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docs: record VR device evidence and paused comfort controls
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@@ -90,9 +90,11 @@ SSH, SFTP, Steam Link, remote desktop, volume, sleep, restart and shut down.
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</tr>
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</table>
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Nothing is installed on the Frame for any of this: the app uses what SteamOS
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already ships (sideloading a game copies Valve's own devkit scripts to
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`~/devkit-utils`, as Valve's Devkit Client does). [How each feature works](docs/frame-control.md).
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The app uses what SteamOS already ships. Sideloading copies Valve's devkit
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scripts to `~/devkit-utils`, as Valve's Devkit Client does; the optional
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[performance HUD](docs/vr-utilities.md) copies our own Python helpers into
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`~/.local/share/frame-control/vr/`. Neither needs a third-party app.
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[How each feature works](docs/frame-control.md).
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## Install
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@@ -200,7 +202,7 @@ Frame's software fits together, all checked against a real headset and labelled
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| [Android apps (Lepton)](docs/apks.md) | Sideloading, the rated F-Droid catalogue, per-app instances |
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| [Sideloading Linux and Windows games](docs/sideloading.md) | A .zip, folder or .exe as a Steam Devkit Game, runtime detection |
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| [Install links for websites](docs/web-install.md) | `frame-control://install` links and manifests, the rules, a button to paste |
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| [Steam games](docs/steam-games.md) · [VR video](docs/vr-video.md) · [WebXR in Chromium](docs/webxr-chromium.md) | Installing and buying, watching VR180/360, the Chromium build |
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| [VR comfort and HUD](docs/vr-utilities.md) · [Steam games](docs/steam-games.md) · [VR video](docs/vr-video.md) · [WebXR in Chromium](docs/webxr-chromium.md) | Installing and buying, watching VR180/360, the Chromium build |
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| [SSH](docs/ssh.md) · [Streaming](docs/streaming.md) · [Files](docs/file-transfer.md) · [Panels](docs/panels.md) · [Tailscale](docs/tailscale.md) | Topic notes |
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| [Frame Control for iPhone](docs/iphone.md) | The iPhone and iPad app, how it runs the server on the Frame, pairing |
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| [Recovery and OS images](docs/recovery-and-images.md) | Where to download the Frame's OS, what's inside, testing without the headset |
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@@ -0,0 +1,53 @@
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{
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"date": "2026-09-28",
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"os": {
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"version": "0.4.1",
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"build": "20260925.6191901",
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"variant": "vr"
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},
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"performance": {
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"compositorFps": 72.0,
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"frameMs": 13.89,
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"appFps": null,
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"gpuMs": 3.07,
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"compositorCpuMs": 0.61,
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"cpuPercent": 40.6,
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"gpuMHz": 903.0
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},
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"batteryPercent": 16,
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"maxTempC": 73.5,
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"ownership": [
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{
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"id": 1009850,
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"owned": false,
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"installed": false,
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"frame": 0
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},
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{
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"id": 1173510,
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"owned": false,
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"installed": false,
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"frame": 0
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},
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{
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"id": 1068820,
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"owned": false,
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"installed": false,
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"frame": 0
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},
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{
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"id": 908520,
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"owned": false,
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"installed": false,
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"frame": 0
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},
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{
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"id": 1494460,
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"owned": false,
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"installed": false,
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"frame": 0
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}
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],
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"hudLifecycle": "open, duplicate-open, close passed before control-test pause; overlay probe removal verified",
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"comfort": "Initial 1cm seated probe restored exactly. Later commits/readback disagreed while Frame in use; Alex paused control tests. No controls shipped."
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}
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Binary file not shown.
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After Width: | Height: | Size: 269 KiB |
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-2
@@ -121,5 +121,10 @@ a limit on the number of floating panels.
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script needed.
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- **Inside the desktop panel**: KWin tiling (Meta+arrow keys with a Bluetooth
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keyboard) or virtual desktops arrange windows within the 1280×800 rectangle.
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- **Windows-only overlay tools** (Desktop+, OVR Toolkit, OVRdrop) do this for a
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PC's desktop in SteamVR. They don't run on the Frame's standalone Linux.
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- **Optional overlay tools:** Desktop+, OVR Toolkit and similar software are
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separate from Frame Control. Public reports describe some Proton support;
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Windows-only does not by itself prove a Frame app cannot run. Local status
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and sources are in [VR utilities](vr-utilities.md).
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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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@@ -106,3 +106,11 @@ returns nothing without `cc`, so Frame Control takes the country from
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- Installing when there's more than one library folder, such as a microSD card.
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- Uninstalling. `steam://uninstall/<appid>` should open a confirmation in the
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headset.
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## Optional VR software
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The [VR utilities list](vr-utilities.md#optional-software) is separate from our
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controls and HUD. It checks software ownership as well as games; paid utilities
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are installable only when already in the loaded Frame account library. No
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purchase flow is added. Public reports, local results and ownership are shown
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separately, and untested tools remain untested.
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@@ -0,0 +1,132 @@
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# VR comfort and performance
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Frame Control owns its HUD and telemetry. They use SteamVR/OpenVR, gamescope,
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Python and xterm already on the Frame, plus the Frame's sensors. No feature
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requires fpsVR, OVR Advanced Settings, XSOverlay or another third-party app.
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The software list is a separate, optional convenience.
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This is **part of [#25](https://github.com/saphid/frame-control/issues/25)**,
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not completion of the issue. Playspace controls remain blocked on the device
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checks below. The PR stays draft.
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## Our performance HUD
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On **Home → VR comfort and performance**, the app shows a timestamped sample
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with each status refresh (30 seconds, or Refresh). **Open HUD in headset**
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starts our text HUD as a gamescope panel, refreshed every two seconds. In the
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SteamVR dashboard, select **Frame Control HUD**, then Float in World or dock
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it to a controller. **Close HUD**, or closing its terminal, ends it. Opening
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it twice reuses the existing process.
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| Value | Meaning and source |
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|---|---|
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| Compositor FPS / period | Differences between two `IVRCompositor_029::GetFrameTiming` frame indices and monotonic compositor timestamps, sampled 200 ms apart. Output cadence, not game FPS or a long-term average. |
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| Application FPS | Reciprocal of OpenVR's client frame interval. Unavailable if there is no positive interval; not inferred from refresh rate. |
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| Render GPU time | OpenVR total render GPU milliseconds, not GPU utilisation. |
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| Compositor CPU | OpenVR compositor render CPU milliseconds, not game CPU time. |
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| System CPU | `/proc/stat` busy-time delta across the sample, with guest time counted once and iowait treated as idle. |
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| GPU clock | `3d00000.gpu/cur_freq`, converted from Hz to MHz; frequency is not load. |
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| Hottest sensor / battery | Existing thermal-zone and battery sysfs reads from `frame_status.py`. |
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OpenVR uses background application mode, which does not start SteamVR or keep
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it running. This mode also returned live timing in a read-only device probe.
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Missing sensors, a stopped or incompatible SteamVR runtime, and non-advancing
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frame indices display **Unavailable**, never invented zero FPS. Failed status
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refreshes clear the HUD card rather than keeping a stale live-looking sample.
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The HUD itself adds CPU/GPU work; it is a diagnostic, not a zero-overhead benchmark.
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**Verified 2026-09-28**, SteamOS 0.4.1, build `20260925.6191901`, SteamVR
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2.18.1: the exact OpenVR interface and 192-byte timing layout returned advancing
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frame indices and live GPU/CPU timing. Sensor reads, creation of overlay
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`valve.steam.desktopgame.2000250025`, duplicate-open handling, and closing the
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HUD passed. The temporary probe overlay disappeared after its process closed.
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[Sanitized device sample](evidence/vr-utilities/device.json).
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**Unverified:** visual placement while wearing the headset, controller docking,
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and overhead during gameplay. The companion card was checked in the attached
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preview using live Frame data. Creating an overlay does not establish that it
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was visible to the wearer.
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The optional HUD copies only `frame_status.py` and `frame_vr.py` into
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`~/.local/share/frame-control/vr/`. It tags only the window whose X11 PID matches
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its own xterm, avoiding other threads' windows. Stop checks both PID and Linux
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process start time before sending SIGTERM. It does not stop Steam or SteamVR,
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edit their settings, install a service, or need sudo.
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## Playspace, seated height and recenter: paused
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**Verified 2026-09-28:** SteamVR exposes `IVRChaperoneSetup_006` and
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`IVRChaperone_004`. An initial 1 cm seated zero-pose translation committed,
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read back and restored numerically. A later trial, while the shared Frame was
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in use, changed universe IDs after commits and returned transforms that did
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not match the requested write or restore. Journal entries reported
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`CommitWorkingCopy`, `VREvent_ChaperoneUniverseHasChanged` and
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`VREvent_ChaperoneRoomSetupCommitted`. The collision-bound arrays and play-area
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size matched in the saved before/after records, but the origin matrices did not.
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Alex confirmed the headset was in use and asked to pause control tests. No
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further playspace writes were made. The exploratory control implementation was
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removed from the shipping API; `recenter`, `adjust` and `restore` are rejected.
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This is an **unresolved feasibility check**, not evidence that OpenVR controls
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cannot work. Concurrent use and the Frame driver's coordinate-system handling
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still need to be separated.
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The probe's original and last-read poses remain in the Frame's
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`~/.local/share/frame-control/vr/comfort.json` for investigation. This draft
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neither reads nor applies that baseline. Do not blindly replay it into a room
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that may have changed. No recenter test was reached in the later trial.
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Before adding controls, on an idle Frame:
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1. Establish current room and tracking state, and inspect the retained probe
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evidence before considering any restoration.
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2. Prove seated and standing height/move operations in the Frame driver's
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current coordinates, including delayed readback, coordinate rebasing and
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recovery. Show that the physical safety boundary stays correct.
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3. Verify recenter independently, and test a full apply/restore cycle plus a
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concurrent room-change refusal. Add a fake OpenVR test for those contracts.
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4. Check the apparent result in a seated and a standing app before exposing UI.
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**Documented:** seated and standing are tracking origins selected by an app;
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changing a seated origin cannot force every game to support seated play.
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**Inferred from the installed SteamVR defaults:** there is no generic snap-turn
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or locomotion-vignette setting. `dashboard.verticalOffsetCm_2` and
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`steamvr.panelMaskVignette` affect panels, not the player's height or game
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locomotion. The app gives game-setting hints for snap-turn, teleport movement
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and movement vignette instead of writing these unrelated settings.
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## Optional software
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**Verified 2026-09-28 (same build):** a read-only query of Steam's loaded
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`appStore.allApps` found none of these five apps on the Frame account. The query
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includes software, which the existing games-only library filter excludes.
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Steam's public app-details API listed only Desktop+ as free. No software was
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purchased, installed or launched during these ownership checks.
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| Utility | Local Frame status | Public evidence / optional source |
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|---|---|---|
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| OVR Advanced Settings (1009850) | **Untested**, not owned | Steam edition is paid. Developer's [free source and releases](https://github.com/OpenVR-Advanced-Settings/OpenVR-AdvancedSettings). No verified Frame result in this work. |
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| XSOverlay (1173510) | **Untested**, not owned | Supplied research attributes Proton support with tweaks to [Road to VR](https://www.roadtovr.com/valve-steam-frame-review/). This is a public report, not our verification. |
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| OVR Toolkit (1068820) | **Untested**, not owned | Same [public Frame report](https://www.roadtovr.com/valve-steam-frame-review/); no local verification. |
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| fpsVR (908520) | **Untested**, not owned | [Steam listing](https://store.steampowered.com/app/908520/). No Frame-specific result established in the supplied research. General PC VR reviews do not verify Frame support. |
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| Desktop+ (1494460) | **Untested**, free | [Developer source](https://github.com/elvissteinjr/DesktopPlus). No verified Frame result in this work. |
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**Documented (supplied research):** the XSOverlay/OVR Toolkit claims are kept as
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attributed leads. **Verified source check 2026-09-28:** fetching the linked
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review returned HTTP 200 and the expected review title, but neither utility name
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appeared in the fetched HTML or extracted text. The claims could not be
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corroborated from that page; this is not proof of incompatibility. They do not make those apps dependencies or mark them
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locally verified. No paid utility is auto-acquired. A server-side check blocks
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installation through the Steam endpoint if the paid utility is absent from the
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loaded Frame library; an empty/unavailable library fails closed. Desktop+ uses
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the existing free Steam install flow, which may need a license confirmation in
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the headset. None is advertised as known-good without local evidence.
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Compatibility reports reuse the existing `compat-db` storage and validation
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with `package: "steam:<appid>"`, rather than colliding with Android package IDs.
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The optional list shows the latest `works`, `issues` or `broken` report with its
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date, build and notes, separately from public sources and ownership. With no
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report the status stays **untested**. No shared database schema change or
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production deployment is needed; no reports were published by this work.
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Block a user