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docs: record Frame mod feasibility and manager requirements
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@@ -201,6 +201,7 @@ Frame's software fits together, all checked against a real headset and labelled
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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 mods and custom songs](docs/mods.md) | Per-game feasibility, real-Frame results and blockers; no installer yet |
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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 +1,128 @@
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# Mod feasibility test, 2026-09-28
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**Verified observations**, with limits below. Device: `aarch64`, SteamOS
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`VERSION_ID=0.4.1`, `BUILD_ID=20260925.6191901`; Proton version file:
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`1788505046 proton-11.0-2c-arm64`; `vrcmd --stats`: SteamVR `2.18.1`.
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Times below are the Frame's AEST clock.
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## Inventory and allowed content
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`ssh frame 'python3 - owned' < ui/frame_steam.py` returned 868 games before
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the test. Beat Saber (620980) and Skyrim VR (611670) were absent. Half-Life 2:
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VR Mod – Episode One (2177750) was installed. Hogwarts Legacy (990080),
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Horizon Zero Dawn (1151640) and Horizon Forbidden West (2420110) were listed
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but not installed. The full personal library is not committed.
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**Documented, owner report after these tests:** Alex has Beat Saber on a
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Quest 2, which is charging. That copy was not accessed or inspected during
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this test. Its version, transfer path and Frame compatibility remain unknown;
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Steam ownership is still not established.
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Gravitas's public Steam metadata reported `is_free: true`, developer Galaxy
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Shark Studios, Windows only. Frame Control's existing Steam helper requested
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its install. Steam first returned free-license state 3, then config state 7,
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then queued the download. The helper did not accept state 3; a later read
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found state 7. The source of that transition was not observed. A later
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`install 1067310` returned `state: installed`. No purchase occurred.
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UEVR was downloaded from the author's [1.05 release](https://github.com/praydog/UEVR/releases/tag/1.05),
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not a mirror. `UEVR.zip` was 7,399,455 bytes. Its SHA-256 matched the author's
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`UEVR.zip.sha256` (a UTF-16 text file):
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```text
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af4f2f91306802d7ee4e8497d483a547ac8e9a3067dbafb81324100524215d3c
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```
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Microsoft's Windows x64 .NET runtime and Windows Desktop runtime 6.0.36 ZIPs
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were downloaded using URLs in the official release metadata. Both SHA-512
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hashes matched that metadata. They were extracted into a test-only user
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directory, not installed globally. No other mod manager was used.
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## Half-Life 2 VR: visible setup, not gameplay
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Launched the already-installed Episode One using
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`steam steam://rungameid/2177750`. The existing manifest recorded build
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25413453 and a shared base depot from app 658920, build 25413418.
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Selected fresh Steam / SteamVR log lines:
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```text
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22:07:50 proton waitforexitandrun .../Half-Life 2 VR/ep1vr.exe
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22:08:03 SetApplicationPid: Setting app steam.app.2177750 PID to 27990
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22:08:03 Successfully loaded binding file '.../hlvr/cfg/steamvr/bindings_frame.json' for app 'steam.app.2177750'.
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```
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The game's `episodicvr/console.log` reached `Creating VR hand HUD...`,
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`Creating VR weapon HUD...` and `Calibrating VR base position`. It also
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contained missing material/weapon warnings. SteamVR logged a missing
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`frame_hmd` binding as well as the successful controller binding load;
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controller input was not exercised.
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`ui/frame_vrshot.py` produced a stereo capture showing the mod's
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“First time setup” and “Dominant hand” dialog. This establishes visible
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startup, not a played level or comfortable performance. The capture includes
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room passthrough and is deliberately not published. The test's `hl2.exe`
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process was terminated; the pre-existing game installation was preserved.
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## Gravitas and UEVR: injection unverified
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The game was launched through Steam. The injector was then started in the
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same `steamapps/compatdata/1067310` prefix using the shipped
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`SteamLinuxRuntime_4-arm64/_v2-entry-point` and Proton 11 ARM64. The first
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attempt reported:
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```text
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Application: UEVRInjector.exe
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Message: You must install .NET to run this application.
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Architecture: x64
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App host version: 6.0.35
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.NET location: Not found
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```
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With `DOTNET_ROOT` and `DOTNET_ROOT_X64` pointing at the test-only Windows
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runtime directory, Proton loaded `Microsoft.NETCore.App/6.0.36` and
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`Microsoft.WindowsDesktop.App/6.0.36`. A 25-second launcher timeout was too
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short to establish whether the UI worked. A longer attempt produced a
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625×372 `UEVR` X11 window on display `:1`. This is window creation evidence,
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not a successful injection. That launcher returned exit 0; this was not
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treated as proof that a mod worked.
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A combined launch set `PROTON_REMOTE_DEBUG_CMD` to `UEVRInjector.exe` and
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ran Gravitas's `Drop.exe` in the same runtime/prefix. The process
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`SkyArk/Binaries/Win64/Drop-Win64-Shipping.exe` and a 1600×900 window titled
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`SkyArk (64-bit, PCD3D_SM5)` appeared. The launcher exited **1** before an
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injection or stereo game scene could be verified. Output included:
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```text
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Proton: Error while copying to ".../windows/system32/amdxcffx64.dll": No such file or directory
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Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed
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X Error of failed request: BadWindow (invalid Window parameter)
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Major opcode of failed request: 10 (X_UnmapWindow)
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X Error of failed request: XI_BadDevice (invalid Device parameter)
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Minor opcode of failed request: 28 (X_GetDeviceButtonMapping)
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```
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These errors do **not** establish an ARM64/FEX incompatibility. Other work
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was launching apps on the shared Frame. SteamVR's PIDs changed during the
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experiment; `ps` recorded the replacement `vrserver` and `vrcompositor`
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starting at **22:13:03**, corroborated by `steamvr.service` journal startup
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lines. This test did not request a Steam/SteamVR restart. The combined
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attempt ran at 22:14:17–22:14:27, after that restart. A stable, coordinated
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session is needed to distinguish launcher/environment problems from game or
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mod incompatibility.
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## Cleanup and remaining checks
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- No game executable or OpenVR DLL was replaced. No global runtime or power
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setting was changed by this test. No R.E.A.L., OpenComposite or Beat Saber
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payload was installed.
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- Removed the test-only UEVR/.NET directory and downloaded ZIPs from the
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Frame. Final process checks found no `UEVRInjector.exe`,
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`Drop-Win64-Shipping.exe`, `ep1vr.exe` or `hl2.exe`. SteamVR was running.
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- Gravitas and its Steam-created prefix remain installed for a repeat test;
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the pre-existing HL2 VR install remains. Steam may retain normal shader
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caches, logs and prefix temporary files.
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- Still unverified: UEVR injection and removal, R.E.A.L. releases and
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permissions, OpenComposite, Beat Saber playback on either build, and our
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own manager's end-to-end install/uninstall. No installer UI is justified
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by these results. See the [support table and next checks](../mods.md).
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+101
@@ -0,0 +1,101 @@
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# Flat-to-VR mods and Beat Saber songs
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**Status: feasibility work, not an installer.** Frame Control does not yet
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manage mods or Beat Saber songs. [Issue #26](https://github.com/saphid/frame-control/issues/26)
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stays open: neither UEVR injection nor Beat Saber custom-song playback has
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been verified on this Frame. Alex has an owned copy on a Quest 2; that copy
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has not been inspected. There is no Mods button until the underlying
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install, playback and removal have been checked.
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The mod manager must be Frame Control's own implementation. Mods and songs
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are permitted third-party content; BSManager, ModsBeforeFriday, MO2 and other
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managers must not be dependencies. Steam, Proton and SteamVR remain platform
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dependencies. No game purchases, entitlement bypasses, withdrawn builds or
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unofficial mod mirrors are part of this work.
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## Per-game support
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Checked 2026-09-28 on SteamOS **0.4.1**, BUILD_ID **20260925.6191901**, aarch64,
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with **Proton 11.0-2c ARM64** and SteamVR **2.18.1**. “Verified” describes only
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the observation stated, not a promise that the game is playable. “Documented”
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means an upstream source describes it; “inferred” means it still needs a test.
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| Game / build | Mod or content | Evidence and support status | Next check |
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|---|---|---|---|
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| Half-Life 2: VR Mod – Episode One, Steam 2177750, build 25413453 | Official Steam community mod, shared base depot 658920 build 25413418 | **Verified: startup only.** Already installed; launched through Proton ARM64. The stereo headset capture showed its first-time setup, and SteamVR loaded `bindings_frame.json`. Gameplay, controller interaction, fresh installation and removal are unverified. | Complete first-time setup and play a level before offering a tested install shortcut. |
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| Gravitas, Steam 1067310, Windows | UEVR 1.05 | **Verified: prerequisites and windows only.** Free Steam install completed. The game produced a `SkyArk (64-bit, PCD3D_SM5)` window. UEVR needed .NET; with official .NET 6.0.36 libraries it produced a `UEVR` window. A combined run exited 1 with X11 errors before injection was verified. **Inferred: compatibility remains unknown**, not proven broken. | Retry during a stable headset session; verify injection, stereo scene output, controls and removal. |
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| Beat Saber, Steam 620980, Windows / Proton | Basic custom songs; later SongCore and version-matched mods | **Verified: absent from the 868-game library returned by this Frame.** Store metadata lists Windows, not Linux. **Documented:** the PC game reads basic maps from `Beat Saber_Data/CustomLevels` without a mod manager. Playback on Frame is unverified. | An already-owned, legitimately installed copy is required. Do not buy it as part of this task. |
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| Beat Saber, claimed native ARM64 build | Custom songs / native mods | **Inferred: unverified.** The research mentions this build but supplies no verified official distributable or tested layout. CPU architecture alone does not identify Android versus Linux, the game version or the mod ABI. | Establish official provenance, ownership, binary type and version before touching files. Do not apply Quest patches to an unidentified build. |
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| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2**, currently charging. No APK, version or installed mods inspected; no Frame playback verified. This does not establish ownership of the Steam build. | When the Quest is available, inspect the owned copy's version and supported transfer path, then test Lepton/OpenXR compatibility without bypassing entitlement checks. |
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| Hogwarts Legacy, Steam 990080 | R.E.A.L. | **Verified: listed in this Frame's owned library, not installed.** Official release access and redistribution permission were not established; the referenced author Patreon page returned HTTP 403. No archive downloaded or game tested. | Obtain a current free release from the author and confirm its terms before any test. A news report saying “free” is not a redistribution grant. |
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| Horizon Zero Dawn, Steam 1151640; Horizon Forbidden West, Steam 2420110 | R.E.A.L. | **Verified: both listed as owned, neither installed.** Same source/permission blocker as above; runtime support is unverified. | Check each game's supported version against an accessible official release. |
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| Half-Life 2 VR / other OpenVR games | OpenComposite, per-game replacement | **Documented:** forwards OpenVR calls to OpenXR. **Inferred: Frame compatibility unknown.** Not installed or tested. HL2 VR reached setup with the shipped OpenVR path already. | Test a specific game and replacement DLL only if needed; preserve its original DLL. Never switch the shared headset's runtime globally. |
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| Doom / Quake / Half-Life Team Beef ports | Author's VR ports plus separately owned or free game data | **Inferred: untested.** Android ARM64 support does not establish OpenXR extension or controller compatibility on Lepton. | Choose an official release and legally usable data set, then test that exact port. |
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| Skyrim VR, Steam 611670 | SKSEVR / HIGGS / PLANCK stack | **Verified: Skyrim VR is absent from this library.** Owning flat Skyrim or Special Edition is not the VR game's entitlement. Runtime and mod support are unverified. | An already-owned VR copy and version-matched official mod releases are required. |
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The [test record](evidence/mods-2026-09-28.md) distinguishes process startup,
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visible output and failures. It also records a SteamVR restart during the
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shared session, which prevents attributing the failed UEVR attempt to FEX.
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## Beat Saber: songs first
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**Documented:** the [BSMG PC guide](https://bsmg.wiki/pc-modding.html)
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describes extracting each map into its own directory below
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`Beat Saber/Beat Saber_Data/CustomLevels`. Basic custom songs do not require
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SongCore; maps that require mod features need their matching dependencies.
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This is a candidate for our own file manager, not a verified Frame feature.
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Alex's Quest 2 copy is a separate Android candidate. Its ownership does not
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make the PC `CustomLevels` layout applicable. Until the actual build is
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inspected, neither a direct song-copy recipe nor APK patching is justified.
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Only maps whose music and chart are permitted for distribution may be used
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as test fixtures or bundled content. A public download alone does not establish
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those rights. Start with an original or explicitly licensed basic map.
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**Documented:** [ModsBeforeFriday](https://github.com/Lauriethefish/ModsBeforeFriday)
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targets Quest Beat Saber over WebUSB/ADB. It is not a generic native ARM64
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modding protocol. [BSManager](https://github.com/Zagrios/bs-manager/releases/tag/v1.6.0)
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publishes an aarch64 Flatpak, but its architecture says nothing about Beat
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Saber or its plugins running on Frame. Neither app is an installation step
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or dependency for Frame Control.
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## Requirements for our manager
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These are **planned**, not implemented or verified:
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1. Resolve the selected Steam game's real library, installed build, executable
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architecture and Proton prefix. Confirm ownership through Steam; a directory
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or app manifest alone is not proof. Keep downloading, installed and playable
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as separate states.
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2. Download a pinned mod version from the author's official release. Record
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the URL, version, license and digest. Verify the published digest when
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available; an upstream SHA-256 detects corruption but is not a signature.
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Do not treat “free to download” as permission to redistribute.
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3. Stage and validate archives before writing into the game or prefix. Reject
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path traversal, links escaping the destination, archive bombs and unexpected
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executable content in song packs. Check song metadata and its referenced
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files, not just the `.zip` suffix.
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4. Refuse changes while the game is running. Back up originals and journal
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every managed file and digest. Apply changes atomically where possible and
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roll back partial failures. Keep runtime prerequisites scoped to this game.
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5. Uninstall only files still matching our receipt; restore originals without
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overwriting later user edits. Preserve saves, unrelated mods and songs.
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Song removal must target one managed map, never the whole CustomLevels tree.
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6. Expose one-click actions beside the game only after real-Frame install,
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playback and uninstall pass. Test filesystem and download failure handling
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with fake-Frame fixtures; those cannot prove FEX injection or VR rendering.
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## Sources
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- [UEVR 1.05 official release](https://github.com/praydog/UEVR/releases/tag/1.05)
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and [author's usage instructions](https://github.com/praydog/UEVR#getting-started).
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- [Microsoft .NET 6 release metadata](https://builds.dotnet.microsoft.com/dotnet/release-metadata/6.0/releases.json),
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including the SHA-512 hashes used for the test runtimes.
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- [OpenComposite's OpenXR branch](https://gitlab.com/znixian/OpenOVR/-/tree/openxr),
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including per-game installation and the need to preserve original DLLs.
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- [R.E.A.L. author post referenced by the research](https://www.patreon.com/realvr/posts/but-wheres-link-165840151)
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(HTTP 403 from this environment; contents not verified).
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- [Half-Life 2 VR official site](https://halflife2vr.com/) and
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[Episode One on Steam](https://store.steampowered.com/app/2177750/).
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- [Beat Saber store metadata](https://store.steampowered.com/api/appdetails?appids=620980).
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@@ -4,6 +4,10 @@ Frame Control's **Get games** section lists the games you own with each one's
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Steam Frame rating, installs them on the Frame, and searches the Steam store.
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This page covers how it works underneath, so you can do the same from a shell.
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For flat-to-VR mods and Beat Saber custom songs, see the
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[per-game feasibility table](mods.md). Mod support is separate from Steam's
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Frame rating; there is no mod installer yet.
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## How it works
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The Frame's Steam client runs with `-cef-enable-debugging`. So its UI, a
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@@ -13,6 +13,7 @@ ROOT = Path(__file__).resolve().parent.parent
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sys.path.insert(0, str(ROOT / "ui"))
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import frame_store # noqa: E402
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import frame_steam # noqa: E402
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import test_server # noqa: E402 (not `from … import`, or unittest runs ServerGuards twice)
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@@ -49,6 +50,39 @@ class FrameSteamHelper(unittest.TestCase):
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self.assertEqual(out.returncode, 1, args)
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self.assertIn("error", json.loads(out.stdout), args)
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def test_installed_game_is_not_reinstalled(self):
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with mock.patch.object(frame_steam, "Page") as page, \
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mock.patch.object(frame_steam, "steam_url") as launch:
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page.return_value.eval.return_value = {"name": "Gravitas", "installed": True}
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self.assertEqual(frame_steam.install(1067310)["state"], "installed")
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launch.assert_not_called()
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def test_license_and_eula_wait_for_headset(self):
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# Seen during #26's free Gravitas install: state 3 is not permission
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# to click through the license. The same guard applies to an EULA.
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for state in (3, 8):
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with self.subTest(state=state), \
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mock.patch.object(frame_steam, "Page") as page, \
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mock.patch.object(frame_steam, "steam_url") as launch, \
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mock.patch.object(frame_steam.time, "sleep"):
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page.return_value.eval.side_effect = [
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None, {"app": 1067310, "state": state, "need": 1, "free": 100}]
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self.assertEqual(frame_steam.install(1067310)["state"], "headset")
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launch.assert_called_once_with("steam://install/1067310")
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self.assertNotIn(mock.call("SteamClient.Installs.ContinueInstall()"),
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page.return_value.eval.call_args_list)
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def test_insufficient_space_leaves_options_open(self):
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with mock.patch.object(frame_steam, "Page") as page, \
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mock.patch.object(frame_steam, "steam_url"), \
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mock.patch.object(frame_steam.time, "sleep"):
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page.return_value.eval.side_effect = [
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{"name": "Gravitas", "installed": False},
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{"app": 1067310, "state": 7, "need": 100, "free": 10}]
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self.assertEqual(frame_steam.install(1067310)["state"], "headset")
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self.assertNotIn(mock.call("SteamClient.Installs.ContinueInstall()"),
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page.return_value.eval.call_args_list)
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class HelperErrors(unittest.TestCase):
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def test_json_error_found_despite_ssh_stderr(self):
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Reference in new issue
Block a user