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Mac in the headset: stream Mac windows and screens into the Frame as panels
Frame Control can now show any Mac window, or a whole screen, as its own SteamVR panel on the Steam Frame (Tools -> Mac in the headset, macOS only). Place it with the SteamVR dashboard; the laser clicks and scrolls, and the Mac's own keyboard types. - mac/frame-mac-view (Swift, no dependencies): ScreenCaptureKit capture per window or display, VideoToolbox H.264 with low-latency rate control (JPEG fallback), a loopback HTTP/WebSocket server, CGEvent/AX input playback, and a display-awake assertion while anyone watches. - ui/frame_macview.py: starts the agent, runs an ssh -R tunnel with a supervisor that reopens it on the same port, and launches a Chromium app window per stream on gamescope's :0, tagged with STEAM_GAME for its own panel. - Frame Control's key never leaves the Mac: viewers get single-use, per-source tickets and reconnect keys that Stop revokes. - ui/mac-view.html: WebCodecs decode, keyframe recovery, pointer/wheel/keys back. - Bundled in the Mac app build; tests/test_macview.py builds and drives the agent on macOS. Verified on the Frame (build 20260925.6191901) with the test pattern: panel in about 1.5 s, about 60 fps, Mac-to-window about 11-17 ms, tunnel recovery in 4 s. Laser input and real window capture still need a person in the headset. Also commits the other thread's first-party rule (steam-frame skill) and the first-party options table in docs/streaming.md. Reviewed by GPT-6 Astra (xhigh, read-only) over six rounds; all findings fixed. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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# Mac in the headset
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Frame Control can show any Mac window, or a whole Mac screen, as its own panel
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in the Steam Frame. You place each panel anywhere in the room with the SteamVR
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dashboard. The laser clicks and drags, the thumbstick scrolls, and you type on
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the Mac's own keyboard. Find it under **Tools → Mac in the headset** (macOS
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only).
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The confidence labels are the same as in [ssh.md](ssh.md).
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## Why this design
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First-party options come first, as the repo's rule asks, with the reason
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each one was or wasn't chosen. The full list for every device is in
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[streaming.md](streaming.md#first-party-options-and-why-they-do-or-dont-fit).
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Checked 2026-09-28.
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| Goal | First-party option | Chosen? | Why |
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|---|---|---|---|
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| One Mac screen in the headset | **Apple Screen Sharing** (VNC) → Remmina (Remmina 1.4.43 is already installed on this Frame) | Kept as the fallback (`panel-on-frame.sh mac-screen`) | It's the closest to first-party and needs nothing new. But VNC sends compressed tiles rather than video, so moving content is slow. It shows only whole screens |
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| One Mac screen | **Steam Remote Play**, Mac as host (Valve) | No | macOS isn't a SteamVR host, and Mac-hosted Remote Play is reported broken ([Steam forum](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/)). It streams games, not the desktop. **Not tested here**; one real try is still worth doing |
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| One Mac screen | **AirPlay** (Apple) | No | Apple licenses AirPlay receivers only to TV and speaker makers, and nothing official runs on Linux. UxPlay is an unofficial receiver, and it mirrors a whole screen, not single windows |
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| One Mac screen | **Sidecar / Mac Virtual Display** (Apple) | No | These work only with an iPad or Apple Vision Pro |
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| **Each Mac window as its own panel** | None | – | No first-party way does this: Apple's per-app streaming is only for Vision Pro, and Valve's desktop streaming needs a Windows SteamVR host. So Frame Control does it itself |
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| Mac keyboard and trackpad driving the headset | **Bluetooth HID** | No | macOS can't act as a Bluetooth keyboard or mouse. A real Bluetooth keyboard paired with the Frame still works |
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| Mac keyboard and trackpad | **KDE Connect** (KDE) | No | The Frame has no `kdeconnectd` and it isn't on Flathub. Its Mac app has no keyboard or mouse sharing (**inferred**), and on Wayland it can only reach the desktop panel |
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| Mac keyboard and trackpad | **xrdp** (Valve, Developer Mode) | No | It runs a separate Linux session that you view on the Mac. It isn't the headset's view, and it doesn't carry input the other way |
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What that leaves is our own stream: nothing to install on the Mac or the
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Frame, and whole screens or single windows. Here the Mac's own keyboard and
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trackpad need no forwarding, because the windows are still on the Mac. The
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laser is the only input that has to be sent back.
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Other routes that were compared:
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| Option | One screen | Each window | Speed | Verdict |
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|---|---|---|---|---|
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| Sunshine → Moonlight | ✓ | – | Good | Sunshine's macOS support is still experimental ([discussion #777](https://github.com/orgs/LizardByte/discussions/777)), and it captures whole screens only |
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| Virtual Desktop, Immersed | – | – | – | No Frame client as of September 2026 |
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| **Frame Control's own stream** | ✓ | ✓ | Hardware H.264, sending only changed frames | **Built** |
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To type into VR surfaces other than these panels (SteamVR's dashboard,
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games), the Frame supports a uinput keyboard and mouse without sudo
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(verified 2026-09-27: `steamos` is in `input`, and `/dev/uinput` is
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`root:input 660`). That's a separate feature, not part of this one.
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## How it works
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```
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Mac Frame
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ScreenCaptureKit (one window or display)
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→ VideoToolbox H.264 (hardware, low-latency,
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no B-frames)
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→ frame-mac-view, 127.0.0.1 ──ssh -R──→ 127.0.0.1:479xx
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→ Chromium app window per stream
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(WebCodecs decode), on gamescope's
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X display, tagged STEAM_GAME
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→ its own SteamVR panel
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← CGEvent (clicks, drags, wheel, keys) ←──── pointer, wheel and key events
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```
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- **The agent** is `mac/bin/frame-mac-view`, built from `mac/frame-mac-view`
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(Swift, no dependencies; `build.sh`). Frame Control's server starts it on
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first use and stops it on quit.
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- It captures with ScreenCaptureKit, which sends frames only when something
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changes, so idle windows cost nothing.
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- It encodes in hardware with VideoToolbox's low-latency rate control (plain
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real-time mode where that's unavailable).
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- While anyone is watching, it keeps the Mac's display awake. A sleeping
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display isn't drawn, so there would be nothing to capture.
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- **The link** is an `ssh -R` tunnel on its own connection. It's encrypted and
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works anywhere `ssh frame` works, Tailscale included, with no firewall
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changes on the Mac. If the headset sleeps or the network drops, Frame
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Control reopens the tunnel on the same port, and open viewers reconnect by
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themselves.
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- **Access.**
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- Frame Control's own key never leaves the Mac.
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- Each viewer is opened with a **single-use ticket**. It's tied to one
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window or display and expires after a minute. It's spent as soon as the
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viewer confirms it has received its reconnect key. Until then, a retry
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gets the same key, so a connection lost at that moment doesn't strand
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the viewer. Stop revokes tickets that haven't been used yet.
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- After that, the viewer holds a reconnect key for that one source, in
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memory only. **Stop** revokes it.
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- Remaining risk: a program running as `steamos` on the Frame could read a
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ticket from Chromium's command line in the first second or so and use it
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first. That gets it the one source being opened, not the Mac, and the
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real viewer would then fail to connect. Android apps in Lepton run in
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their own podman container, so they shouldn't see the Frame's process
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list (inferred, not checked).
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- **The viewer** is `ui/mac-view.html`, served by the agent. It opens on the
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Frame as a Chromium app window, preferring Chromium XR (`~/chromium-xr`,
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built with H.264) over Flathub Chromium.
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- The page puts `[fcNNNNN]` in its title. The launcher finds the window by
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that tag and sets `STEAM_GAME` to a stable id per source, which gives it
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its own panel (see [panels.md](panels.md)). The same Mac window gets the
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same panel id each time.
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- It decodes with WebCodecs. If it falls behind, it skips to the next
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keyframe instead of showing old frames late.
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- It falls back to JPEG stills (**Compatible** quality) where H.264 isn't
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available.
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- **Flow control.** When the link backs up, the agent skips capture frames
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*before* encoding, so no reference frame goes missing. Once the link drains,
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it sends the newest picture.
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- **Input.**
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- A click on a window's panel brings that Mac window to the front
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(Accessibility API), then clicks at the same point. Double clicks, right
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clicks, drags and the wheel work too.
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- Keys typed into the panel are sent as Mac key codes. Any keys or buttons
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still held down are released if the viewer loses focus or disconnects, or
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when the stream stops. Characters the key
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table doesn't know, such as those from other keyboard layouts, are typed
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as text.
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- The Mac's own keyboard and trackpad keep working as normal. Click a panel
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with the laser, then type on the Mac.
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## Permissions (Mac)
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- **Screen Recording**, to see windows. Without it, the card asks for it.
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- **Accessibility**, so input from the headset reaches the Mac. Without it the
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stream still works, and the viewer says clicks won't go through.
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Both are granted to Frame Control. After granting, press **Refresh**, which
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restarts the helper so it picks them up. The app is ad-hoc signed, so macOS
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may ask again after an update.
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## Quality settings
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| Setting | Long side | fps | Codec | Use |
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|---|---|---|---|---|
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| Sharp | 2560 | 60 | H.264, ~0.14 bits/pixel | Text-heavy windows on a strong link |
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| Balanced (default) | 1920 | 60 | H.264, ~0.1 bits/pixel | Most things |
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| Light | 1280 | 30 | H.264 | Weak Wi-Fi or Tailscale off the LAN |
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| Compatible | 1280 | 20 | JPEG | A Frame browser without H.264 |
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## Checked so far (2026-09-28)
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- **Mac (checked by hand, macOS 26.5.2).**
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- The agent builds, and lists windows and displays.
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- In a browser, the test pattern decoded at about 60 fps (H.264) and 30 fps
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(JPEG, about 22 Mbps).
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- A click in the viewer arrived at the same point in the source.
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- `pmset -g assertions` showed the display-awake assertion only while a
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stream was being watched.
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- **Automated** (`tests/test_macview.py`, on CI's macOS runner): the agent
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builds (a build failure fails the job).
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- `/ping` and the page are open; everything else needs the key.
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- Tickets work once and only for their own source, and Stop revokes
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reconnect keys.
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- A WebSocket frame claiming 2^63 bytes closes that socket, and the agent
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keeps running.
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- A stream sends an SPS-led H.264 keyframe, and sends another when asked.
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- Stop ends the stream on the Mac even if the viewer ignores it.
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- The test doesn't decode video, time it, or check where clicks land.
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- **Linux aarch64 (verified in a stand-in, not on the Frame).** In an Arch
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Linux ARM container with sshd, Xvfb as `:0` and Chromium 153:
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- The real `show` path worked in 1–2.3 s: tunnel, ticket, launcher,
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window found and tagged `STEAM_GAME`.
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- Frame Control's key didn't appear anywhere in the stand-in's process
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list.
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- After the tunnel was killed, it came back on the same port within 4 s,
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and the viewer reconnected by itself.
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- Chromium decoded the stream in software with the GPU off.
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- Stop closed the window, and Chromium exited.
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- This test found and fixed a bug: in a C locale, `xwininfo` can't print a
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title with non-ASCII characters, so the launcher reads `_NET_WM_NAME`
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with `xprop`.
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- **On the Frame (verified 2026-09-28, SteamOS build 20260925.6191901,
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from the Mac, nobody wearing the headset).** Frame Control's **Show** with
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the test pattern:
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- The panel was ready in 1.45 s. SteamVR logged `[Overlays] Created:
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valve.steam.desktopgame.2001639889` (in `vrwebhelper_systemui.txt`).
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- The window was tagged `STEAM_GAME`, and gamescope sized it to 1920×1080
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although 1280×720 was asked for.
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- Chromium XR decoded it live at about 60 fps: the frame counter advanced
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62 in 1.04 s.
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- Over home Wi-Fi, the frames in the viewer window had been drawn on the
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Mac about 11–17 ms earlier, plus `xwd`'s own time. That's measured
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against the two clocks, which were 37–39 ms apart (±4 ms, measured over
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one SSH session). SteamVR's compositor and the display come on top.
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- Clicks and keys injected with XTest into gamescope's Xwayland didn't
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reach the page. That's inconclusive, not a failure: XTest on gamescope
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isn't how real input arrives. The laser should arrive as a left mouse
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button and the thumbstick as a wheel, because the window has an app id
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(from gamescope's source; see [panels.md](panels.md)).
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- **Not yet checked:**
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- Clicking, dragging and scrolling with the laser while wearing the
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headset.
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- Real window capture and input on a Mac with both permissions granted.
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- Keys from SteamVR's on-screen keyboard.
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- Whether Flathub Chromium has H.264. Chromium XR is used when it's
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installed, as it is on this Frame.
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- Latency with real, busy windows at Sharp.
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## Limits
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- Only windows on the Mac's current desktop (Space) are listed, and
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minimised windows can't be captured.
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- A window's panel shows only that window. Its menus and sheets are separate
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windows on the Mac, so open them from the Mac or use **Whole screen**.
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- Keys go to whichever Mac window is in front. Clicking a panel brings its
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window to the front first.
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- Ctrl stays Ctrl. On the Mac, copy is ⌘C, so use Meta+C on a keyboard paired
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with the Frame.
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