224 Commits
Author SHA1 Message Date
spoopyghosty0 7a40e47e67 FramePort 0.11.0 v0.11.0 2026-10-06 00:21:37 -04:00
spoopyghosty0 9401b7fc87 Accounting+ works (owner-verified 2026-10-06: the motion warning continues with the click emulation); catalog entry needs FramePort 0.10.1 2026-10-06 00:18:20 -04:00
spoopyghosty0 e510ea88f0 ovrpshim: log ovrp_GetNodePresent for Unity's built-in XR input and report a hand node present while its Touch controller is connected (BattleSisters: Unity's XR controller devices, which its buttons are read from, never appeared) 2026-10-06 00:17:25 -04:00
spoopyghosty0 4c2b6c9dee Start-up recursion (GitHub #58): library.load() refreshes recipes from the catalog, and the catalog's first load read its auto-update setting through library.load(), which refreshed recipes again before the catalog was cached (~140 nested loads: a long blank window, or a crash in the Windows bundle). The setting is read as stored (library.peek_setting) and the catalog step can't re-enter itself 2026-10-06 00:17:14 -04:00
spoopyghosty0 cb689c576a ovrpshim: Touch trigger or A/B/X/Y presses count as Unity mouse clicks (GetMouseButtonDown icall replaced): Accounting+'s motion warning waits for a click Lepton never delivers; input probe logs trigger/grip values 2026-10-06 00:06:18 -04:00
spoopyghosty0 bd2e1a8410 unity_oculus_check revision 3: Unity's built-in Oculus input creates Touch controllers only on device model 'Oculus Quest'; Lepton's Android is 'Valve Lepton', so the compared string is repointed in place (BattleSisters: hands tracked, buttons dead although OVRPlugin reported every press) 2026-10-05 23:39:53 -04:00
spoopyghosty0 608fac9d68 unity_oculus_check: the input probe can be switched on for a diagnostic build (FRAMEPORT_INPUT_PROBE=1) 2026-10-05 23:18:14 -04:00
spoopyghosty0 919c0e291e focus_hold on by default with 5 s (the Frame's wear sensor flickers "HMD off" for 0.5-2 s while worn and Quest games pause each time; Lucky's Tale); Unity 2019 games on the built-in VR loop (no Oculus XR Plugin) get the ovrpshim frame wait (BattleSisters flooded 'outside of frame bounds' and hung the GPU); frame.ovr_trace: opt-in Meta Platform SDK request tracer (native/ovrtrace) for games stuck waiting (Vader Immortal, GitHub #49); catalog: I Am Cat pose_consistency, Lucky's Tale haptic_fix, The Room VR (all owner-verified) 2026-10-05 22:02:06 -04:00
spoopyghosty0 23f4192cfd Game page offers a newer catalog config for recipes the user edited (GitHub #10: a saved Game settings dialog stopped catalog fixes; saving without a change no longer marks the recipe as the user's); launch tests fail when frames stop while the process lives on (frames-stopped) and on Unity render-thread crashes in the GL driver (unity-render-crash) 2026-10-05 21:03:02 -04:00
spoopyghosty0 3391a981b8 Unity fixes from the 2026-10-05 headset round: unity_runtime_msaa_off also no-ops QualitySettings.set_antiAliasing; frame.unity_no_overlay_copy (The Room VR: OVROverlay's fade copy crashed Zink; works now); unity_oculus_check also for Unity 2019 without the frame-wait shim (BattleSisters starts VR; then a GPU lockup); frame.unity_gl_shim + gl_hide_msrtt (GL shim reads every settings source); xrshim converts haptic amplitude envelopes before OVRPort's dispatcher (haptic_fix; GitHub #9, found by Klownicle); FrameBridge pose_consistency (GitHub #8, proposed by Klownicle) 2026-10-05 20:55:36 -04:00
spoopyghosty0 271ce56d08 README: Live view 2026-10-05 20:05:07 -04:00
spoopyghosty0 0e47ce8f1a Live view: sound, 360p-1080p + full-size qualities, smoother catch-up
- Sound: the default output's pulse monitor (what the headset plays) as AAC in the same fMP4; the
  player starts muted (browser autoplay rules) with a Sound on button. Video timestamps go to the
  wall clock (-ts mono2abs) instead of forcing it on the pulse input, which gave bursts of AAC packets
  one shared timestamp; aresample=async=1 keeps the sound continuous.
- Late viewers start at a keyframe of the video track (audio samples are all sync).
- Qualities 360p/480p/720p/1080p scale down only; 'full' sends SteamVR's headset view at its own
  size (1920x1080 today; v4l2cam has no size option, so 2K/4K would only upscale).
- Player keeps a 0.3 s cushion and catches up at 1.1x; it seeks only when >2 s behind (seeking to the
  very edge starved playback).
2026-10-05 20:05:06 -04:00
spoopyghosty0 ad924669d3 Live view tab: stream the Frame's headset view to a browser window on the PC
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
2026-10-05 20:05:06 -04:00
spoopyghosty0 311277ae40 FrameBridge rect_clamp (default on): keep submitted image rects inside their swapchain; SteamVR rejected every frame of a Unity game whose eye rect ran 4 px past it (GitHub #39, PowerWash Simulator stuck at 'Waiting'); triage swapchain-rect-invalid, PLAYBOOK row 2026-10-05 19:17:36 -04:00
spoopyghosty0 bad59bfb5b Steam library fallback (agent v56, GitHub #41): Play re-registers a devkit entry Steam forgot after a restart, the console-log appid comes from the current Steam session only, and art updates also reach the devkit entry 2026-10-05 18:57:25 -04:00
spoopyghosty0 9b57c4753f Game list: Waltz of the Wizard (merged working config) 2026-10-05 18:51:06 -04:00
spoopyghosty0 1301e60be1 Play's devkit fallback finds the entry's appid in Steam's console log when Steam doesn't save shortcuts.vdf (agent v55; GitHub #42: every game showed 'Game configuration unavailable') 2026-10-05 18:50:23 -04:00
spoopyghosty0 069a74f97e Merge pull request #55 from spoopyghosty0/catalog/issue-44
catalog: com.Aldin.WotW
2026-10-05 18:48:23 -04:00
github-actions[bot] 683ae5bcf6 catalog: com.Aldin.WotW (from #44) 2026-10-05 22:47:43 +00:00
spoopyghosty0 af904c62e6 FramePort 0.10.0 v0.10.0 2026-10-05 18:46:18 -04:00
spoopyghosty0 f2d93af973 Game list: Tetris Effect, Iron Man VR, palazzo_santacruz (merged working configs) dev 2026-10-05 18:44:29 -04:00
spoopyghosty0 59fb47a827 Into The Radius 2 works: catalog vk_spec_fixes (the invalid depth resolve made models flicker and windows show behind them; found with the validation layer), status works, min_app 0.9.2; notes on Vulkan validation on the Frame 2026-10-05 18:43:39 -04:00
spoopyghosty0 9e169e069b Merge pull request #52 from spoopyghosty0/catalog/issue-46
catalog: com.resolutiongames.abvriop.santacruz
2026-10-05 18:40:13 -04:00
spoopyghosty0 eed6e4aaed Merge pull request #53 from spoopyghosty0/catalog/issue-47
catalog: com.camouflaj.salmon
2026-10-05 18:40:05 -04:00
spoopyghosty0 9829ee1666 Merge pull request #54 from spoopyghosty0/catalog/issue-45
catalog: com.enhanceexperience.tetriseffect
2026-10-05 18:39:56 -04:00
spoopyghosty0 13069db28a Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve; found with the validation layer in Into The Radius 2 2026-10-05 18:19:11 -04:00
spoopyghosty0 7058105056 Launch tests wait for a first boot after an APK change (agent v54: Lepton's transient 'is not a running context' stopped them); Vulkan shim vk_validation (diagnostics: adds Khronos' validation layer, bundled in a test APK, to the game's instance; a global debug.vulkan.layers property kills Lepton's container) 2026-10-05 17:59:03 -04:00
github-actions[bot] df5b949f1a catalog: com.enhanceexperience.tetriseffect (from #45) 2026-10-05 21:57:47 +00:00
github-actions[bot] 3929ff0a8b catalog: com.camouflaj.salmon (from #47) 2026-10-05 21:57:46 +00:00
github-actions[bot] 4910440f56 catalog: com.resolutiongames.abvriop.santacruz (from #46) 2026-10-05 21:57:44 +00:00
spoopyghosty0 bda9045be6 Into The Radius 2: load only Valve's foveation layer (VALVE_rpo removed the game's fog; owner-verified), notes on the remaining pop-in 2026-10-05 17:32:58 -04:00
spoopyghosty0 a7890d46de QuestCraft works: catalog status works (owner-verified 2026-10-05; LIBGL_NOERROR + frame.ltw_depth) 2026-10-05 17:31:35 -04:00
spoopyghosty0 50ab3eb341 frame.ltw_depth: Minecraft launchers' LTW (QuestCraft) loads OpenGL ES through libfpg.so (native/glshim/eglfmt.c), which turns desktop GL_DEPTH_COMPONENT32 into OpenGL ES depth formats; the Frame's Mesa rejected it, so the depth textures never existed and every framebuffer was incomplete (black picture) 2026-10-05 17:22:52 -04:00
spoopyghosty0 4313b52792 QuestCraft: LIBGL_NOERROR for LTW (Lepton env) gets Minecraft past its GL error 1282 at start (the picture is black next, under investigation); notes on ITR2's popping tests (vk_query_slots and Valve's FDM layer ruled out) 2026-10-05 17:09:33 -04:00
spoopyghosty0 4f9ecf4801 WiiCompiled: notes on "Start straight in VR" (owner-verified: opens in VR without the launcher window; off by default because it skips the launcher's import) 2026-10-05 16:46:12 -04:00
spoopyghosty0 9a5efa28f5 Translation template for the vk_query_slots texts 2026-10-05 16:38:30 -04:00
spoopyghosty0 cf900cd9d4 vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template 2026-10-05 16:37:10 -04:00
spoopyghosty0 ef21b33ca2 Vulkan shim: vk_query_slots (per game) gives occlusion queries one slot per eye; in multiview passes the Frame's Mesa driver writes the second eye's zero result into the next query, culling visible objects (Into The Radius 2's popping models; not yet confirmed in a headset). Sidebar: Sleep / Restart / Shut down below the Frame card 2026-10-05 16:30:07 -04:00
spoopyghosty0 799f1bd9f1 frame.start_activity (opt-in): start an app's VR activity directly instead of its 2D launcher (WiiCompiled's flat window stayed in view after the VR part started); per-element manifest edit, VR activity from the original APK's analysis (OVRPort gives every MAIN activity LAUNCHER + VR); notes on QuestCraft (Minecraft stops at GL error 1282) and ITR2 pop-in 2026-10-05 16:20:31 -04:00
spoopyghosty0 44a056095d Dashboard worker (agent v53) leaves a dashboard the player opened with the controller alone (v52 closed it 60 ms after each press, the game stayed paused); Into The Radius 2: focus_hold up to 2.5 s (the Frame dropped focus for 0.4 s and 1.0 s and Unreal paused each time), notes from the headset test 2026-10-05 15:58:50 -04:00
spoopyghosty0 6037b13e88 Dashboard at game start (agent v52): watch from the game's first submitted frame instead of the first pacing summary, which came ~8 s after Steam's "Resume game" menu (seen with Into The Radius 2); incremental log reads, 0.5 s checks 2026-10-05 15:46:54 -04:00
spoopyghosty0 c3a34ace99 Files, Screenshots and Library: right-click menus (Files and Screenshots; on one of several selected items they act on the whole selection) and click-and-drag multi-select in all three; selection bars moved below the lists so they don't shift items mid-drag; the Files row Download button works again (Flet never awaited it); ui_smoke --gestures drives real mouse drags and right-clicks 2026-10-05 15:43:06 -04:00
spoopyghosty0 05843633a7 Proton: the stable one is the default again (agent v51), Experimental suggested when a PC VR game fails; USB setup: "OR" between the two setup buttons and a Developer Mode pop-up first; tr_n crash in the catalog toast/Settings fixed; no "configs updated" toast on the first download 2026-10-05 14:55:23 -04:00
spoopyghosty0 5198f704e9 Game configs update without a release: installed apps fetch catalog/games from GitHub main every 6 h (one API call + changed files only; background, cache-only loading; Settings → Data: last check, Check now, off switch; frameport catalog-update). Configs that need a newer FramePort (unknown patch, adapter setting or field, or min_app above this version) are skipped 2026-10-05 14:31:21 -04:00
spoopyghosty0 eeee7d2b84 Merge pull request #43 from GreySyntax/patch-1
Add missing macOS file entitlement
2026-10-05 14:28:52 -04:00
spoopyghosty0 772c26d91a Connect with a USB cable: wizard "Set up with a USB cable" (live cable detection; setup command over the cable via the Frame's fixed PC address 10.86.200.234; connects right away when already set up), discovered Frames de-duplicated by SSH host key preferring USB > Frame hotspot > network, USB check fixes. Verified on the device: NCM driver-free on Windows 11, DHCP from the Frame, Frame->PC over the cable, the real setup end to end over USB, 36.9 vs 11.3 MB/s, re-finding a lost address 2026-10-05 14:24:48 -04:00
spoopyghosty0 db0a78ccc3 FAQ: how to lay out games with OBB files (data folder named after the package, one folder per game) 2026-10-05 13:58:43 -04:00
spoopyghosty0 01d764e05c scripts/usb_autotest.py: one autonomous USB-cable test (Windows adapters/driver/USB class via powershell.exe from WSL, the Frame's gadget units and NetworkManager setup, Frame -> PC over the cable, SSH + upload speed over USB vs Wi-Fi), Markdown report 2026-10-05 13:52:32 -04:00
spoopyghosty0 0c5c1638ed USB cable link check: agent v50 usb_link (usb0 state/addresses, gadget functions, USB speed, DHCP from the Frame, sshd) and frameport frame usb-check (this PC's address on it, SSH over the cable with the same host key, upload speed vs the normal link) — for deciding on a USB connection option in the setup wizard 2026-10-05 13:41:41 -04:00
spoopyghosty0 a49cfb0b57 PC VR games default to Proton Experimental (agent v49), with Stable one click away: Customize shows the Proton version as a dropdown, and a launch test that fails on Experimental suggests "Try the stable Proton and reinstall". Installing asks again for the runtime Steam names only after Proton is installed 2026-10-05 13:35:26 -04:00