGBA rendering hook is available to stream producers; applying
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SteamVR theatre docking to existing Mac/PC panels is still unverified here.
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