chromium-xr.sh steam adds a non-Steam shortcut through Steam's DevTools port. Chrome's flags move into frame/chromium-xr/launch.sh, which both the shortcut and launch run. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
7.4 KiB
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.xrexists, butisSessionSupported("immersive-vr")isfalse. Flags don't change that, and neither does--force-webxr-runtime=openxrwith SteamVR exposed to the Flatpak.- The binary has no OpenXR loader: no
XR_RUNTIME_JSON,xrGetInstanceProcAddrorXR_LOADER_DEBUGstrings. The only OpenXR strings are thechrome://flagsentries.
Cause (verified against Chromium source, same date). M154 is the first release that compiles OpenXR on Linux:
device/vr/buildflags/buildflags.gniaddsis_linuxtoenable_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
runs the XR device service in a Linux sandbox that allows SteamVR's
sockets,
/dev/shmandflock. - 8132979
wires the provider to
OpenXrPlatformHelperLinux.kOpenXRstays off by default, so it needs--enable-features=OpenXR.
8132979 sits on top of 8441736, so fetching refs/changes/79/8132979/<ps>
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
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
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 steam # adds "Chromium XR" to the Steam library
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 (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.
Both ways of starting it run
frame/chromium-xr/launch.sh, copied to
~/Applications/ChromiumXR/launch.sh on the Frame, which holds Chrome's flags.
It sits outside ~/chromium-xr so install doesn't delete it.
From the Steam library (verified 2026-09-26). steam adds a non-Steam
shortcut called "Chromium XR" (with the Flathub Chromium icon, if that's
installed) through the Steam client's DevTools port, the same way as T3 Code
(apks.md), without restarting Steam. It saves the app id in
~/Applications/ChromiumXR/shortcut-appid, so rerunning it, even after you
rename the shortcut in the library, doesn't add a second one. On this Frame
the shortcut app id is 2240749789. Launching it from the library gives
Chromium its own panel, valve.steam.desktopgame.2240749789, like any other
app. A Steam launch doesn't open a DevTools port, so check needs launch.
Chromium runs one browser per profile: while the Steam-launched one is open,
launch opens its URL in that window, without DevTools, then prints
failed: ... exited because no new window appeared. Close it first.
Seccomp is off. The wrapper 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 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')istrue. 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_OpenXRInstancetoVRApplication_OpenXRSceneand gives it scene focus.xrEndFramesubmits 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 setuidchrome_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_videodemo, 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.