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saphid--frame-control/docs/vr-apks.md
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saphidandGPT-6 Astra c06b3285f2 Add Android Steam library artwork and supervised Lepton sessions
Generate five artwork slots, refresh VR shortcuts and managed collections, and retain a signal-aware launcher around setsid so stopping the wrapper cleans its container. Cover installation, artwork and launch cleanup offline; record the Steam client startup blocker for device verification.

Co-Authored-By: GPT-6 Astra <noreply@openai.com>
2026-09-28 21:15:43 +10:00

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VR APKs and Quest games in Lepton

What it takes to run an immersive (OpenXR) Android app, including Meta Quest builds, on the Frame. Checked on SteamOS BUILD_ID 20260925.6191901, Lepton v2.8.14 (rootfs v2.8.11), SteamVR 2.18.1, on 2026-09-28, unless marked inferred.

How a VR APK reaches SteamVR (verified)

  • Lepton ships a standard Khronos system runtime manifest, /vendor/etc/openxr/1/active_runtime.json, pointing at SteamVR's Android client, /data/steamvr/runtime/bin/androidarm64/vrclient.so. That is the host's /opt/steamvr/bin/androidarm64/, bind-mounted in.
  • An APK's own Khronos-style libopenxr_loader.so tries the runtime brokers (org.khronos.openxr.runtime_broker, …system_runtime_broker), finds neither, then falls back to that manifest. Nothing in the APK has to change for discovery.
  • Install the APK without the flatscreen marker (python3 ui/frame_android.py install app.apk --vr). The marker only controls Lepton's 2D Android surface; the app itself has to start an OpenXR session.
  • Lepton also loads Valve's XR_APILAYER_VALVE_fdm_injection layer from /vendor/etc/openxr/1/api_layers/implicit.d/. Only layers in Valve's own directories are picked up (liblepton/vulkan_layers.sh), so a third-party layer has to ship inside the APK.

Open Brush 2.32.29, the Quest APK from its GitHub release (Unity OpenXR, Vulkan), works unmodified. Its manifest already has LAUNCHER next to com.oculus.intent.category.VR. Unity asked for OpenXR 1.1, got XR_ERROR_API_VERSION_UNSUPPORTED, retried with 1.0 and succeeded. SteamVR took it as the scene app, created Touch, simple-controller and Frame-controller bindings, and the session reached XR_SESSION_STATE_FOCUSED. A headset capture (ui/frame_vrshot.py, after waking the compositor and closing the dashboard) showed a dark sky over a mountain horizon; nobody wore the headset to confirm it was Open Brush's scene or to try drawing.

Khronos hello_xr (Vulkan, 1.1.63 release APK) works unmodified: Instance RuntimeName=SteamVR/OpenXR RuntimeVersion=2.18.1, 1728×1728 swapchains per eye, session IDLE → READY → SYNCHRONIZED (the headset was not being worn, so it did not reach FOCUSED).

What SteamVR's Android runtime supports (verified, from vrclient.so)

  • OpenXR 1.0 only. An app requesting XR_API_VERSION_1_0 works; one requesting 1.1 (XR_CURRENT_API_VERSION in a 1.1 SDK) gets XR_ERROR_API_VERSION_UNSUPPORTED from the runtime.
  • Extensions include XR_KHR_opengl_es_enable, XR_KHR_vulkan_enable{,2}, XR_KHR_composition_layer_depth, XR_KHR_locate_spaces, XR_EXT_local_floor, XR_EXT_uuid, XR_EXT_palm_pose, XR_EXT_hand_tracking, XR_EXT_eye_gaze_interaction, and these Meta ones: XR_FB_display_refresh_rate, XR_FB_foveation{,_configuration,_vulkan}, XR_FB_space_warp, XR_FB_swapchain_update_state, XR_META_foveation_eye_tracked, XR_META_recommended_layer_resolution, XR_META_vulkan_swapchain_create_info, XR_META_performance_metrics.
  • Not present: XR_FB_passthrough, XR_FB_hand_tracking_*, XR_FB_spatial_entity*, XR_FB_color_space, XR_KHR_android_thread_settings, XR_OCULUS_*.
  • Interaction profiles include oculus/touch_controller, khr/simple_controller, valve/frame_controller and the usual PC controllers. Valve documents Touch bindings as a working fallback on the Frame controllers.

What stops a Quest APK (verified with Wolvic 1.9, oculusvr build)

  1. Lepton won't start it. Lepton's apk-info-extractor only accepts an activity whose intent filter has android.intent.action.MAIN and android.intent.category.LAUNCHER. Quest apps use com.oculus.intent.category.VR instead, so Lepton logs APP_ACTIVITY is empty and exits. There is no override. Fix: add the LAUNCHER category to that intent filter and re-sign. After that, Wolvic started.
  2. OpenXR 1.1. Wolvic's Quest build then requested OpenXR 1.1 and aborted on XR_ERROR_API_VERSION_UNSUPPORTED. Unity's OpenXR plugin retries with 1.0 (Open Brush, above), so this mostly bites native and non-Unity apps. Fix (inferred): an API layer inside the APK that asks the runtime for 1.0 and maps the 1.1 core functions to the extensions the runtime does have (XR_KHR_locate_spaces, XR_EXT_local_floor, XR_EXT_uuid, XR_EXT_palm_pose).
  3. Lepton's missing clipboard service still applies to VR apps. The Godot XR Tools demo's Quest build (itch.io) dies in Godot.<init> casting the null clipboard service to ClipboardManager, before any OpenXR call. See the clipboard table in apks.md.
  4. Not yet reached: required Meta-only extensions (each app differs), swapchain formats (the Lynx Wolvic build needed GL_SRGB8_ALPHA8), and Meta platform services.

The loader was never the problem: Wolvic's Quest libopenxr_loader.so is a Khronos-style loader and found SteamVR through /vendor.

In the Steam library

Implemented; Steam UI behavior still inferred (2026-09-28). Installs and updates refresh the same shortcut's name, VR flag and five artwork slots: 600×900 grid, 920×430 wide capsule, 3840×1240 hero, transparent 1280×480 logo and 256×256 icon. Stdlib PNG fallbacks use the APK icon and label (including Godot's assets/icon.png); unsupported/missing icons get a letter tile. Generated lettering uses ASCII; Steam's native title retains the full label.

Sources can pass install(apk_path, artwork={'hero': image_bytes_or_http_url}). Slots are grid, wide, hero, logo, icon; supplied PNG/JPEG images keep their dimensions. Limits: 12 MiB and 8 million pixels per image. The PNG reader accepts non-interlaced 1/2/4-bit palette/grayscale and 8-bit RGB/RGBA/grayscale. PNG icons also seed missing slots. Images are staged inside the app directory, then applied through Steam's custom-artwork API.

Immersive installs join Android and Android VR and get SetShortcutIsVR; --flat installs join Android only. Existing dynamic or read-only collections are preserved. Unsupported APIs/collection conflicts appear in library_warnings. Removal clears all five custom slots and managed memberships before deleting the shortcut and folder; --keep-data retains app data. Failed Steam cleanup leaves metadata for a retry.

The launcher stays alive around Lepton's separate session and handles TERM/INT/HUP by stopping its own container and child process group. Normal exit also cleans up. A lock and container check refuse duplicate launches. The Stop helper uses SteamClient.Apps.TerminateApp with the exact 64-bit game ID string, matching Steam's Stop action; Frame Control also falls back to a direct container stop. Persistent data remains under the same instance ID.

Verified: offline artwork, mocked SSH and V8 API tests; signal and normal-exit tests on the Frame with real Linux setsid/flock and fake Lepton/podman. Not verified: actual Steam Play/Stop, library rendering, collections and direct-to-scene launch. On build 20260925.6191901, the headset showed “There was an issue launching Steam”, CDP port 8080 refused connections and the updater was stuck. Capture: /tmp/vrlib-evidence/headset-preflight.png on the development Mac. No installed apps or global VR settings were changed during verification.

The VR flag does not override wear detection. Steam's Resume action hides the dashboard when its scene-app ID matches the shortcut (inferred from Steam's UI source). Whether Lepton gets that association still needs a headset test. No forced hide or power override is installed. If using temporary standby settings for unattended testing, restore power.pauseCompositorOnStandby 1 and power.turnOffScreensTimeout 5; see the device notes.

Out of scope

  • Meta entitlement. Apps that call the Oculus Platform SDK (libovrplatformloader.so) to check the Quest store licence need Meta's services. Frame Control won't work around that.
  • VrApi-era apps (libvrapi.so, before OpenXR) need an API translator, not a patch.

Frame Control does this for you

APK uploads and python3 ui/frame_android.py install app.apk detect VR manifest categories, Samsung's vr_only flag and the arm64 OpenXR loader. VR apps default to immersive mode without the flatscreen marker. The upload selector or CLI --flat / --vr overrides that choice. Compatibility notes identify legacy VrApi, Meta platform SDK and OpenXR libraries.

If a VR MAIN intent filter lacks LAUNCHER, Frame Control inserts it, repacks and v2-signs the APK locally before copying it; meta.json records "patched": ["launcher"]. Unchanged ZIP members retain their compressed bytes; stored libraries are aligned to 16 KiB. The RSA signing identity lives in Frame Control's per-user app-data directory as apk-signing-key.json (mode 0600). Keep this key to preserve the signer on subsequent patched updates. A re-signed APK cannot update an installation signed by its original publisher; Android also treats it as a different signer for signature checks.

VR apps with an arm64 OpenXR loader also get the OpenXR compatibility layer (frame/openxr-compat): an implicit API layer in the APK's assets/openxr/1/api_layers/implicit.d/, which the app's own loader picks up next to Valve's layer. It asks SteamVR for OpenXR 1.0 when the app wants 1.1 and enables the extensions that became 1.1 core; maps xrLocateSpaces to xrLocateSpacesKHR and grip_surface to palm_ext; drops 1.1 controller profiles SteamVR doesn't know; stubs XR_KHR_android_thread_settings and XR_OCULUS_android_session_state_enable; and keeps the current refresh rate when SteamVR refuses a requested one. meta.json records "patched": ["openxr-compat"]. Skip it with install … --no-xr-compat. Its decisions go to logcat under FrameXrCompat.

Verified on the headset (2026-09-28):

  • Wolvic 1.9, Quest build, installed as downloaded: Frame Control added LAUNCHER and the layer. The layer turned OpenXR 1.1.48 into 1.0.63, the instance and session were created, and a 144 Hz refresh request that SteamVR refused was kept at the current rate. The session reached SYNCHRONIZED; then Wolvic's Gecko engine crashed (null SIGSEGV on its Gecko thread, the same crash its Lynx build has), which is Wolvic's, not OpenXR's.
  • Open Brush, Quest build, with the layer: 1.1.54 → 1.0.63, the thread settings stub in use, bytedance/pico4_controller bindings dropped, and the session reached FOCUSED, the same as without the layer.

Inspect or prepare an APK without contacting the headset:

python3 ui/frame_android.py info app.apk
python3 ui/frame_android.py patch app.apk patched.apk
python3 ui/frame_android.py patch app.apk patched.apk --add assets/openxr/1/api_layers/implicit.d/X.json=X.json --add lib/arm64-v8a/libX.so=libX.so

The patch fixes Lepton's launch-category requirement. It does not supply an OpenXR 1.1 translation layer, Meta services or a VrApi implementation.