# WebXR in Chromium on the Frame Goal: open a web VR180 or 360 player (DeoVR and DL8 embeds, WebXR samples), press its VR button, and watch in 3D in the headset. ## Why Flathub Chromium can't **Verified 2026-09-25** (Frame BUILD_ID 20260922.6101926, Flathub `org.chromium.Chromium` 154.0.8037.57 aarch64): - `navigator.xr` exists, but `isSessionSupported("immersive-vr")` is `false`. Flags don't change that, and neither does `--force-webxr-runtime=openxr` with SteamVR exposed to the Flatpak. - The binary has no OpenXR loader: no `XR_RUNTIME_JSON`, `xrGetInstanceProcAddr` or `XR_LOADER_DEBUG` strings. The only OpenXR strings are the `chrome://flags` entries. **Cause (verified against Chromium source, same date).** M154 is the first release that compiles OpenXR on Linux: - `device/vr/buildflags/buildflags.gni` adds `is_linux` to `enable_openxr`. - Flathub's tarball sets `checkout_openxr = true`. - Flathub's GN args don't turn it off. But `content/services/isolated_xr_device/xr_runtime_provider.cc` only creates the OpenXR device under `ENABLE_OPENXR && IS_WIN`. That's true on 154, 155 and `main`. Nothing on Linux calls the OpenXR code, so the linker drops it. The rest of the Linux port is in two unmerged CLs (bug 506004811): - [8441736](https://chromium-review.googlesource.com/c/chromium/src/+/8441736) runs the XR device service in a Linux sandbox that allows SteamVR's sockets, `/dev/shm` and `flock`. - [8132979](https://chromium-review.googlesource.com/c/chromium/src/+/8132979) wires the provider to `OpenXrPlatformHelperLinux`. `kOpenXR` stays off by default, so it needs `--enable-features=OpenXR`. 8132979 sits on top of 8441736, so fetching `refs/changes/79/8132979/` gets both. **The Frame side is ready.** `~/.config/openxr/1/active_runtime.json` names SteamVR (`bin/linuxarm64/vrclient.so`, `VALVE_runtime_is_steamvr`). The Linux backend uses Vulkan (`XR_USE_GRAPHICS_API_VULKAN`). ## Building it [`scripts/build-chromium-xr.sh`](../scripts/build-chromium-xr.sh) cross-compiles arm64 Linux Chromium on an x64 Linux host. It doesn't need sudo: the arm64 sysroot comes from Chromium's own script. It needs about 90 GB of disk. It shallow-fetches the CL ref (patchset 44), runs `gclient sync --no-history`, installs the sysroot, applies one extra seccomp fix (below), builds `chrome` with `symbol_level=0` and proprietary codecs, and packs `chromium-xr-arm64.tar.xz` (about 145 MB, GPU libraries included). Progress is logged to `~/chromium-xr/stage`. The build aborts if the disk holding `~/chromium-xr` drops below 12 GB free. First run, 2026-09-25, on a 12-core, 31 GB x64 Linux box: 9 h 33 min for 94,835 steps, giving Chromium 156.0.8071.0. A rebuild after a one-file change takes under a minute, plus about 4 minutes to repack. **The extra fix.** The CL's XR seccomp policy refuses `getsockopt`. SteamVR's client calls `getsockopt(SOL_SOCKET, SO_PEERCRED)` inside `xrCreateInstance`, so the XR process died with a seccomp crash (arm64 syscall 209). The script allows that one option. That's needed but not enough: `launch` still turns seccomp off (below), so the patch only matters once that's fixed too. ## Running it on the Frame [`scripts/chromium-xr.sh`](../scripts/chromium-xr.sh): ```sh BUILD_HOST=my-linux-box scripts/chromium-xr.sh install # your build host; scp, unpack to ~/chromium-xr scripts/chromium-xr.sh launch [URL] # its own VR panel, --enable-features=OpenXR scripts/chromium-xr.sh check # prints isSessionSupported('immersive-vr') ``` It runs natively, not as a Flatpak. `launch` opens it as its own panel on gamescope's X display, the same way as [`panel-on-frame.sh`](../scripts/panel-on-frame.sh) ([panels.md](panels.md)), so the Plasma desktop doesn't need to be open. It uses its own profile (`~/.config/chromium-xr`) and DevTools on loopback port 9223, so it doesn't collide with the Flatpak's 9222. When a page enters VR, Chrome asks **Allow VR?** in the browser panel; choose *Allow this time* or *Allow while visiting the site*. **Seccomp is off.** `launch` passes `--disable-seccomp-filter-sandbox`. With the XR seccomp policy on, SteamVR's client reads `/proc/self/status` through Chrome's file broker and gets the broker's pid. SteamVR then binds the app to the wrong process ("Unable to init path manager: VRInitError_Init_Internal") and `xrCreateInstance` fails. The broker can't answer `/proc/self` for another process, so fixing this needs a change in Chromium's broker client or in the CL. The namespace sandbox stays on, but seccomp is off for every process, so use this profile for VR sites rather than everyday browsing. DevTools on port 9223 has no authentication. It listens on loopback, but with the userspace Tailscale from [tailscale.md](tailscale.md) running, loopback ports are reachable from your tailnet. Close the browser when you're done. **Verified 2026-09-26** (Frame BUILD_ID 20260922.6101926, SteamVR 2.17.10, this build): - `isSessionSupported('immersive-vr')` is `true`. The WebXR samples page shows "VR support detected". - `requestSession('immersive-vr')` succeeds after the prompt. With a WebGL layer, the first XR frame has a viewer pose with 2 views and a 2880 × 1440 framebuffer (1440 × 1440 per eye). - SteamVR moves the app from `VRApplication_OpenXRInstance` to `VRApplication_OpenXRScene` and gives it scene focus. `xrEndFrame` submits both projection views, and the compositor receives the 2880 × 1440 scene. - The OpenXR runtime uses Vulkan (`XR_KHR_vulkan_enable2`). Chromium's own GPU process uses ANGLE on GL, running on zink over Turnip Vulkan (Adreno 750); Chromium's Vulkan backend is off. That doesn't stop the session. - Unprivileged user namespaces work (`unshare -Ur true`), so the namespace sandbox runs without the setuid `chrome_sandbox`. - **With the headset on** (same day, seccomp sandbox off): the WebXR samples' Immersive VR Session showed its scene in the headset, and SteamVR loaded the Frame controller bindings for the app. The three.js [`webxr_vr_video`](https://threejs.org/examples/webxr_vr_video.html) demo, a stereo 360 video, played in 3D after pressing Enter VR. **Not verified yet:** - Frame rate and dropped frames during playback (nothing was measured; it looked fine). - Third-party VR180 players (DeoVR and DL8 web embeds). - Controller and hand input inside a WebXR page.